Annie GENTES | CY Cergy Paris Université (original) (raw)

Papers by Annie GENTES

Research paper thumbnail of Renaissance Man, ‘honnête homme’ and Self-made man : lectors in machina in the Electronic Culture

L’Imaginaire de l’écran / Screen Imaginary, 2004

Research paper thumbnail of The Forgotten Legacy of Schön: From Materials to “Mediums” in the Design Activity

Research paper thumbnail of Systèmes d'interaction émotionnelle

HAL (Le Centre pour la Communication Scientifique Directe), 2009

Research paper thumbnail of Art sur le Web

Terminal, 2008

Les œuvres sur internet semblent reprendre les pratiques traditionnelles d’emprunts et de collage... more Les œuvres sur internet semblent reprendre les pratiques traditionnelles d’emprunts et de collages. En fait, elles revelent les conditions particulieres de cette pratique citationnelle dans les machines numeriques et en reseau et notamment son economie politique. Abondance et disponibilite aujourd’hui qualifient le regime des textes sur internet avec pour consequence une accentuation de l’usure des images. Cette situation particuliere a contribue a faire basculer de la problematique de la mimesis a la problematique du jeu sur les variations. Le travail des artistes se deplace en effet d’une critique des images a la creation d’outils et de cadres pour les lire et les reecrire. Avec eux, l’internaute prend de la distance par rapport aux materiaux mais s’implique dans leur composition et leur interpretation.

Research paper thumbnail of Designing empathy: the Role of a "Control-Room" in an E-learning environment

HAL (Le Centre pour la Communication Scientifique Directe), Jul 17, 2012

The article focuses on the challenge of designing an interface for a virtual class where being re... more The article focuses on the challenge of designing an interface for a virtual class where being represented together contributes to the learning process. It explores the possibility of virtual empathy. Empathy is the cognitive ability that a person uses to project him/herself into another person's viewpoint. How can we recreate this feeling of empathy through a delicate staging of location and interactions? First, how to organize the feeling of togetherness in a 3D environment without creating a feeling of distraction? Then, what are the tools of empathy in a mediated situation? We propose to use the concept of "contradictory semiotic analysis" to describe the design process that taps into visual cultures to build a representation and tools that support users' empathetic interactions. The analysis of designers' work from a semiotic point of view shows that they do not necessarily paint after life but play with different media and representations to build "remediated" situations of use. We then introduce the concept of "control room" elaborated after Manovich's control panel, to describe the visual interface that supports a diversity of points of view, hence supporting mediated empathetic relationships.

Research paper thumbnail of Design and Interdisciplinarity: the improbable introduction of “fundamental physics” in a design school

Proceedings of DRS, Jun 25, 2016

This paper analyzes the introduction of fundamental physics in design education as a pedagogical ... more This paper analyzes the introduction of fundamental physics in design education as a pedagogical method that brings interdisciplinarity into play. It presents the framework of three workshops that took place in a design school. For each workshop, a theme was chosen by the designers and the professor of physics: superconductivity in 2011, quantum physics in 2013 and light and optics in 2014. The authors suggest that introducing physics in a design curriculum was thought in terms of an "a fortiori" education program that would help practitioners to draw pertinent questions and responses whatever the situation. The authors suggest therefore that the curriculum had five goals that correspond to a model of design: affective (how to cope with uncertainty), reflexive learning (how to cope with processes rather than contents), cognitive (how to cope with non knowledge), economic (how to cope with the industrial society of innovation), and political (how to cope with the equality of disciplines and "indiscipline").

Research paper thumbnail of RFID-based Distributed Shared Memory for Pervasive Games

Springer eBooks, 2010

The goal of our work is to give a user equipped with an RFID-enabled mobile handset (mobile phone... more The goal of our work is to give a user equipped with an RFID-enabled mobile handset (mobile phone, PDA, laptop.. .) the ability to access contents of distant elements of the system (tags or handsets), without physically moving to them and without using a Wireless Area Network. Our solution consists in an RFID-based Distributed Shared Memory (RDSM). After describing RDSM, we present its demonstration: a pervasive game which relies on RDSM to analyze data stored in distant elements (without any Wireless Area Network). We conclude by presenting the analysis of the players' feed back.

