People | Alumni | Elia TomadakiResearch Fellow
I was a Research Fellow in the Centre for New Media, working on cooperative learning systems. I was mainly concerned with the integration of the video conferencing tool FlashMeeting with the OpenLearn platform and the study of large-scale synchronous collaborative media.
Keys: e-learning, collaborative media, peer-supported open learning
Tomadaki, E., Scott, P. and Quick, K. (2009) Videoconferencing in technology-enhanced learning communities: Case studies of user roles and community evolution, in eds. Stylianos Hatzipanagos,Steven Warburton, Handbook of Research on Social Software and Developing Community Ontologies, 2009 IGI Global, Idea Group Publishing
Abdullah, N., Tomadaki, E., Scott, P. and Honiden, S. (2008) What goes on in a meeting? An empirical study, 30th Annual Meeting of the Cognitive Science Society (CogSci 2008), Washington, D.C.
Tomadaki, E. (2008) Summarizing the Visual via the Verbal, 4rth International Conference on Technology, Knowledge and Society
Okada, A., Tomadaki, E., Buckingham Shum, S. and Scott, P. (2007) Combining Knowledge Mapping and Videoconferencing for Open Sensemaking Communities, Open Education 2007, Logan, Utah
Scott, P., Tomadaki, E. and Quick, K. (2007) Using Live Virtual Technologies to Support Communities of Practice: the Impact of Extended Events, Workshop: Technology-Enhanced Learning Communities of Practice at 2nd European Conference on Technology-Enhanced Learning EC-TEL, Crete
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.