OPEN KEYNOTE DISCUSSION: "Virtual Worlds: Libraries, Education, Museums, and More"
Presented by Barbara Galik (Puglet Dancer in SL) and Kitty Pope (Kitty Phillip in SL)
Location: Babbage Amphitheatre
Galik and Pope, who have been active in the development of the Alliance Information Archipelago and
other virtual world library projects, will discuss where we are with
library service in virtual worlds and where we are going. They will discuss the
the fast progress (explosion) of the project to get to the high level of collaborative development
that exists today. They also will discuss what we need to do moving forward to sustain and
grow library services in virtual worlds.
sustain and grow
"Ancient Mesopotamia: Engaging Online Resources from the Oriental Institute,"
Presented by Wendy Ennes and Lisa Perez
Location: Babbage Amphitheatre
Wendy Ennes, Teacher Services and e-Learning Coordinator for the Oriental Institute
Museum of the University of Chicago, will present information about the new, engaging website
Ancient Mesopotamia: This History, Our History.
In this highly useful online resource, students and educators can learn about various aspects of Mesopotamian culture.
They can participate in the interactive "Dig into History", playing the role of an archeologist or a museum curator.
Also, they can peruse the "Learning Collection", zooming in on various teacher-selected artifacts.
Teachers can also locate primary source materials, lesson plans, and recommended learning activities.
This presentation will be useful to teachers, librarians, students, and history aficionados.
This presentation is brought to you in collaboration with the Chicago Public Schools Department of Libraries and Information Services.
"Persistent Worlds: Will They Ever Go Away?"
Presented by Dr. Susan Hazan
Location: Muriel Cooper Coliseum
Now that Second Life has hit the front page of Newsweek it seems Neal
Stephenson's vision of the Metaverse has crossed over -- from being a
fringe fantasy land for pure escapists to a persistent world for
play, commerce, creativity and exploration. It's time to take a close
look at this synthetic world. Presented by three leading avatars
directly from Second Life, this panel will showcase some of the
leading cultural institutions from their 3D graphic locations, and
will explore how they welcome visitors, guests and colleagues in-world.
"Education on the Teen Grid: The View from Eye4You Alliance Island"
Presented by Kelly Czarnecki (Bluewings Hayek in SL), Anthony Curtis (Stone Semyorka in SL), and Beth Kraemer (Alice Burgess in SL)
Location: Turing Hall
So what's it like to be an educator on the teen grid? Eye4You
Alliance Island has been a source of education, creativity and fun on the teen
grid since 2006. Librarians, professors, authors, technology specialists,
subject matter specialists, and teens from around the world are involved in
projects ranging from classes about SL and RL skills; recurring events like
book discussions, space talks and island management meetings; special events
like the recent literary festival, last year's college fair and craft fair;
and a host of other activities. The presenters will provide an overview of
what it's like to be an adult educator on the teen grid, describing the
challenges and opportunities, and will discuss recent activities and plans
that are underway. We'll compare the experience with education on the main
grid and discuss our view of the future of education for teens in Second Life.
The presentation may also incorporate comments from the teen residents
themselves.
"Reflections in Wonderland"
Presented by Alison (Wynne Merlin) Williams & Mary (Merry Mayo) Hudson
Location: Rosedale Hall
This paper takes a reflective approach concentrating on the authors' explorations of Second Life.
These explorations were undertaken as part of a project to assess how the university library might
operate in such an environment to support student learning.
An introduction briefly outlines the project and we then go on to describe our initial
experiences of Second Life, and of participation in courses and meetings. In the light of
these experiences we reflect on the possibilities offered by this type of environment,
before concluding with our thoughts on the way forward.
"Reconstructing Maya: Student Created Poems"
Presented by Beth Ritter-Guth (SL Desideria Stockton)
Location: Schroeder-Krasner Hall
The students in College English II: Literature at Lehigh Carbon Community College are creating
interactive poems to celebrate the poetry of Maya Angelou. Conference participants will be
able to view the work of students, meet them, and construct a poem of their own.