Research paper thumbnail of De la traduction comme médiation et création interlinguistique des interactions humaines

HAL (Le Centre pour la Communication Scientifique Directe), Oct 1, 2010

Research paper thumbnail of Expérimentation technique et création : l'implication des utilisateurs dans l'invention des médias

HAL (Le Centre pour la Communication Scientifique Directe), Jun 1, 2011

Expérimentation technique et création : l'implication des utilisateurs dans l'invention des média... more Expérimentation technique et création : l'implication des utilisateurs dans l'invention des médias L'article interroge la façon dont les sciences sociales sont sollicitées au moment de l'invention des technologies de l'information et de la communication (TIC), notamment au moment des expérimentations. En partant de l'analyse des tests couramment effectués dans les projets de recherche en TIC, les auteures reviennent sur la notion de breaching experiment exportée du champ de l'ethnométhodologie dans le champ de la recherche en ingénierie. Elles analysent la situation de communication particulière qu'engagent ces tests, et proposent des formes d'évaluation qui permettent de requalifier les enjeux et les pratiques de ces tests. Le concept de « performance » issu de cette analyse comparative rend compte de la complexité de cette situation ancrée dans un corps pensif. Les gestes permettent de redéfinir l'objet technique, le contexte, et le rapport qui se construit à l'ensemble. Ils sont aussi la base pour un débat sur la technologie.

Research paper thumbnail of From ANT to Material Agency

Intellect Books, May 15, 2019

Research paper thumbnail of Une semaine d’observation à la Bibliothèque nationale de France

HAL (Le Centre pour la Communication Scientifique Directe), Mar 1, 2019

Research paper thumbnail of Openness, graphic design and visual practices of science: exploration to promote innovation

HAL (Le Centre pour la Communication Scientifique Directe), Sep 2, 2019

This article presents an ongoing research on the visual practices of experimental scientists. We ... more This article presents an ongoing research on the visual practices of experimental scientists. We look at the way scientific visuals are constructed, to understand how the processes promote exploration and expansion, which are central proprieties supporting innovation in the context of scientific research. Based on a series of in-situ and semi-directed interviews with experimental sciences imagery stakeholders, this inquiry aims at identifying proprieties of the "beautiful image of science", using the notion of "beauty" as a basis to better understand the underlying criteria leading to decision-making in the processes of scientific imagery. This research shows that moments of openness and practices of design are present at certain stages of the imagery workflow, and could be emphasized to encourage exploration for discoveries.

Research paper thumbnail of « How to create a new media? From the artefact to the program

HAL (Le Centre pour la Communication Scientifique Directe), Apr 1, 2012

Research paper thumbnail of Virtual empathy: designing for togertherness in the context of e-learning

HAL (Le Centre pour la Communication Scientifique Directe), Feb 21, 2012

International audienc

Research paper thumbnail of From ANT to Material agency: a design and science research workshop

HAL (Le Centre pour la Communication Scientifique Directe), Oct 31, 2017

This paper studies a design workshop that investigates complex collaboration between fundamental ... more This paper studies a design workshop that investigates complex collaboration between fundamental physics and design. Our research focuses on how students create original artefacts that bridge the gap between disciplines that have very little in common. Our goal is to study the micro-evolutions of their projects. Elaborating first on Actor Network Theory (Latour, 1996; 2005) we study how students' projects evolved over time and through a diversity of inputs and media. Throughout this longitudinal study, we use then a semiotic and pragmatic approach to observe three "aesthetical formations": translation, composition, and stabilization. These formations suggest that the question of material agency developed in the field of archeology and cognitive science (Knappett & Malafouris, 2008) need to be considered in the design field (Renon, 2016) to explain metamorphoses from the brief to the final realizations.

Research paper thumbnail of II. La communication, moteur des usages innovants. Design et médiation créative dans les technologies de l'information

Hermès: Cognition - comunication - politique, 2008

Información del artículo II. La communication, moteur des usages innovants. Art et réseau: genèse... more Información del artículo II. La communication, moteur des usages innovants. Art et réseau: genèse de la [télé]communication créative.

Research paper thumbnail of Looking through tools and situations

Society and Business Review, Sep 30, 2013

Purpose – This paper aims to contribute to the field of research that considers how artefacts and... more Purpose – This paper aims to contribute to the field of research that considers how artefacts and information and communication technologies (ICT) shape organizational practices. In particular, it aims at understanding how tools not only reconfigure relations in organizations, i.e. how people coordinate between each other, but also meaning, i.e. how people interpret the fundamental meaning of their work content and tasks. Design/methodology/approach – The paper reports findings from a longitudinal ethnographic study which investigates the writing process of an interactive live performance written by a group of non-professional writers that was led by French video and multimedia artist Michel Jaffrennou during three months. Findings – The paper shows how multiplying writing software induced the group members to challenge their initial understanding of the cultural and traditional genre of “theater play”. It provides an empirically based account of the capacity of tools to reconfigure meaning in organizational contexts. Practical implications – The paper provides insights about how tools can be used not only as means to an end, but also as ways in which to build original strategies for exploration, especially during creative group sessions. Originality/value – The paper sheds light on distinctive albeit poorly studied aspects of tools and ICT within organizations, namely their capacity to reconfigure meaning, which more empirical studies could further investigate.

