"The kind of thing that our age wants to do":
This event took place on Thursday 08 June 2006 at 12:30
Dan Philips The SEA
Myartspace is a service on mobile phones and the web for enquiry-led museum learning. It enables students to create their own interpretations of museum objects through descriptions, images and sounds. These are automatically transmitted to a personal online gallery that they can use to reflect upon and share their experience. Dan will talk about how the service helps to put the visitor at the centre of the experience whether they are in school, visiting your venue or at home.
Related Links:
www.myartspace.org.uk
www.ookl.org.uk
www.the-sea.com
This event took place on Thursday 08 June 2006 at 12:30
Myartspace is a service on mobile phones and the web for enquiry-led museum learning. It enables students to create their own interpretations of museum objects through descriptions, images and sounds. These are automatically transmitted to a personal online gallery that they can use to reflect upon and share their experience. Dan will talk about how the service helps to put the visitor at the centre of the experience whether they are in school, visiting your venue or at home.
Related Links:
www.myartspace.org.uk
www.ookl.org.uk
www.the-sea.com
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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