The workshop will require the use of voice and participants should download a free recording program like Audacity.
Students will showcase their interactive poem "Still I Rise" by Maya Angelou.
A notecard with the instructions on how to build the poem will be provided, and participants
will work together to create a collaborative poem using WAV files, objects, and scripts.
"Preparing U.S. and Chinese Students for Collaborative Activities in Second Life"
Presented by Leaunda Hemphill and Hoyet Hemphill
Location: Vint Cerf Pavillion
Find out how faculty members from different countries prepared their students for working
together in Second Life. The students were U.S. and Chinese inservice teachers taking
technology integration courses at their respective universities. The students were preparing
to use Second Life as a collaboration area for investigating professional development opportunities
for educators in the virtual world. This presentation will highlight the instructional strategies
used to introduce the students to Second Life's virtual environment, develop the necessary
navigational and building skills, and use tools such as translation tools, audio, text chatting,
and blogging to communicate with other students both inside and outside of Second Life.
10:00 a.m. Second Life Time (Pacific Time)
"Voice vs. Text Chat:
Solutions for Teaching/Presenting in Two Languages Simultaneously"
Presented by Chris Haskell
Location: Babbage Amphitheatre
As voices ring out over the virtual landscape, some oppose vocal communication for its
technical imperfections, infrequent use, and VW cultural bias. Educators, presenters,
and facilitators in the Metaverse need solutions to communicate in both "native" languages.
This session demonstrates tools and techniques currently being employed to engage multiple
learning and communication styles in this expanding virtual space.
"Immersion Environments and Recreational Learning: Opportunities for Informal Education on the Virtual Landscape"
Presented by Aldo Stern and JJ Drinkwater
Location: Muriel Cooper Coliseum
When the residents of an online three-dimensional platform such as Second life are able
to create their own immersion environments, learning opportunities abound.
Experience with a number of recent experiments has indicated that the educational
potential of these builds comes not just within the context of a formal, institutionally-managed
didactic approach, but also--and in some cases, more successfully--in the context of informal,
self-directed learning opportunities.
Panelists Aldo Stern and JJ Drinkwater draw upon their real world backgrounds in the museum
and library fields, along with their extensive experience in a variety of experimental
collaborative educational, cultural and recreational environments created on the SL platform,
to discuss the relative success of traditional "classroom" approaches in various builds, and
the surprisingly vibrant informal learning dynamic that has developed alongside--or as an alternative to--the
attempts at structured, hierarchical didacticism.
The panelists also will seek to explore how what has transpired in-world is analogous to the
real world living history/reenacting "hobby" movement of the 1970s-1990s and other recreational self-directed
learning opportunities, and consider issues of how institutions and organizations might utilize the
potential of online creative platforms in the future to more effectively foster and encourage self-directed
learning, and to integrate it into their programming in ways that it could compliment and enhance
more traditional approaches to engaging and educating diverse audiences.
"Whatcha Gonna Do?: An Academic Health Sciences Library in Second Life Embraces New Roles"
Presented by PF Anderson (Perplexity Peccable); Gillian Mayman (Gillian Oh); Anne Perorazio (Kaiya Qunha);
and Jane Blumenthal (Wrenaissance Jewell)
Location: Turing Hall
Academic health sciences libraries support the educational, research, clinical, and service
missions of the universities and healthcare institutions of which they are a part. In the recent past,
this has meant primarily building print and web-based collections of health and research information,
and providing classes and services that facilitate the use and integration of these collections into
the skillset of the local academic healthcare community. In Spring of 2007, the University of Michigan
Medical School purchased an island in Second Life. In supporting the activities associated with this initiative,
we have found that many of the activities and services we have traditionally offered are not immediately
relevant in the new environment, are needs that are being filled by others, or are beyond the scope of
what is possible with the resources currently available to us. Examples of these might include teaching
how to search Medline, offering classes relating to health skill sets, building collections of health information.