Research paper thumbnail of Designing empathy: the role of a “control room” in an e‐learning environment

Interactive Technology and Smart Education, Apr 12, 2013

The article focuses on the challenge of designing an interface for a virtual class where being re... more The article focuses on the challenge of designing an interface for a virtual class where being represented together contributes to the learning process. It explores the possibility of virtual empathy. Empathy is the cognitive ability that a person uses to project him/herself into another person's viewpoint. How can we recreate this feeling of empathy through a delicate staging of location and interactions? First, how to organize the feeling of togetherness in a 3D environment without creating a feeling of distraction? Then, what are the tools of empathy in a mediated situation? We propose to use the concept of "contradictory semiotic analysis" to describe the design process that taps into visual cultures to build a representation and tools that support users' empathetic interactions. The analysis of designers' work from a semiotic point of view shows that they do not necessarily paint after life but play with different media and representations to build "remediated" situations of use. We then introduce the concept of "control room" elaborated after Manovich's control panel, to describe the visual interface that supports a diversity of points of view, hence supporting mediated empathetic relationships.

Research paper thumbnail of Nouveaux médias au musée : Le visiteur équipé

Culture Et Musees, 2012

Nuevos medios en el Museo : El visitador equipado. Este artículo se sitúa en el campo del análisi... more Nuevos medios en el Museo : El visitador equipado. Este artículo se sitúa en el campo del análisis de las prácticas científicas pluridisciplinarias y se apoya sobre el estudio de un proyecto de investigación (plug) realizado entre 2008 y 2009, en el Museo de las Artes y de los Oficios de París.

Research paper thumbnail of Transhumance: A platform on a Mobile Ad hoc NETwork challenging collaborative gaming

Research paper thumbnail of Renaissance Man, ‘honnête homme’ and Self-made man : lectors in machina in the Electronic Culture

L’Imaginaire de l’écran / Screen Imaginary, 2004

Research paper thumbnail of The Forgotten Legacy of Schön: From Materials to “Mediums” in the Design Activity

Research paper thumbnail of Systèmes d'interaction émotionnelle

HAL (Le Centre pour la Communication Scientifique Directe), 2009

Research paper thumbnail of Art sur le Web

Terminal, 2008

Les œuvres sur internet semblent reprendre les pratiques traditionnelles d’emprunts et de collage... more Les œuvres sur internet semblent reprendre les pratiques traditionnelles d’emprunts et de collages. En fait, elles revelent les conditions particulieres de cette pratique citationnelle dans les machines numeriques et en reseau et notamment son economie politique. Abondance et disponibilite aujourd’hui qualifient le regime des textes sur internet avec pour consequence une accentuation de l’usure des images. Cette situation particuliere a contribue a faire basculer de la problematique de la mimesis a la problematique du jeu sur les variations. Le travail des artistes se deplace en effet d’une critique des images a la creation d’outils et de cadres pour les lire et les reecrire. Avec eux, l’internaute prend de la distance par rapport aux materiaux mais s’implique dans leur composition et leur interpretation.

Research paper thumbnail of Designing empathy: the Role of a "Control-Room" in an E-learning environment

HAL (Le Centre pour la Communication Scientifique Directe), Jul 17, 2012

The article focuses on the challenge of designing an interface for a virtual class where being re... more The article focuses on the challenge of designing an interface for a virtual class where being represented together contributes to the learning process. It explores the possibility of virtual empathy. Empathy is the cognitive ability that a person uses to project him/herself into another person's viewpoint. How can we recreate this feeling of empathy through a delicate staging of location and interactions? First, how to organize the feeling of togetherness in a 3D environment without creating a feeling of distraction? Then, what are the tools of empathy in a mediated situation? We propose to use the concept of "contradictory semiotic analysis" to describe the design process that taps into visual cultures to build a representation and tools that support users' empathetic interactions. The analysis of designers' work from a semiotic point of view shows that they do not necessarily paint after life but play with different media and representations to build "remediated" situations of use. We then introduce the concept of "control room" elaborated after Manovich's control panel, to describe the visual interface that supports a diversity of points of view, hence supporting mediated empathetic relationships.

