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LIBRARIANS IN SECOND LIFE
                                Our Avatars: Heralds in merging the real with the virtual world
                                                            ABSTRACT                                   WHAT DO LIBRARIANS DO IN SL?
                                     Virtual worlds are still new territory for many librarians   Train students in the use of internet resources
                                     and educators. Some believe it is simply a game and that     and technologies.
                                     the environment is therefore not suited for educational      Build virtual libraries and collections.
                                     purposes. Others are intimidated and fear that Second        Providing synchronous and asynchronous
                                     Life (SL) is too complicated to master and that it is        reference services.
                                     almost impossible to understand the mechanics in a way       Direct students to other internal links such as re-
                                     that allows for meaningful usage. Many reputable             enactments and virtual museums to promote
                                     organizations use Second Life in excellent ways to           interactive learning.                                         WHERE DO WE GO
                                     educate the public and promote their goals. But the great    Market their services and institutions.
                                                                                                                                                                 FROM HERE?
                                     potential of interactive virtual worlds is still often       Network with colleagues around the world.
                                                                                                                                                          The Horizon Report 2007 identifies
                                     overlooked.
                                                                                                                                                          virtual worlds as emerging
                                                                                                                   ADVANTAGES
                                                                                                                                                          technology that will be part of the
                                                                                                  Connect students on-campus and virtually.
                                 WHAT IS SECONDLIFE?
                                  WHAT IS SECOND LIFE?                                                                                                    educational mainstream within the
                                                                                                  Create a social network to connect information
Second Life is currently the most prominent multi-user virtual environment, but other                                                                     next 2-3 years.
                                                                                                  professionals; great for solo librarians.
platforms such as Open Simare available. Created and maintained by Linden Labs, the
                   OpenSim are available. Created and maintained by Linden Labs, the                                                                      In April 2008 the first Congressional
                                                                                                  Buildings and environments are user-created, so
community is entirely created by its members. People create customized avatars to represent                                                               Hearing was held in Second Life, in
                                                                                                  the virtual campus can be like the physical one,
themselves in the virtual world. Although having grown out of the gaming tradition, Second                                                                addition to the physical hearing at
                                                                                                  giving distance students a sense of connection with
Life is considered a 3-D social network rather than a game. Users do not follow one ore more                                                              the House Rayburn Office Building.
                                                                                                  their school.
predetermined sets of objectives, and they do not strive to complete tasks. The platform allows                                                           People begin to notice.
                                                                                                  Interactive learning: Students can explore places
for interaction and collaboration between objects and avatars. It is used for entertainment,                                                              Virtual worlds will permeate into
                                                                                                  not available to them otherwise.
business, education as well as other purposes. It is perfect for information professionals who                                                            many, if not every aspect of
                                                                                                  Streaming audio and video collections are
love to share and collaborate.                                                                                                                            education. Physical and virtual
                                                                                                  available.
                                                                                                                                                          worlds will be inseparable, offering
                                                                                                  Connection to external resources via the build-in
                                                                                                                                                          opportunities for everyone. The
                               WHO USES SECOND LIFE?                                              browser
                                                                                                                                                          possibilities are endless. We will be
Professional Associations such as the ALA and SLA use Second Life to showcase their              Librarians and educators use it as a sandbox for
                                                                                                                                                          able to better collaborate, across
resources and offer seminars, forums, etc.                                                        trying out new ideas; students can practice in a safe
                                                                                                                                                          borders and time zones.
Professors conduct classes in Second Life.                                                       environment.
                                                                                                                                                          There has been a great deal of talk
Libraries offer virtual reference and research help as well as online tutorials.                 An affordable way to attend great conferences.
                                                                                                                                                          about the fact that SL can indeed be
Government agencies such as NASA and the CDC use virtual environments for education                                                                      valuable to the academic community.
and outreach, and have representatives in-world to attend discussions and round-tables.                            CHALLENGES
                                                                                                  Learning curve for technology.                         Now is the time to think about
Museums and other institutions such as the Smithsonian Latin Center present their                                                                        developments librarians would like
exhibitions and create an interactive experience for their users, allowing for immersive          Hardware needs to be sufficient; students
                                                                                                  without proper equipment might lose out.                to see and implement. Virtual worlds
learning and cultural exploration.                                                                                                                        need to be established as additions
Artists create pieces, showcase and even sell them in SL.                                        Promoting SL as educational platform and
                                                                                                  valuable addition to and extension of library           and extensions rather than
                                                                                                  services offered on a web site (chat, email, phone,     replacements of traditional library
                                                                                                  text).                                                  services. We need to develop best
                                                                                                  Many people still see SL as a game that has no         practices and standards for SL library
                                                                                                  educational value, and whose participants are           services and collections. We need to
                                                                                                  “socially inept nerds”.                                 promote and market virtual services
                                                                                                  Develop best practices for user interaction.           and ensure support from all sides:
                                                                                                  Misc. concerns: Child and consumer protection,         information and education
                                                                                                  privacy concerns, intellectual property protection,     professionals as well as the
                                                                                                  online banking issues, online gambling.                 government.