Similarly, many of the activities and services we have found ourselves embracing in Second Life are hard to
imagine ever happening in our real life libraries. Examples of these might include building freebie collections,
teaching classes on how to make clothes, setting up a Spirit Shop for the university (along with making the inventory),
hosting in-world and out-world events to engage community, setting up a patient support group, as well as
helping folks navigate Orientation and Help Islands. Here we present information about the similarities and
differences between what we do in which environment and why we do or do not offer similar services in the other
environment, as well as discuss the planning process and skill sets required. We would particularly like to
focus on tools that have formed the basis of our community building efforts, which have largely depended on
resources that bridge Second Life and the broader online and analog environments. So, when it comes to leading the way in a new and emerging technological environment, what are librarians going to do? Our answer: whatever needs to be done.
"Interaction, Visibility and Searchability in Virtual Worlds: The Possibilities, Benefits and the Future"
Presented by Namro Orman
Location: Rosedale Hall
Interaction with the Web should be a major focus point for libraries in virtual worlds. Resources, news,
and communication are needed, and not only with Second Life Residents. The merging with other social networks
looks promising, but a lot can be improved/gained inside Second Life as well to make library services and
resouces more visible, and findable, also on the Web. This goals of this session are to improve awareness of
current possibilities, to show developments, and to offer a sketch of the future.
"The 3D3C Metaverse: A sample 101 course to Virtual Worlds using Second Life"
Presented by Yesha Sivan
Location: Schroeder-Krasner Hall
Yesha Sivan (Dera Kit in Second Life) is working on both academic and business sides of virtual worlds.
He is the founder of Metaverse-Labs Ltd a leading think tank in the area of Virtual Worlds (http://www.metaverse-labs.com).
Academically he works for the Shenkar College of Engineering and Design, Software Engineering department. (http://www.shenkar.ac.il)
In this talk he will review his his 101 course. This will include detailed lesson plans and task allocation, and
some technical tips and tricks. The course is now in its forth version. (His Second Life island can be located
here: http://slurl.com/secondlife/Metaverse%20Labs/231/233/23). (His blog is http://www.dryesha.com).
11:00 a.m. Second Life Time (Pacific Time)
"Applying Distance Educational Theory to Virtual Worlds"
Presented by Rebecca Hedreen
Location: Babbage Amphitheatre
Current adult educational theory is student-centered and those
students have experience, abilities, and preferences that affect or
control the learning process. This presentation will show (and tell)
you how to use these theories, and the practices that spring from
them, to improve your Second Life presentations. In the process, we'll
cover some techniques that also improve accessibility and decrease the
chance that a technological glitch will ruin your work.
"The Museum Phenomenon in Star Wars Galaxies"
Presented by Annie Platoff
Location: Muriel Cooper Coliseum
Annie Platoff, the Director of the Wookiee Cultural Center, the premier Wookiee museum in
Star Wars Galaxies, will discuss the museum phenomenon in Star Wars Galaxies.
"My Life as an Avatar (So Far)"
Presented by Sir Arthur Conan Doyle
Location: Turing Hall
This presentation is intended for teachers, librarians, and those who work in museums;
as well as amateur history buffs. In this discussion I will provide an account of how
I came to portray one of the best known authors of the Victorian era; the development of
a plausible "back story" to cover my inadequacies; my successes and failures in Second Life;
my views on the educational potential of ReCreationism; and, finally, my advice to aspiring ReCreationists.
"Virtual Worlds for Children"
Presented by Fleet Goldenberg
Location: Rosedale Hall
Fleet Goldenberg will discuss virtual worlds for children including
Whyville, Furcadia, and others. The fastest growing population in
virtual worlds is kids, teen and tweens. Fleet will talk about what
these virtual worlds have to offer and what if any education
activities are happening.