Research paper thumbnail of Design and Interdisciplinarity: the improbable introduction of “fundamental physics” in a design school

Proceedings of DRS, Jun 25, 2016

This paper analyzes the introduction of fundamental physics in design education as a pedagogical ... more This paper analyzes the introduction of fundamental physics in design education as a pedagogical method that brings interdisciplinarity into play. It presents the framework of three workshops that took place in a design school. For each workshop, a theme was chosen by the designers and the professor of physics: superconductivity in 2011, quantum physics in 2013 and light and optics in 2014. The authors suggest that introducing physics in a design curriculum was thought in terms of an "a fortiori" education program that would help practitioners to draw pertinent questions and responses whatever the situation. The authors suggest therefore that the curriculum had five goals that correspond to a model of design: affective (how to cope with uncertainty), reflexive learning (how to cope with processes rather than contents), cognitive (how to cope with non knowledge), economic (how to cope with the industrial society of innovation), and political (how to cope with the equality of disciplines and "indiscipline").

Research paper thumbnail of RFID-based Distributed Shared Memory for Pervasive Games

Springer eBooks, 2010

The goal of our work is to give a user equipped with an RFID-enabled mobile handset (mobile phone... more The goal of our work is to give a user equipped with an RFID-enabled mobile handset (mobile phone, PDA, laptop.. .) the ability to access contents of distant elements of the system (tags or handsets), without physically moving to them and without using a Wireless Area Network. Our solution consists in an RFID-based Distributed Shared Memory (RDSM). After describing RDSM, we present its demonstration: a pervasive game which relies on RDSM to analyze data stored in distant elements (without any Wireless Area Network). We conclude by presenting the analysis of the players' feed back.

Research paper thumbnail of De la traduction comme médiation et création interlinguistique des interactions humaines

HAL (Le Centre pour la Communication Scientifique Directe), Oct 1, 2010

Research paper thumbnail of Expérimentation technique et création : l'implication des utilisateurs dans l'invention des médias

HAL (Le Centre pour la Communication Scientifique Directe), Jun 1, 2011

Expérimentation technique et création : l'implication des utilisateurs dans l'invention des média... more Expérimentation technique et création : l'implication des utilisateurs dans l'invention des médias L'article interroge la façon dont les sciences sociales sont sollicitées au moment de l'invention des technologies de l'information et de la communication (TIC), notamment au moment des expérimentations. En partant de l'analyse des tests couramment effectués dans les projets de recherche en TIC, les auteures reviennent sur la notion de breaching experiment exportée du champ de l'ethnométhodologie dans le champ de la recherche en ingénierie. Elles analysent la situation de communication particulière qu'engagent ces tests, et proposent des formes d'évaluation qui permettent de requalifier les enjeux et les pratiques de ces tests. Le concept de « performance » issu de cette analyse comparative rend compte de la complexité de cette situation ancrée dans un corps pensif. Les gestes permettent de redéfinir l'objet technique, le contexte, et le rapport qui se construit à l'ensemble. Ils sont aussi la base pour un débat sur la technologie.

Research paper thumbnail of From ANT to Material Agency

Intellect Books, May 15, 2019

Research paper thumbnail of Une semaine d’observation à la Bibliothèque nationale de France

HAL (Le Centre pour la Communication Scientifique Directe), Mar 1, 2019

Research paper thumbnail of Openness, graphic design and visual practices of science: exploration to promote innovation

HAL (Le Centre pour la Communication Scientifique Directe), Sep 2, 2019

This article presents an ongoing research on the visual practices of experimental scientists. We ... more This article presents an ongoing research on the visual practices of experimental scientists. We look at the way scientific visuals are constructed, to understand how the processes promote exploration and expansion, which are central proprieties supporting innovation in the context of scientific research. Based on a series of in-situ and semi-directed interviews with experimental sciences imagery stakeholders, this inquiry aims at identifying proprieties of the "beautiful image of science", using the notion of "beauty" as a basis to better understand the underlying criteria leading to decision-making in the processes of scientific imagery. This research shows that moments of openness and practices of design are present at certain stages of the imagery workflow, and could be emphasized to encourage exploration for discoveries.

