MUP/PLE lecture series
This event took place on Thursday 07 July 2011 at 14:00
Steven Warburton University of London International Programmes
This presentation will examine identity construction in the age of social media. How do we practically manage our sense of [digital] identity when the boundary between our online selves and our real world selves becomes blurred. What ethical considerations do we need to take account of in the production of the digital self. These and other questions will be explored via a recent project on digital identity that has been using a pattern language framework to uncover and document digital identity related practices.
This event took place on Thursday 07 July 2011 at 14:00
This presentation will examine identity construction in the age of social media. How do we practically manage our sense of [digital] identity when the boundary between our online selves and our real world selves becomes blurred. What ethical considerations do we need to take account of in the production of the digital self. These and other questions will be explored via a recent project on digital identity that has been using a pattern language framework to uncover and document digital identity related practices.
Future Internet
KnowledgeManagementMultimedia &
Information SystemsNarrative
HypermediaNew Media SystemsSemantic Web &
Knowledge ServicesSocial Software
Social Software is...

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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