"The Festival of European Languages in Second Life"
Presented by Birdie Newborn (Birdie Newcomb in SL)
Location: Schroeder-Krasner Hall
This session will look at the Festival of European Languages recently held on Belle Isle in Second Life.
It was a venture in outside-the-classroom education.
It was a 6-hour festival over half the island with a schedule of speakers, demonstrations,
booths, and a giant map of Europe with landmarks to every known language community in Second Life.
4:00 p.m. Second Life Time (Pacific Time)
"Buzz Session"
Facilitated by Nick Noakes and Alan Levine
Location: Babbage Amphitheatre
This buzz session discussion will be (loosely) structured around two questions:
1. Have you used library support inside or outside SL for your SL teaching? If you have, in what ways?
2. What types of library support and integration in SL would you like to see?
"Libraries, Education, and Museums in Virtual Worlds: Glimpses of the Big Picture"
Presented by Christi Confetti Higgins (Violet Portolo in SL), Doug McDavid (Doug Mandelbrot in SL),
and Tom Peters (Maxito Ricardo in SL)
Location: Babbage Amphitheatre
Violet, Doug, and Maxito will discuss various interesting aspects of the current situation and future
directions for libraries, educational institutions, and museums in Second Life and other
virtual worlds.
Doug will explore the idea that historic economic forces and global trends support the expectation that
virtual world technology will increasingly emerge as a significant
communication and collaboration platform, especially since the most
important characteristic of virtual worlds is their ability to foster an
immersive, social experience. Doug urges the conferees to approach the
next few hours with the thought of how everything they see may or may not
contribute to rich collaborative interactions with information (or
information-rich collaborations) as we begin to witness the convergence of
libraries, museums and educational experiences in virtual worlds.
Christy will share what Sun Microsystems in doing in Second Life and their own virtual world
environment - focusing on communications and collaboration with employees, customers, partners
and those interested in Sun Microsystems. Christy is part of the learning organization at
Sun and works in the Digital Libraries & Research team - she is an extended team member of the
Sun in Virtual Worlds team and will share activities and learnings.
Maxito will explore how information may be packaged, found, and used in virtual environments.
He will ponder how libraries, educational institutions, and museums may morph as they continue
to explore and develop their presences in virtual environments.
"Self-directed Group Learning in Virtual Worlds"
Presented by Nick Noakes
Location: Babbage Amphitheatre
This will be a mix of an interactive discussion session on
the affordances of Virtual Worlds with respect to self-directed group learning, followed by a tour of
Boracay sim to see one way self-directed group learning can be implemented.
"Virtual Museums: When Do They Become "Real"?"
Presented by Annie Platoff
Location: Muriel Cooper Coliseum
With the launch of massively multiplayer online roleplaying games
(MMORPGs), players were given the opportunity to build their own
communities within the confines of virtual worlds created by the game
developers. When Star Wars Galaxies was launched in June 2003, players
were also given the opportunity to manipulate their environment. SWG
Developers not only allowed players to place structures within the
landscape of the game, but also gave them the opportunity to decorate
the interiors of their buildings. It wasn't long before players began to
open their own museums. At first, the museums were nothing more than
decorated houses containing developer-made paintings and objects.
Eventually, however, the museums evolved and now there are quite a
number that include interpretive labels, thematic exhibits, and more.
While some of these museums are quite well known within their
communities, they are virtually unknown by those who do not play the game.
That is not the case for the museums in another virtual community,
however. The emergence of museums in the virtual world of Second Life
has been the topic of much discussion in the museum community. Also
launched in 2003, Second Life presents itself as a 3-D virtual world
rather than a game. In the world of Second Life players can create just
about anything they can imagine and add it to the environment including,
of course, museums. Some of those museums have been replicas of
real-life museums created by private individuals. Other museums in this
virtual environment were created as initiatives of established
real-world museums. But there are some museums in Second Life that only
exist in that virtual landscape. The International Space Museum, one
such museum, has spawned a real-life non-profit organization to support
the work of the virtual museum.
