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.