The Clockwork Project
This event took place on Tuesday 07 June 2005 at 12:30
Dr Zdenek Zdrahal KMi, The Open University
In the talk, the results of the CEC supported project ?Creating Learning Organisations with Contextualised Knowledge-rich Work Artefacts? (Clockwork, 2001-2003) will be presented. The main objectives addressed in the project were:
? Supporting teams in sharing knowledge enriched simulation models of dynamic systems,
? Supporting reuse of simulation and modelling knowledge across the organisation.
The problems of creating and sharing design knowledge in engineering will be discussed. The Clockwork methodology is supported by a web-based toolkit that allows designers to formally and informally annotate and later retrieve engineering models. Examples of Clockwork applications and the development after the end of the project will be also presented.
This event took place on Tuesday 07 June 2005 at 12:30
In the talk, the results of the CEC supported project ?Creating Learning Organisations with Contextualised Knowledge-rich Work Artefacts? (Clockwork, 2001-2003) will be presented. The main objectives addressed in the project were:
? Supporting teams in sharing knowledge enriched simulation models of dynamic systems,
? Supporting reuse of simulation and modelling knowledge across the organisation.
The problems of creating and sharing design knowledge in engineering will be discussed. The Clockwork methodology is supported by a web-based toolkit that allows designers to formally and informally annotate and later retrieve engineering models. Examples of Clockwork applications and the development after the end of the project will be also presented.
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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