The Geospatial Web – How Geobrowsers, Social Software and the Web 2.0 are Shaping the Network Society

Author(s):  
Ilias Karasavvidis

Social software facilitates the linking of people in unprecedented ways and leads to new knowledge creation and application practices. Even though expertise remains an important constituent of these practices, there is a knowledge gap in the literature regarding its role. This chapter was written with the aim of filling this gap by using Project Durian as a case study. Project Durian presented a unique opportunity to study expertise as mediated by social software because it involved both social software and various layers, forms, and configurations of expertise. In this chapter, data from Project Durian are used to examine the outsourcing of tasks and the role that social software played in that outsourcing. Data analysis indicated that, in the hybrid practice that was established, expertise was spatio-temporally distributed, involved individuals with a broad range of skills, facilitated the crossing of disciplinary boundaries, and was renegotiated. The implications of these findings for expertise in the Web 2.0 era are discussed.


2010 ◽  
pp. 669-692
Author(s):  
Sören Auer

In this chapter we give a brief overview on the recently emerging concepts of Social Software and Web 2.0. Both concepts stress the adaptive, agile methodological character of communication and collaboration. In order to lift the adaptive collaboration and communication patterns of Social Software and the Web 2.0 towards a truly semantic collaboration, we outline an adaptive knowledge engineering methodology–RapidOWL. It is inspired by adaptive software development methodologies from software engineering and emphasises support for small enduser contributions to knowledge bases.


2015 ◽  
pp. 1988-2011
Author(s):  
Ilias Karasavvidis

Social software facilitates the linking of people in unprecedented ways and leads to new knowledge creation and application practices. Even though expertise remains an important constituent of these practices, there is a knowledge gap in the literature regarding its role. This chapter was written with the aim of filling this gap by using Project Durian as a case study. Project Durian presented a unique opportunity to study expertise as mediated by social software because it involved both social software and various layers, forms, and configurations of expertise. In this chapter, data from Project Durian are used to examine the outsourcing of tasks and the role that social software played in that outsourcing. Data analysis indicated that, in the hybrid practice that was established, expertise was spatio-temporally distributed, involved individuals with a broad range of skills, facilitated the crossing of disciplinary boundaries, and was renegotiated. The implications of these findings for expertise in the Web 2.0 era are discussed.


2009 ◽  
pp. 1699-1713
Author(s):  
Marc Spaniol ◽  
Ralf Klamma ◽  
Yiwei Cao

The success of knowledge sharing heavily depends on the capabilities of an information system to reproduce the ongoing discourses within a community. In order to illustrate the artifacts of a discourse as authentic as possible it is not sufficient to store the plain information, but also to reflect the context they have been used in. An ideal representation to do so is non-linear storytelling. The Web 2.0 in its “bi-directional” design therefore is an ideal basis for media centric knowledge sharing. In this article we present a novel solution to this issue by non-linear storytelling in the Virtual Campfire system. Virtual Campfire is a social software that allows a modular composition of web services based on a Lightweight Application Server in community engine called LAS. Hence, Virtual Campfire is capable of fully exploiting the features of the Web 2.0 in a comprehensive community information system covering web-services for geo-spatial content sharing, multimedia tagging and collaborative authoring of hypermedia artifacts.


2009 ◽  
pp. 46-60
Author(s):  
Marc Spaniol ◽  
Ralf Klamma ◽  
Yiwei Cao

The success of knowledge sharing heavily depends on the capabilities of an information system to reproduce the ongoing discourses within a community. In order to illustrate the artifacts of a discourse as authentic as possible it is not sufficient to store the plain information, but also to reflect the context they have been used in. An ideal representation to do so is non-linear storytelling. The Web 2.0 in its “bi-directional” design therefore is an ideal basis for media centric knowledge sharing. In this article we present a novel solution to this issue by non-linear storytelling in the Virtual Campfire system. Virtual Campfire is a social software that allows a modular composition of web services based on a Lightweight Application Server in community engine called LAS. Hence, Virtual Campfire is capable of fully exploiting the features of the Web 2.0 in a comprehensive community information system covering web-services for geo-spatial content sharing, multimedia tagging and collaborative authoring of hypermedia artifacts.


