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Tech Report kmi-04-22 Abstract


Play based on Presence Awareness: Facilitating Emergent Social Behaviours Online
Techreport ID: kmi-04-22
Date: 2004
Author(s): Yanna Vogiazou and Marc Eisenstadt
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In this paper, we present our underlying principles for the design of technology mediated social experiences based on the presence awareness of large numbers of people. We describe our environment for spontaneous play and recreational activities online, which aims to enhance group interaction and we discuss preliminary findings from three online multiplayer game experiments.

Publication(s):

Appeared in: The ACM CHI Workshop 'Social Learning Through Gaming' 2004, Vienna, 24-29 April 2004
 
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Knowledge Management is...


Knowledge Management
Creating learning organisations hinges on managing knowledge at many levels. Knowledge can be provided by individuals or it can be created as a collective effort of a group working together towards a common goal, it can be situated as "war stories" or it can be generalised as guidelines, it can be described informally as comments in a natural language, pictures and technical drawings or it can be formalised as mathematical formulae and rules, it can be expressed explicitly or it can be tacit, embedded in the work product. The recipient of knowledge - the learner - can be an individual or a work group, professionals, university students, schoolchildren or informal communities of interest.
Our aim is to capture, analyse and organise knowledge, regardless of its origin and form and make it available to the learner when needed presented with the necessary context and in a form supporting the learning processes.