All of this activity in virtual museums brings with it some interesting
questions for members of the museum community. Are virtual museums
"real" museums? And if they are, what are the implications for
established real-life museums? This paper will examine a variety of
museums in two virtual environments ? the MMORPG Star Wars Galaxies and
the virtual world of Second Life. It will apply established definitions
of what is a museum and determine which of those virtual museums appear
to meet the criteria. Finally, it will draw conclusions about the
"realness" of virtual museums and the potential of these institutions
for reaching new audiences.
"Immersive Learning in 3D Virtual Environments"
Presented by JJ Drinkwater and Hypatia Dejavu
Location: Turing Hall
What skills and techniques from other disciplines, such as mueseology and historical re-enactment,
do librarians and educators need to learn/use/modify, in order to take the classroom and the library
forward to future incarnations? One of the hot topics in the world of MUVE's, MMORPG's, and game-based
education is Immersive Learning (IL). Immersive Learning uses the ability of environments to supply information,
and to engage more of the learner's cognitive "package" than does a traditional read-lecture-and-discuss format.
JJ and Hypatia will discuss their experiences, conclusions, and speculations from teaching a class in
Immersive Learning in 3D Virtual Environments.
"An Overview of Science-Related Stuff in Second Life"
Presented by Dr. Troy McConaghy (Troy McLuhan in SL)
Location: Rosedale Hall
Troy will give examples of how Second Life is being used for science education, public outreach, prototyping, and research
Intendend Audience: Scientists, science educators, science librarians, and science museum professionals.
"Immersive Education: New Models for Lifelong Learning"
Presented by Kevin Roebuck
Location: Schroeder-Krasner Hall
Open source technologies for virtual worlds, on-line games, and new media have tremendous potential
to offer new models for lifelong learning. Sun Microsystems Global Education & Research Group has
formed a new community to explore these new immersive worlds and their application with the Project Wonderland 3-D tool-kit,
Project Darkstar Game Server and SunSPOT sensor platforms. The new Sun Immersion Special Interest Group
has announced a joint initiative with the Immersive Education Initiative at Media Grid including a
$25,000 set of "Immersion Grants" to see pilot projects in K12 schools, community college, and higher education institutions.
This session will feature Kevin Roebuck, Community Manager for Immersive Technologies at Sun,
to give a brief overview of the communities activities, initiatives and worldwide projects in
open source and open content for Immersive Education.
"Using Second Life Tools to Enhance Exhibits"
Presented by Abbey Zenith and Bucky Barkley
Location: Vint Cerf
Abbey and Bucky will discuss how libraries, education, and museums converge in Second Life
and are enhanced by the use of tools created in-world. To illustrate this they will have small demo
exhibits and examples of the scripted tools used to develop the exhibits. Bucky, the creator of
these tools, will describe how they work and Abbey will talk about how they have used them and
how others may use them in libraries, education, and museum settings.
7:00 p.m. Second Life Time (Pacific Time)
"Using Second Life to Enhance Student Research and Presentations"
Presented by Robert Walker
Location: Babbage Amphitheatre
The presentation will look at an exciting Second Life assignment being used at Labette Community College
in the Music Appreciation classes to enhance student presentations. This assignment could easily be
adapted for use in any class that requires students to research and present that research to the class.
It is useful for both onground and online classes. Students are given the following assignment, using
Second Life, prepare a museum exhibit on the following composer. You should include written information,
audio, images and perhaps video. Your presentation should not only include biographical information about
the composer, but information about the period that the composer was writing. That information should include
people of historical interest, other artists of the period, clothing and architectural styles of the time.
This presentation will show the mechanics of managing an assignment like this. What tools do the students need?
What knowledge/tools does the instructor need? These concerns will all be discussed and examples of previous
semester projects will be reviewed as well as the assignment and the rubric.
