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Libraries on the MUVE in Second Life. Internet Librarian ..

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Libraries on the MUVE in Second Life. Internet Librarian ... e.g., Webkinz, Neopets. For children to mature adults. Virtual Worlds Review (outdated) ... – PowerPoint PPT presentation

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Title: Libraries on the MUVE in Second Life. Internet Librarian ..


1
Libraries on the MUVE in Second Life
  • Internet Librarian Preconference Workshop
    Saturday, October 27, 2007 in Monterey,
    California
  • Conducted by
  • Barbara Galick (Puglet Dancer in SL), Bradley
    University
  • Jill Hurst-Wahl (Jillianna Suisei in SL), Hurst
    Associates, Ltd.
  • Tom Peters (Maxito Ricardo in SL), TAP
    Information Services
  • Kitty Pope (Kitty Phillip in SL), Alliance
    Library System

2
Introductions
  • Barbara Galik
  • Executive Director, Cullom-Davis Library, Bradley
    University
  • Puglet Dancer in Second Life
  • Jill Hurst-Wahl
  • CEO, Hurst Associates
  • Jillianna Suisei in Second Life
  • Tom Peters
  • CEO, TAP Information Services
  • Maxito Ricardo in Second Life
  • Kitty Pope
  • Executive Director, Alliance Library System
  • Kitty Phillip in Second Life

3
Map of the Alliance Information Archipelago
4
What is a MUVE?
  • Multi user virtual environment (MUVE)
  • Virtual world (simulation) with avatars
  • Real ? Virtual

5
History
  • Text-based ? graphical
  • MMORPG Massive multiplayer online role playing
    game (e.g., World of Warcraft)
  • 2003 ? Second Life open to the public
  • Oct. 2007 ? 10 million registered avatars
  • 30K-40K online at any time

6
Comparison Charts
  • TechCrunch
  • 18 virtual worlds
  • e.g., Webkinz, Neopets
  • For children to mature adults
  • Virtual Worlds Review (outdated)
  • 28 virtual worlds
  • e.g., The Sims Online, Virtual Magic Kingdom

7
What are Libraries Doing in MUVEs?
  • Learning about this new interface
  • Experimenting / prototyping
  • Supporting other MUVE-related efforts
  • Supporting MUVE communities
  • Providing a common space for residents
  • Rethinking space services

8
(No Transcript)
9
What is the Role of Librarians?
  • Info mediators guides
  • Teachers of information literacy
  • Trusted advisors
  • Potential partners / collaborators
  • We know how to build bridges

10
Risks
  • Perceived as
  • Investing in a fad
  • Servicing people who are not your users
  • Wasting money time
  • Just a game

11
Risks ? Reality
  • Universities businesses are MUVEing
  • A MUVE as our next Internet browser?
  • Need to build an informed opinion
  • Need to understand what services can be like in a
    MUVE
  • Need to be ready to serve our users where they
    want to be served
  • Better to learn now, than play catch-up

12
Critical Skills Qualities
  • Basic technology skills for the MUVE
  • Communication, navigation, building, etc.
  • Learn teach simultaneously
  • Respect, forgiveness, patience
  • Creative thinking

13
Virtual librarianship in MUVEs requires
  • Organizational and professional commitment
  • Funding
  • A specific set of skills

14
History Phase ISummer 2006
  • Volunteerism booms
  • Librarians from all over the world
  • Most donate their time and participate
    independently of their institution

15
History Phase IIFall 2006
  • Talis donates an island for libraries ? Cybrary
    City
  • Libraries begin to develop their own presences
    and donate 2 hours per week in return for space

16
History Phase IIIWinter 2006
  • Libraries want bigger spaces in Cybrary City and
    are willing to pay
  • Development of global collaboration at an
    institutional level

17
History Phase IIIWinter 2006
  • InfoIsland archipelago becomes truly
    international
  • Multi-lingual reference services
  • Interactive programs

18
History Phase IIISummer 2007
  • Libraries purchase their own islands
  • Bradley University
  • Cleveland Public Library
  • Stanford University libraries
  • Approximate cost 2,000 per year

19
Institutional Commitment
  • Administrative buy-in is 1
  • Be prepared to defend your presence in virtual
    worlds
  • Build a project team
  • Integrate the team into the whole organization
  • Funds to support a pilot program

20
Funds needed for
  • Hardware
  • A high-end computer with advanced graphics,
    memory, and bandwidth
  • Island purchase and setup
  • Approx. 900 setup and 150/month thereafter
  • Building construction
  • Anywhere from 50-500

21
Funds needed for
  • Staffing
  • Public relations
  • In Second Life and in the real world/first life
  • Content development
  • Displays i.e. WWII posters
  • Exhibits i.e. Marie Antoinette
  • Events i.e. author readings and book
    discussions

22
Funds needed for
  • Training
  • Second Life presents a steep learning curve that
    takes time and patience to conquer

