External Publications
7 publications | decipher
Wolff, A. and Mulholland, P. (2012) QrAte: historical learning through a curatorial inquiry task using web resources, ICALT, Rome
Wolff, A., Mulholland, P. and Collins, T. (2012) Storyspace: a story-driven approach for creating museum narratives, Hypertext, Milwaukee
Collins, T., Mulholland, P. and Wolff, A. (2012) Web supported emplotment: Using object and event descriptions to facilitate storytelling online and in galleries, Web Science, Evanston, IL, ACM
Mulholland, P., Wolff, A. and Collins, T. (2012) Curate and Storyspace: An ontology and web-based environment for describing curatorial narratives, 9th Extended Semantic Web Conference (ESWC 2012), Heraklion, Greece
Knoth, P. and Zdrahal, Z. (2011) Mining Cross-document Relationships from Text, The First International Conference on Advances in Information Mining and Management (IMMM 2011), Barcelona, Spain
Knoth, P., Robotka, V. and Zdrahal, Z. (2011) Connecting Repositories in the Open Access Domain using Text Mining and Semantic Data, International Conference on Theory and Practice of Digital Libraries 2011 (TPDL 2011), Berlin, Germany
Mulholland, P., Wolff, A., Collins, T. and Zdrahal, Z. (2011) An Event-Based Approach to Describing and Understanding Museum Narratives, Workshop: Detection, Representation, and Exploitation of Events in the Semantic Web at International Semantic Web Conference (ISWC 2011), Bonn, Germany
ManagementMultimedia &
Information SystemsNarrative
HypermediaNew Media SystemsSemantic Web &
Knowledge ServicesSocial Software
Social Software is...

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.
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