"The Tech Museum of Innovation in Real Life, Second Life, and on the Web"
Presented by Greg Brown and Sarah Cole
Location: Muriel Cooper Coliseum
In December 2007, The Tech Museum of Innovation in San Jose, CA, opened the doors of a
new exhibit workshop: a virtual one. Rather than continuing to pursue the traditional
model of exhibit design, in which in-house staff conceptualize, prototype, and fabricate
museum exhibits, we have turned to a distributed, collaborative model in which participants
from around the world propose, discuss, and prototype exhibits virtually using the web (http://thetechvirtual.org)
and Second Life. Thus far, we have over 200 participants engaged in creating virtual exhibits
in both the main grid and teen grid, of which the ten best exhibits will be realized in real life
this June at The Tech Museum in a new exhibition on the role of technology in art, film, and music.
The Tech Museum is partnering with other museums to grow this virtual exhibit design platform into a
space that can be used by many institutions for content development, distributed exhibit brainstorming
and design. This project is particularly suited to museum exhibits, as exhibits are fundamentally
3D interactive objects, but the process of community building around content is one that can be
valuable for many educational institutions.
Greg Brown, the VP of Content for The Tech Museum, will present our project thus far,
including images of exhibit projects that are moving from SL to reality this spring.
He will also lead discussion about how this platform can be used by other museums and
educational institutions, its possibilities and limitations.
"The Role of Librarian in the Land of Lincoln"
Presented by Daisyblue Hefferman
Location: Turing Hall
This session will chronicle the process of conceptualizing, building, and then developing
a sim honoring and recreating the life and times of a beloved historical figure. Intended to
be an immersive educational experience, much care had to be taken to create both a historically
accurate rendering of the environment, combined with ways to present the wealth of information
that exists in marvelous Lincoln collections all over this country and others. A former Public Librarian,
Civil War era book collector, and amateur historian in rl; reference librarian, writer, builder, storyteller
in SL will discuss the ongoing group planning process; the joy any rl librarian would take in finding her
team with an empty building to fill with information, multiplied many times over; the pure fun an SL
builder experiences, but with an eye to authenticity; and all combined with the challenge of creating
a teaching living history museum. This is a new and uncompleted project, intended to be done over 2 years
and perhaps multi-sim, the product of many minds working together.
"Standing on the Shoulders of Giants"
Presented by Rochelle Mazar
Location: Rosedale Hall
This presentation will demonstrate and explore the ways
that digital objects have been archived in older virtual
environments, their contribution to a competitive gift economy, and
the kinds of lessons those practices bring to bear on the work being
done by librarians and educators in Second Life. In text-based MOO
spaces, object archives function as museum spaces, shops for finding
useful objects to use in one's own builds, and as a structure that
reinforces and supports a functioning gift economy. In worlds without
built-in money economies, archiving and "generics" organization
allows new users to see what has been built before, to take advantage
of that older work by taking their own copy of these generic objects
to build upon, and provides a form of feedback and recognition for
those who build the best objects across the entire MOO community
world-wide. With a long tradition of including the builder's name as
part of the object, a successful builder can build a reputation
across many different virtual worlds as others request archived
copies of their objects. This gift economy encourages builders and
programmers to donate their work for use by others as well as to
create more and better generic objects for general use. Their active
participation in the gift economy thereby assists in the creation of
richer online spaces for all. Could this model work in Second Life,
in spite of its existing money economy?
This presentation would consist of audio content detailing the
structure of these digital archives and their use, as well as detail
about the gift economy and how it encouraged more and better objects
to share with the community, and would include discussion with
participants about its pros and cons and feasibility for use in
Second Life.
"Virtual Worlds for Learning"
Presented by Ann Crewdson and Sachin Patil
Location: Vint Cerf Pavillion
Virtual Worlds offer a quick and inexpensive ways of simulating information artifacts(in libraries and museums)
into multi-faceted synthetic learning environments that merit interaction, immersion and information equally.
