KMi Publications

External Publications

7 publications | Peter Whalley


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Kelley, P., Tindle, D., Anand, D., Whalley, P., Hogan, P., Valentine, C., Pillinger, P., Gibson, E. and Schwenzer, S. (2011) The Open University-NASA Apollo Virtual Microscope - a tool for Education and Outreach, Poster at 42nd Lunar and Planetary Science Conference, The Woodlands, Texas, USA

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Whalley, P., Kelley, S. and Tindle, A. (2011) The role of the Virtual Microscope in distance learning, Open Learning: The Journal of Open and Distance Learning, 26, 2, pp. 127-134, Routledge

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Anand, M., Pearson, V., Kelley, S., Tindle, A., Whalley, P. and Koeberl, K. (2010) Virtual microscope for extra-terrestrial samples, European Planetary Science Congress 2010, Rome, Italy

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Whalley, P. (2006) Representing parallelism in a control language designed for young children, 2006 IEEE Symposium on Visual Languages and Human-Centric Computing, Brighton, UK

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Whalley, P. (2006) Modifying the metaphor in order to improve understanding of control languages- the little-person becomes a cast of actors, British Journal of Educational Technology, Blackwell

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Whalley, P. (2004) Interacting with layered dynamic media some educational aspects of MPEG 4, British Journal of Educational Technology, 35, 4, pp. 489 495, Blackwell

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Whalley, P. (2003) Interaction as enquiry learning with layered dynamic media, Human Computer Interaction (INTERACT '03), Zurich, Switzerland Human Computer Interaction, INTERACT '03, eds. M Rauterberg M Menozzi J Wesson, pp. 936 939, IOS Press, Amsterdam

 
 
 

Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.