KMi Seminars
Greenstone Tales
This event took place on Thursday 11 February 2010 at 14:00

 
Dr David Bainbridge University of Waikato, New Zealand

The Greenstone software typifies what we have perhaps come to think of as the "classic" form of digital library: Web based with access to content through searching and browsing. Countless digital libraries have been formed with Greenstone since its release on SourceForge in 2000: from historic newspapers to books on humanitarian aid; from eclectic multimedia content on pop-artists to curated First editions of works by Chopin; from scientific institutional repositories to personal collections of photos and numerous other document formats. In this talk I will track the history of the project and reflect on the lessons we have learned over this time. Greenstone is also a highly versatile framework for research. In our lab we are experimenting with forms of digital library software that challenge the status quo. In this talk I will demonstrate a range of these prototypes. In particular:

A realistic books visualizer that brings back many of the advantages of the codex that were lost with the move to accessing content through Web pages and its ubiquitous scroll-bar.

An iPod that has been reprogrammed to become a self-contained portable digital library that has truly vast storage -- available at your fingertips, wherever you are.

Seamless Web editing that removes the barrier between readership and authorship. Edit *any* Web page in the world, and have it stored in your own private digital library for later access.

 
KMi Seminars
 

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.