Author(s):  
Sören Auer ◽  
Zachary G. Ives

The concepts Social Software and Web 2.0 were coined to characterize a variety of (sometimes minimalist) services on the Web, which rely on social interactions to determine additions, annotations, or corrections from a multitude of potentially minor user contributions. Nonprofit, collaboration- centered projects such as the free encyclopedia Wikipedia belong to this class of services, as well as commercial applications that enable users to publish, classify, rate, and review objects of a certain content type. Examples for this class of content-centered Web 2.0 projects are del.iciou. us (for Web links), Digg.com (for news), Flickr (for images), and YouTube (for movies). Communication- centered services such as MySpace or XING enable individual communication and search for and within spatially distributed communities. So-called Web 2.0 mashups integrate and visualize the collected data and information in novel ways, unforeseen by the original content providers. The most prominent examples of mashups are based on Google Maps and overlay external content on a map. All these developments have a common approach of collecting metadata by making participation and contribution as easy and rewarding as possible.


Author(s):  
Sören Auer

In this chapter we give a brief overview on the recently emerging concepts of Social Software and Web 2.0. Both concepts stress the adaptive, agile methodological character of communication and collaboration. In order to lift the adaptive collaboration and communication patterns of Social Software and the Web 2.0 towards a truly semantic collaboration, we outline an adaptive knowledge engineering methodology–RapidOWL. It is inspired by adaptive software development methodologies from software engineering and emphasises support for small end-user contributions to knowledge bases.


2010 ◽  
pp. 43-69 ◽  
Author(s):  
Catherine McLoughlin ◽  
Mark J. W. Lee

Worldwide, tertiary educators and institutions are discovering that new models of teaching and learning are required to meet the needs of today’s students, and their demands for autonomy, connectivity, and socio-experiential learning. The educational applications of the new wave of Web 2.0-based social software tools compel us to consider how the affordances and potential for generativity and connectivity offered by these tools, as well as the broader societal changes that the Web 2.0 movement forms part of, impact on pedagogy and teaching, and open up the debate on how we conceptualize the dynamics of student learning. This chapter explores the ways in which scholarship and pedagogy are being challenged and redefined in the Web 2.0 era, and the accompanying need for students to develop new skills and competencies to prepare them for work and lifelong learning in a dynamic, networked society and knowledge economy. In response to these challenges the authors propose a pedagogical framework, “Pedagogy 2.0,” which addresses the themes of participation in networked communities of learning, personalization of the learning experience, and learner productivity in the form of active knowledge creation and innovation, and discuss how emerging social practices, ethos, and modes of communication influence the roles of teachers and learners.


Author(s):  
Christian Fuchs

Currently, there is much talk of Web 2.0 and social software. A common understanding of these notions is not yet in existence. Also the question of what makes social software social has thus far remained unacknowledged. In this chapter, a theoretical understanding of these notions is given. The Web is seen in the context of social theories by thinkers like Emile Durkheim, Max Weber, Ferdinand Tönnies, and Karl Marx. I identify three levels in the development of the Web, namely Web 1.0 as a web of cognition, Web 2.0 as a web of human communication, and Web 3.0 as a web of cooperation. Also, the myths relating to Web 2.0 and its actual economic and ideological role in contemporary society are discussed.


Author(s):  
D. Grant Campbell

This paper uses Ricoeur’s phenomenology of memory to compare traditional library information systems and the Web 2.0: social software, tagging systems, file sharing and RSS. Both domains employ strategies of information rentention, searching, evocation and reproduction. But the Web 2.0 utilizes a vague principle of “findability,” which leads to more diverse tools and a more diffuse objectives.Cette communication utilise la phénoménologie de la mémoire de Ricœur pour comparer les systèmes d’information traditionnels des bibliothèques et le web 2.0 : les logiciels sociaux, les systèmes d’étiquetage, de partage de fichiers, et les fils de syndication. Les deux domaines utilisent des stratégies de maintien en fonction, de recherche, d’évocation et de reproduction. Cependant, le web 2.0 utilise un vague principe de « repérabilité » menant à des outils plus versatiles et à des objectifs plus diversifiés. 


Sign in / Sign up

Export Citation Format

Share Document