The Federation of American Scientists, as part of its "Virtual Worlds for Learning" research program, has created a
Virtual World Sim (Mesopotamia) in Second Life that leverages collective intelligence by enabling interdisciplinary
communities of scholars such as archeologists, librarians museologists, historians, technologists, artists, and academia
to share data and their expertise. The prototype has developed a web-integrated inworld tool, called Medulla, to
collaborate on 3D content creation, peer-review the content for authenticity and edit it continuously based on new
academic & research findings. In the near future, this tool will support functionalities for incorporating game-like
features to make simulation experience more interactive and engaging. This presentation will describe content creation
& management processes we have developed to collect, render, manage, evaluate and preserve digital assets for 3D
virtual environments. Attendees, mainly librarians and museum administrators, will learn how virtual worlds together
with web technologies can be used for a wide variety of learning opportunities, scholarly interaction, and the
collection, development and management of digital assets for 3D virtual environments.
"Literary Programming in Second Life: Libraries and Outreach to Virtual Reading Communities"
Presented by Allison Brueckner (Teofila Matova in SL) and Steven Harris (Stolvano Barbosa in SL)
Location: Babbage Amphitheatre
Literary programming can be a useful outreach tool in the real world, enabling libraries and
librarians to connect with their communities in interesting and meaningful ways. In virtual worlds
like Second Life, the same kinds of connections are possible through literature, but the geography
and communities may be completely different. An extensive and complex network of literary groups
has already developed in Second Life. Despite the virtual nature of these communities, people are
still interested in bringing their real world interests and passions into play. Libraries are uniquely
situated to tap into these interests to reach current users and cultivate new ones as well. Successful
programming can be as simple as book talks and book club meetings, or as complex as speaker appearances
and literary festivals. The speakers, Allison Brueckner (Teofila Matova) and Steven R. Harris (Stolvano Barbosa),
will give a brief survey of literary organizations in Second Life, talk about their experiences with
literary festivals and book discussions, and consider the future potential of literary programming as an
outreach tool in virtual worlds. The intended audience would be all librarians, writers, publishers, and
educators interested in literature and outreach.
"VW Libraries and Education: The Purpose and the Potential"
Presented by Valerie Hill (Valibrarian Gregg in SL)
Location: Turing Hall
Virtual worlds seem to be exploding into existence online. For everyone from toddlers to senior citizens,
a virtual world beckons. Valibrarian Gregg, a Second Life librarian (and real life school librarian)
shares her journey learning in a virtual world to help understand the purpose and potential for librarians and educators.
Read some of the latest Virtual World news at iVinnie.com.
"Providing Library Services in Second Life"
Presented by Margaret Ostrander and Anne Mostad-Jensen
Location: Schroeder-Krasner Hall
Margaret Ostrander will share her research in progress exploring information seeking behavior in
Second Life. All research is taking place in-world, combining structured interviews and ethnographic
fieldwork. Research questions include: What are the information needs of everyday Second Life residents?
What kinds of information are people in SL utilizing, and how do they go about finding it?
This research explicitly studies SL residents in non-library contexts.
A more robust understanding of such "native" information seeking behavior can help inform SL library services.
This research is under the supervision of Dr. Michael Stephens of Dominican University (Illinois, U.S.A.).
Read more about Margaret's research at Librarian Dreamer.
Anne Mostad-Jensen will present her research in progress focused on the new user's experience in Second Life.
Research questions include: How do new users approach and use virtual worlds? What are the information
needs of new users and what are their information seeking behaviors?
Research subjects will be observed while utilizing the Second Life interface for the first time,
accompanied by pre- and post-interviews. This research will inform how libraries in Second Life can help
meet the needs of new users. This research is under the supervision of MLIS faculty member Dr. Joyce Yukawa
of the College of St. Catherine (Minnesota, U.S.A.).
Both Anne and Margaret will share their findings to date, along with learnings about the methodologies and research instruments they have adopted.