KMi Seminars
Pervasive Possibilities as Publishing
This event took place on Wednesday 22 June 2005 at 12:30

 
Bill McDaniel Digital Media Lab, Office of Technology, Adobe Systems, Inc.

CRC Seminar

Many of the challenges of ubiquitous computing (including location and context awareness) and those of the semantic web align along some very interesting axes. This talk will discuss how emerging semantic technologies such as OWL, Pellet, and increased volumes of metadata can help provide solutions to the LOCA (location and context awareness) problem in pervasive computing. Methods of synthesizing a solution between these two domains will be discussed. Some possible use cases involving a Semantically Powered Adaptive Computing Environment (SPACE) will be described as well.

Bill McDaniel is a Sr. Scientist at Adobe Systems and spends most of his time researching the implications of having large amounts of metadata available in both local and enterprise level environments. Portions of this talk are based on his recent efforts defining a vision of future publishing for Adobe. He has co-authored several books on technology and the future, including Critical Mass: A Primer for Living with the Future.

 
KMi Seminars Event | SSSW 2013, The 10th Summer School on Ontology Engineering and the Semantic Web Journal | 25 years of knowledge acquisition
 

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.