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Tech Report kmi-03-14 Abstract


Buddyspace: Large-Scale Presence for Communities at Work and Play
Techreport ID: kmi-03-14
Date: 2003
Author(s): Yanna Vogiazou, Martin Dzbor, Jiri Komzak and Marc Eisenstadt
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Presence awareness' of peer-group members can enhance the emotional well-being of isolated learners and create a sense of community, fostering group communication and interaction. This paper presents our research framework in the design of presence-based applications for collaborative, learning and social environments and investigates the design of innovative playful and group learning activities for large numbers of people, based primarily on their mere presence. To promote the deployment of next-generation presence-based tools in distance-learning and social environments, we have implemented and deployed an open-source 'presence environment' called BuddySpace, which integrates Instant Messaging, geo-location services, peripheral presence awareness and presence-enabled multiplayer games.

Publication(s):

Appeared in: The Workshop 'The Role of Online Community Spaces in Shaping Virtual Community Interactions', in the International Conference on Communities and Technologies 2003, September 19-21 2003, Amsterdam, The Netherlands
 
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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.