Research paper thumbnail of « How to create a new media? From the artefact to the program

HAL (Le Centre pour la Communication Scientifique Directe), Apr 1, 2012

Research paper thumbnail of Virtual empathy: designing for togertherness in the context of e-learning

HAL (Le Centre pour la Communication Scientifique Directe), Feb 21, 2012

International audienc

Research paper thumbnail of From ANT to Material agency: a design and science research workshop

HAL (Le Centre pour la Communication Scientifique Directe), Oct 31, 2017

This paper studies a design workshop that investigates complex collaboration between fundamental ... more This paper studies a design workshop that investigates complex collaboration between fundamental physics and design. Our research focuses on how students create original artefacts that bridge the gap between disciplines that have very little in common. Our goal is to study the micro-evolutions of their projects. Elaborating first on Actor Network Theory (Latour, 1996; 2005) we study how students' projects evolved over time and through a diversity of inputs and media. Throughout this longitudinal study, we use then a semiotic and pragmatic approach to observe three "aesthetical formations": translation, composition, and stabilization. These formations suggest that the question of material agency developed in the field of archeology and cognitive science (Knappett & Malafouris, 2008) need to be considered in the design field (Renon, 2016) to explain metamorphoses from the brief to the final realizations.

Research paper thumbnail of II. La communication, moteur des usages innovants. Design et médiation créative dans les technologies de l'information

Hermès: Cognition - comunication - politique, 2008

Información del artículo II. La communication, moteur des usages innovants. Art et réseau: genèse... more Información del artículo II. La communication, moteur des usages innovants. Art et réseau: genèse de la [télé]communication créative.

Research paper thumbnail of Looking through tools and situations

Society and Business Review, Sep 30, 2013

Purpose – This paper aims to contribute to the field of research that considers how artefacts and... more Purpose – This paper aims to contribute to the field of research that considers how artefacts and information and communication technologies (ICT) shape organizational practices. In particular, it aims at understanding how tools not only reconfigure relations in organizations, i.e. how people coordinate between each other, but also meaning, i.e. how people interpret the fundamental meaning of their work content and tasks. Design/methodology/approach – The paper reports findings from a longitudinal ethnographic study which investigates the writing process of an interactive live performance written by a group of non-professional writers that was led by French video and multimedia artist Michel Jaffrennou during three months. Findings – The paper shows how multiplying writing software induced the group members to challenge their initial understanding of the cultural and traditional genre of “theater play”. It provides an empirically based account of the capacity of tools to reconfigure meaning in organizational contexts. Practical implications – The paper provides insights about how tools can be used not only as means to an end, but also as ways in which to build original strategies for exploration, especially during creative group sessions. Originality/value – The paper sheds light on distinctive albeit poorly studied aspects of tools and ICT within organizations, namely their capacity to reconfigure meaning, which more empirical studies could further investigate.

Research paper thumbnail of Designing empathy: the role of a “control room” in an e‐learning environment

Interactive Technology and Smart Education, Apr 12, 2013

The article focuses on the challenge of designing an interface for a virtual class where being re... more The article focuses on the challenge of designing an interface for a virtual class where being represented together contributes to the learning process. It explores the possibility of virtual empathy. Empathy is the cognitive ability that a person uses to project him/herself into another person's viewpoint. How can we recreate this feeling of empathy through a delicate staging of location and interactions? First, how to organize the feeling of togetherness in a 3D environment without creating a feeling of distraction? Then, what are the tools of empathy in a mediated situation? We propose to use the concept of "contradictory semiotic analysis" to describe the design process that taps into visual cultures to build a representation and tools that support users' empathetic interactions. The analysis of designers' work from a semiotic point of view shows that they do not necessarily paint after life but play with different media and representations to build "remediated" situations of use. We then introduce the concept of "control room" elaborated after Manovich's control panel, to describe the visual interface that supports a diversity of points of view, hence supporting mediated empathetic relationships.

Research paper thumbnail of Nouveaux médias au musée : Le visiteur équipé

Culture Et Musees, 2012

Nuevos medios en el Museo : El visitador equipado. Este artículo se sitúa en el campo del análisi... more Nuevos medios en el Museo : El visitador equipado. Este artículo se sitúa en el campo del análisis de las prácticas científicas pluridisciplinarias y se apoya sobre el estudio de un proyecto de investigación (plug) realizado entre 2008 y 2009, en el Museo de las Artes y de los Oficios de París.

Research paper thumbnail of Transhumance: A platform on a Mobile Ad hoc NETwork challenging collaborative gaming