The National Museum of Computing at Bletchley Park
This event took place on Wednesday 18 June 2008 at 11:30
Tony Sale The National Museum of Computing
In collaboration with Bletchley Park Trust, we are establishing The National Museum of Computing at Bletchley Park. Bletchley is home to Colossus, the world's first programmable electronic computer, and to the UK's contribution to World War II code breaking. It is generally recognised as the birthplace of electronic computing, and as such it has a unique place in history.
We intend to create an accredited world-class museum showing the development of computing from pioneering wartime efforts to the present day and are planning to show the progress so far in building the museum.
We will also present a short history of the Colossus rebuild project including video clips of the machine running.
This event took place on Wednesday 18 June 2008 at 11:30
In collaboration with Bletchley Park Trust, we are establishing The National Museum of Computing at Bletchley Park. Bletchley is home to Colossus, the world's first programmable electronic computer, and to the UK's contribution to World War II code breaking. It is generally recognised as the birthplace of electronic computing, and as such it has a unique place in history.
We intend to create an accredited world-class museum showing the development of computing from pioneering wartime efforts to the present day and are planning to show the progress so far in building the museum.
We will also present a short history of the Colossus rebuild project including video clips of the machine running.
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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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