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Libraries on the MUVE in Second Life

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.

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Libraries on the MUVE in Second Life

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  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• TechCrunch • 18 virtual worlds • e.g., Webkinz, Neopets • For children to mature adults • Virtual Worlds Review (outdated) • 28 virtual worlds • e.g., The Sims Online, Virtual Magic Kingdom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. What is the Role of Librarians? • Info mediators & guides • Teachers of information literacy • Trusted advisors • Potential partners / collaborators • We know how to “build bridges”

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

  10. 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

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

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

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

  14. 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

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

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

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

  18. 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

  19. 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

  20. 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

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

  22. NecessarySkills • Multi-tasker • Strategic communicator • Comfortable with constant change • Inquisitive • Excellent teaching skills

  23. 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

  24. Summary Organizational and professional commitment Funding A specific set of skills

  25. People are the content of websites.To survive, libraries must share in this adventure.

  26. Libraries must take an active role in developing the virtual world.

  27. Assessment: Librar-Things in VW’s • 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

  28. 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

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

  30. 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

  31. 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 VW’s

  32. 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?

  33. 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

  34. 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

  35. 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-source-holo-emitter-for-sl.html

  36. 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

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

  38. 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.

  39. 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.

  40. 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@bradley.edu

  41. Contact Information • Jill Hurst-WahlHurst Associates, Ltd., www.HurstAssociates.comHurst@HurstAssociates.comDigitization 101blog: www.Digitization101.comTel: (315) 243-4403AOL IM: jillNYS Skype: jill.hurst.wahl

  42. Contact Information • Tom PetersTAP Information Services1000 SW 23rd StreetBlue Springs, MO 64015816-228-6406TAPinformation@yahoo.comwww.TAPinformation.comSkype: tapeters4466

  43. Kitty PopeExecutive DirectorAlliance Library System(800) 700-4857 x2101kpope@alliancelibrarysystem.comwww.alliancelibrarysystem.com

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