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Librarians in Virtual Worlds

  • 1. LIBRARIANS IN SECOND LIFE Our Avatars: Heralds in merging the real with the virtual world ABSTRACT WHAT DO LIBRARIANS DO IN SL? Virtual worlds are still new territory for many librarians Train students in the use of internet resources and educators. Some believe it is simply a game and that and technologies. the environment is therefore not suited for educational Build virtual libraries and collections. purposes. Others are intimidated and fear that Second Providing synchronous and asynchronous Life (SL) is too complicated to master and that it is reference services. almost impossible to understand the mechanics in a way Direct students to other internal links such as re- that allows for meaningful usage. Many reputable enactments and virtual museums to promote organizations use Second Life in excellent ways to interactive learning. WHERE DO WE GO educate the public and promote their goals. But the great Market their services and institutions. FROM HERE? potential of interactive virtual worlds is still often Network with colleagues around the world. The Horizon Report 2007 identifies overlooked. virtual worlds as emerging ADVANTAGES technology that will be part of the Connect students on-campus and virtually. WHAT IS SECONDLIFE? WHAT IS SECOND LIFE? educational mainstream within the Create a social network to connect information Second Life is currently the most prominent multi-user virtual environment, but other next 2-3 years. professionals; great for solo librarians. platforms such as Open Simare available. Created and maintained by Linden Labs, the OpenSim are available. Created and maintained by Linden Labs, the In April 2008 the first Congressional Buildings and environments are user-created, so community is entirely created by its members. People create customized avatars to represent Hearing was held in Second Life, in the virtual campus can be like the physical one, themselves in the virtual world. Although having grown out of the gaming tradition, Second addition to the physical hearing at giving distance students a sense of connection with Life is considered a 3-D social network rather than a game. Users do not follow one ore more the House Rayburn Office Building. their school. predetermined sets of objectives, and they do not strive to complete tasks. The platform allows People begin to notice. Interactive learning: Students can explore places for interaction and collaboration between objects and avatars. It is used for entertainment, Virtual worlds will permeate into not available to them otherwise. business, education as well as other purposes. It is perfect for information professionals who many, if not every aspect of Streaming audio and video collections are love to share and collaborate. education. Physical and virtual available. worlds will be inseparable, offering Connection to external resources via the build-in opportunities for everyone. The WHO USES SECOND LIFE? browser possibilities are endless. We will be Professional Associations such as the ALA and SLA use Second Life to showcase their Librarians and educators use it as a sandbox for able to better collaborate, across resources and offer seminars, forums, etc. trying out new ideas; students can practice in a safe borders and time zones. Professors conduct classes in Second Life. environment. There has been a great deal of talk Libraries offer virtual reference and research help as well as online tutorials. An affordable way to attend great conferences. about the fact that SL can indeed be Government agencies such as NASA and the CDC use virtual environments for education valuable to the academic community. and outreach, and have representatives in-world to attend discussions and round-tables. CHALLENGES Learning curve for technology. Now is the time to think about Museums and other institutions such as the Smithsonian Latin Center present their developments librarians would like exhibitions and create an interactive experience for their users, allowing for immersive Hardware needs to be sufficient; students without proper equipment might lose out. to see and implement. Virtual worlds learning and cultural exploration. need to be established as additions Artists create pieces, showcase and even sell them in SL. Promoting SL as educational platform and valuable addition to and extension of library and extensions rather than services offered on a web site (chat, email, phone, replacements of traditional library text). services. We need to develop best Many people still see SL as a game that has no practices and standards for SL library educational value, and whose participants are services and collections. We need to “socially inept nerds”. promote and market virtual services Develop best practices for user interaction. and ensure support from all sides: Misc. concerns: Child and consumer protection, information and education privacy concerns, intellectual property protection, professionals as well as the online banking issues, online gambling. government.