23
Necessary Skills
  • Multi-tasker
  • Strategic communicator
  • Comfortable with constant change
  • Inquisitive
  • Excellent teaching skills

24
Necessary Skills
  • Comfortable working from home and/or in a
    non-traditional setting within a flexible
    schedule
  • Ability to work independently and on a team
  • Sense of humor

25
Summary
  • Organizational and professional commitment
  • Funding
  • A specific set of skills

26
People are the content of websites.To survive,
libraries must share in this adventure.
27
Libraries must take an active role in developing
the virtual world.
28
Assessment Librar-Things in VWs
  • Librarians (as free-lance and/or pro-bono
    individual professionals)
  • Libraries
  • Parent organizations of libraries
  • Library Consortia
  • Library-Related Organizations (e.g.,
    associations, regional systems)
  • Library Schools
  • Library Vendors

29
Assessment What to Evaluate?
  • A collection of information objects or
    experiences (e.g., a collection or exhibit)
  • The built environment (terraforming, landscaping,
    buildings, furniture)
  • Library services (reference, lectures)
  • A particular library service provider
  • A particular library service event

30
Assessment What to Study?
  • Usage
  • Usability
  • Usefulness
  • Outputs
  • Outcomes
  • Avatar-patron attitudes
  • Growth and viability

31
Assessment Data Sources
  • Session transcripts
  • Surveys and questionnaires
  • Counters on objects and land parcels
  • External surveys, such as a real-world campus
    survey or Survey Monkey
  • Proximity Sensors and other free/low-cost data
    collection devices
  • Full-blown in-world third-part assessment services

32
Assessment Demographic Info
  • Librarians and non-librarians
  • Age, sex, national origin, ethnicity, educational
    level, etc.
  • Primary language
  • How long the person has been in SL
  • Other virtual worlds the person frequents
  • Where they usually hang out in VWs

33
Assessment Use of the Virtual Library in Context
  • How did the avatar-patron learn about the
    library?
  • Where the avatar-patron before s/he came to the
    library?
  • Where did s/he go after leaving the library?
  • What did they do with the info and info services
    they used in the library?
  • What sort of take-aways do they want/need?

34
Opportunities Moving Forward
  • Continued rapid growth development
  • Relatively easy and inexpensive to develop and
    test prototype services
  • Diverse international community
  • Trust, Authority, Comradeship, etc.
  • What is the best way to create and organize
    information experiences in SL?
  • Events and exhibits morph into immersive
    information seeking/use environments

35
The Future
  • VW libraries for children Whyville. Second
    Life?
  • Keeping a pulse on virtual world development.
  • Is there life after Second Life?
  • Google Earth
  • Integrating web resources into Second Life
  • Moving from world to world interchangeably
  • Moving created objects out of Second Life to web
  • Second Life Google?
  • Born virtual library-related organizations

36
Future Directions Holo Emitters
  • The Museum Problem Major investment in
    exhibits, but exhibit space is limited, with
    little opportunity to time-shift
  • Create a scene in a virtual world on demand!
  • Exhibits, collections, immersive learning
    environments, meeting spaces
  • Free, open-source Second Life tool
  • http//www.troymcconaghy.com/blog/2007/9/12/open-s
    ource-holo-emitter-for-sl.html

37
Potential Long-Term Impact of Second Life and
Virtual Worlds in General
  • On Information Literacy and the Use of Libraries
  • Immersive Information/Learning Experiences
  • On Literacy in general
  • Gaming and Literacy
  • On Online Communities

38
A Prediction
  • In most online and virtual communities of the
    future, the residents will add more value to
    their information system (library) than will the
    librarians.

39
A Lemma
  • In online and virtual information environments,
    the best way a library can serve a community is
    by helping the community to serve itself.

40
What Should Libraries Do?
  • Become involved in online and virtual communities
    now, during the formative stages.
  • Think about, discuss, explore, and test how
    libraries and librarians can help online and
    virtual communities to help themselves.

41
Contact Information
  • Barbara A. Galik
  • Executive Director
  • Cullom-Davis Library
  • Bradley University
  • 1501 W. Bradley Ave.
  • Peoria, IL   61625
  • Phone 309-677-2850
  • Fax 309-677-2558
  • Email barbara_at_bradley.edu

42
Contact Information
  • Jill Hurst-WahlHurst Associates, Ltd.,
    www.HurstAssociates.comHurst_at_HurstAssociates.com
    Digitization 101blog www.Digitization101.comTel
    (315) 243-4403AOL IM jillNYS Skype
    jill.hurst.wahl

43
Contact Information
  • Tom PetersTAP Information Services1000 SW 23rd
    StreetBlue Springs, MO 64015816-228-6406TAPinfo
    rmation_at_yahoo.com www.TAPinformation.com
    Skype tapeters4466

44
Kitty PopeExecutive DirectorAlliance Library
System (800) 700-4857 x2101 kpope_at_alliancelibra
rysystem.comwww.alliancelibrarysystem.com
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