Fitz082708

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    Fitz082708 - Presentation Transcript

    1. Virtual World Law Librarianship: Summer Wrap Up
        • Kate Fitz, coordinator
        • Sacramento County Public Law Library
    2. Speakers
      • Kate Fitz SL: ‘Cat Galileo’
      • Diane Murley SL: ‘Jezzie Woodget’
      • Lyonette Louis-Jacques SL: ‘Montserrat Biedermann’
    3. Exploring SL with AALL
      • Workshop Goals:
        • Learn to navigate Second Life
        • Review how other libraries and legal groups are using Second Life
        • Create exhibits, displays and other items using Second Life’s building tools
        • Brainstorm on how law librarians can use virtual worlds’ potential
      • Project Wiki: http:// vwlawlibrarians.wetpaint.com
    4. Recap and update:
      • Virtual reality/virtual worlds
      • Library and education use
      • Lawyers and government use
      • Virtual worlds legal issues
    5. Why virtual worlds?
      • “ You’ve practically got to be a gamer to use most of these tools — setup can be arduous, navigating in a 3-D environment takes practice, and processing and bandwidth requirements remain high. But within five years, the 3-D Internet will be as important for work as the Web is today. Information and knowledge management professionals should begin to investigate and experiment with virtual worlds.”
        • -- “Getting Real Work Done in Virtual Worlds” Forrester Research, Inc. Jan. 2008 http://tinyurl.com/6z5uut
    6. Some Virtual Worlds (list from terranova.blogs.com )‏
      • A Tale in the Desert
      • Achaea
      • Active Worlds
      • City of Heroes
      • Club Penguin
      • Counter-Strike
      • Dark Age of Camelot
      • Dark Ages
      • Dubit
      • EVE
      • EverQuest
      • EverQuest II
      • Final Fantasy XI
      • Furcadia
      • Gaia online
      • Habbo Hotel
      • Iron Realms
      • Kaneva
      • Kingdom of Loathing
      • Kingdom of the Winds
      • LambdaMOO
      • Legend of Mir
      • Lineage
      • Lineage II
      • Mabinogi
      • Matrix Online
      • Meridian 59
      • MU Online
      • Multiverse
      • Neopets
      • Neverwinter Nights
      • Play.net
      • Playd
      • Project Darkstar
      • Project Entropia
      • Project Outback
      • Ragnarok Online
      • Runescape
      • Ryzom
      • Second Life
      • Seed
      • Shadowbane
      • Skotos
      • Star Wars Galaxies
      • The Sims Online
      • There
      • ToonTown
      • Ultima Online
      • Vanguard
      • Vzones
      • Whyville
      • World of Warcraft
      • Yohoho! Puzzle Pirates
    7. Virtual worlds: Entertainment
      • Games:
      • Pre-scripted storylines and content such as quests and mini-games
      • Character advancement while progressing through content – “leveling up”
      • Often attempt to exclude “Real Money Transactions” from the in-world economy (it’s cheating to pay $$ for game currency)‏
      • Generally ad-free
    8. Virtual worlds: Socializing – and advertising
      • Social worlds:
      • No storyline; less pre-made content; tools for “user-generated” content
      • No set progression for “leveling up” a character
      • Generally encourage “Real Money Transactions” including selling their own currency for $$
      • Advertising partnerships common
    9. Custom worlds: Professionally built (at professional rates)‏
      • Custom worlds:
      • Can be games, social, educational – anything you choose
      • Often a big-budget project
      • “ Walled gardens” – each world self-contained
      • Interoperability standards –one avatar for many worlds – in development, but very far away
    10. Virtual world creation platforms: Tools to “do it yourself” (if you’re a programmer)‏
      • Stndardized platforms for “plug and play” worlds:
      • Can be games, social, educational – anything you choose
      • Will still require some programming
      • Open source and buillt with interoperability as a goal (at least within each platform)‏
    11. Why Second Life?
      • Best known, largest user base (other than pure game worlds like World of Warcraft)
      • User-generated content: buildings, vehicles, furniture, books, gadgets... (BUT.... high learning curve)
      • Free! (BUT... requires a fairly robust computer system)
