KMi Publications

External Publications

6 publications | cashew


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Norton, B., Pedrinaci, C., Henocque, L. and Kleiner, M. (2008) 3-Level Behavioural Models for Semantic Web Services, International Transactions on Systems Science and Applications, 4, 4, pp. 340-355

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Norton, B. and Pedrinaci, C. (2006) 3-Level Service Composition and Cashew: A Model for Orchestration and Choreography in Semantic Web Services, Workshop: 2nd International Workshop on Agents, Web Services and Ontologies Merging (AWeSOMe'06) at OnTheMove Federated Conferences (OTM'06), Montpelier, FR

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Norton, B. (2005) Experiences with OWL-S, Directions for Service Composition: The Cashew Position, Workshop: OWL: Experiences and Directions, Galway, Ireland

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Norton, B., Foster, S. and Hughes, A. (2005) A Compositional Operational Semantics for OWL-S, Workshop: 2nd International Workshop on Web Services and Formal Methods (WS-FM 2005), Versailles, France Formal Techniques for Computer Systems and Business Processes, eds. Mario Bravetti, Leila Kloul, Gianluigi Zavattaro, LNCS 3670, pp. 303-317, Springer

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Norton, B. (2005) Behavioural Types for Synchronous Software Composition, Workshop: Workshop on Foundation of Interface Technologies (FIT 2005), San Francisco, US

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Norton, B., Luttgen, G. and Mendler, M. (2003) A Compositional Semantic Theory for Synchronous Component-Based Design, 14th International Conference on Concurrency Theory (CONCUR'03), Marseilles, France CONCUR 2003 - Concurrency Theory, eds. Roberto Amadio, Denis Lugiez, LNCS 2761, pp. 461-476, Springer

 
 
 

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.