    12. Virtual worlds: Librarians and educators
      • Info Islands Archipelago (Alliance Library System) -- over 40 library, university, non-profit, and education islands http://infoisland.org/
      • School of Library & Info. Science, San Jose State U. -- campus and course in SL http://slisweb.sjsu.edu/sl/index.php/Main_Page
      • SLEducation wiki lists dozens of projects and activities as well as many useful resources http://sleducation.wikispaces.com/educationaluses
    13. Government and legal use
      • Law schools
      • Government agencies
      • SL Bar Association
      • International Criminal Court
      • Portuguese Justice Ministry
      • cities
    14. Second Life as legal testing ground
      • Residents' stake in Second Life
      • User-generated content – IP rights belong to Residents
      • Sales of goods and services facilitated and encouraged
      • $L – US$ currency exchange
      • Land “ownership”*
      who enforces? third-party sales discouraged
      • Linden Lab's libertarian policies
      • No centralized “zoning”
      • Minimal regulation of content
      • No policing of transactions – caveat emptor
      Second Life as legal testing ground zoning in the offing increasing oversight
    15. 2007-08: The testing begins
      • Lawsuits over IP, virtual land rights
      • Abrupt ban on gambling, banking/secrities, “broadly offensive” content, LL trademarks
      • Certain eyesore advertisements prohibited
      • Zoning on mainland
    16. How lawyers use Second Life
      • Networking / Client Development
      • Informal Legal Education
      • First formal CLE this summer
      • Future – In-World Arbitration
      • Future – Client Meetings
      • -- Ben Duranske
      • Author, Virtual Law
    17. How Law Librarians (can) Use Virtual Worlds
      • Networking and virtual conferences
      • Continuing education (teaching & learning)‏
      • Modelling new facilities and services
      • Public outreach and education
      • Marketing for firm, law school, or library
      • ???
    18. Summer workshop
      • Tutorials: self-paced
      • Office hours: Wed 9am, Thurs 10:30 am, Sat 9am (Pacific)‏
      • Video tutorials, live instruction sessions
      • Participant project: create a display or recordable presentation in-world
      • Open house August 21
    19. So…. how did it go?
      • 104 signed up for intro webinar; 70 attended
      • 62 signed up on the workshop wiki
      • 26 joined the in-world workshop group http://world.secondlife.com/group/3e4e740d-4ecf-fb16-390e-accc2411ec10
      • At least 16 completed a portion of the self-paced workshop
      • 9 final projects at the open house
    20. Projects: Display or Event using Second Life’s tools
      • Open House slides here
    21. Projects: Display or Event using Second Life’s tools
      • http:// vwlawlibrarians.wetpaint.com/page/Open+house
    22. Participant survey and comments
      • comments from web2.0
      • survey participants after open house
    23. Lessons learned: Planning a workshop in Second Life
      • Communication complications
      • Everything takes longer than you think it will -- everything
      • Self-paced workshop format led to participants feeling alone in a strange new world
      • Who’s who? Matching avatars and identities
    24. Lessons learned: leading the learning experience
      • Visual aids = good
      • No such thing as “too many prims”
      • Offer participants specific projects
      • Encourage and support experimentation
    25. Lessons learned: Using SL for law libraries
      • Strengths:
      • Event programming vs static displays
      • Interactive tutorials or simulations
      • Remote collaboration, guest lectures, virtual field trips
      • Exposure to international issues
    26. Lessons learned: Using SL for law libraries
      • Weaknesses:
      • Very significant entry barriers remain
      • Access to collections is awkward; the Web is superior for locating and viewing material
      • Our patrons aren’t there (yet)‏
    27. Workshop Wrap-up
      • Questions & Answers
      • For more info:
      • http://vwlawlibrarians.wetpaint.com
      • [email_address]
      • Instant Message ‘Cat Galileo’ in Second Life

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