USING SECOND LIFE Vicki Cormie/ Ishbel Hartmann St Andrews University  Lyn Parker/ Maggie Kohime University of Sheffield Sheila Webber/ Sheila Yoshikawa University of Sheffield
Outline Basic introduction to us and Second Life Our joint involvement Infolit iSchool  Teaching Centre for Information Literacy Research Library services in Second Life Inworld activities
 
Structure for Workshop Divide into groups, according to amount of SL experience & preference Help with the basics or Discussion group Tour Goals for session vary depending on which group you are in: overall, to know more about SL and its possibilities/ constraints Base for activity will be  Infolit iSchool
Second Life 3D online virtual world, also known as a  MUVE  ( multi-user   virtual environments )  Most things created by SL residents: SL fashion designers, architects, bakers, animal makers …. Avatars- 3D representation of yourself – free to signup and can live on freebies, but need Linden dollars if want to own land, buy clothes etc. Communication is through Chat, Voice and/or Instant Messaging
Practical issues Time – operates on SL time which is 8 hours behind UK time Software revisions have been frequent, can cause problems Need broadband and good computer with right graphics card No access via managed desktop currently Learning curve in basics of movement, etiquette & communication inworld Some people may have concerns about signing up for avatar or entering a dangerous space (but possibly more those not used to social software or gaming) Max of about 40 avatars per region/island, and 45K on whole grid  Inclusion issues
Educational Possibilities of SL Movement in 3D space.  Machinima -  animated filmmaking within a real-time virtual 3D environment,  tactics such as in an emergency response  Appreciation of space - such as in the reproduction of Roma and the Globe Theatre. (Photo – Pixeltheatre, 2007) Interactions in a space - such as managing a hotel.  3D and scale - such as in the simulation of a heart murmur or molecules. (Photo - Daneel Ariantho, 2008 ) Role playing - avatars and interactions with different groups such as ageing, schizophrenia, patients or customers.  Virtual psychology and sociology.  (Tom Werner, 2008)
Building and design  Clothing design. 3D exercises and testing. Constructivist activities. Role-play scenes from books. Building to illustrate a concept:  3D model of 7 Pillars Creative arts – writing, photography, music. Visualisation of data – weather, planes in flight, Standard and Poor’s 500 index, IBM Wimbledon tennis. Rapid prototyping and co-design - NASA CoLab http://slurl.com/secondlife/vassar/165/91/24
Infolit iSchool  Successful bid to CILASS to fund island; now hosts School of Education as well as DIS Sheila does all the development work, setting up the island and different areas; different themes depending on time of year Provided a library and office space  Hear her views on Second Life http://blip.tv/file/1375957/ http://blip.tv/file/739271
Student context Compulsory activity (feeding into assignment) for 1 st  year BSc Information Management students in (core) Information Literacy class (21 students)  No student had used virtual world before (nb SL main grid is 18+ only) Has to be a pedagogical rationale for using SL, not automatically engaged, learning curve puts some off Used to social networking; feels like a social area; behaviour may be more suitable to a social environment Need activity rather than content; suitable for IBL Postgraduates holding research discussions
IL Seminars in Second Life Appearance within Second Life; is it important and how does it affect how you behave? How should librarians therefore be presenting themselves in Second Life? Do we need to label ourselves and how do we ensure privacy and confidentiality as we start to develop an academic virtual world? What role should librarians be taking in Second Life? What library services do we need in the virtual world?  Do we need to replicate the Real World or do things differently and if so, what and how? All discussion recorded as chatlogs
Library Services in Second Life
Designing a Second Life Library Blank design sheet Replicate campus buildings or open space? Expectations of our users – preference for talking to a real person Communication methods Technical expertise or buy products? Help with searching, security, copyright, evaluation of information
Strategies and roles 7 Faces of the Library Physical collection of books; Learning and social space; Website; University portal; Virtual learning environment; Web 2.0 technologies  3D virtual worlds Services Information literacy Information availability Personalisation Seamless access 24/7 delivery Student engagement Marketing
Sheila Webber  s.webber@shef.ac.uk  http://information-literacy.blogspot.com http://adventuresofyoshikawa.blogspot.com/ Sheila Yoshikawa Vicki Cormie [email_address] Lyn Parker l.parker@shef.ac.uk
Resources Adventures of Sheila Yoshikawa  http://adventuresofyoshikawa.blogspot.com/ Sheila’s presentations on Slideshare e.g. http://www.slideshare.net/sheilawebber/using-first-and-second-life-to-develop-inquiry-skills-in-the-freshman-year-at-a-uk-university-a-happy-blend-presentation   Facebook Groups – Second Life for Educators; UK Second Life Educators Parker, L. (2008), “More questions than answers: the reflections of Maggie Kohime, a virtual librarian in Second Life”,  ALISS Quarterly,  Vol. 3 No 2, pp13-17. Available  at:  http://eprints.whiterose.ac.uk/3624/2/More_questions_than_answers-1.pdf   Second Life Educators List  (SLED)  https://lists.secondlife.com/cgi-bin/mailman/listinfo/educators

Second Life Aslib Midlands

  • 1.
    USING SECOND LIFEVicki Cormie/ Ishbel Hartmann St Andrews University Lyn Parker/ Maggie Kohime University of Sheffield Sheila Webber/ Sheila Yoshikawa University of Sheffield
  • 2.
    Outline Basic introductionto us and Second Life Our joint involvement Infolit iSchool Teaching Centre for Information Literacy Research Library services in Second Life Inworld activities
  • 3.
  • 4.
    Structure for WorkshopDivide into groups, according to amount of SL experience & preference Help with the basics or Discussion group Tour Goals for session vary depending on which group you are in: overall, to know more about SL and its possibilities/ constraints Base for activity will be Infolit iSchool
  • 5.
    Second Life 3Donline virtual world, also known as a MUVE ( multi-user virtual environments ) Most things created by SL residents: SL fashion designers, architects, bakers, animal makers …. Avatars- 3D representation of yourself – free to signup and can live on freebies, but need Linden dollars if want to own land, buy clothes etc. Communication is through Chat, Voice and/or Instant Messaging
  • 6.
    Practical issues Time– operates on SL time which is 8 hours behind UK time Software revisions have been frequent, can cause problems Need broadband and good computer with right graphics card No access via managed desktop currently Learning curve in basics of movement, etiquette & communication inworld Some people may have concerns about signing up for avatar or entering a dangerous space (but possibly more those not used to social software or gaming) Max of about 40 avatars per region/island, and 45K on whole grid Inclusion issues
  • 7.
    Educational Possibilities ofSL Movement in 3D space. Machinima - animated filmmaking within a real-time virtual 3D environment, tactics such as in an emergency response Appreciation of space - such as in the reproduction of Roma and the Globe Theatre. (Photo – Pixeltheatre, 2007) Interactions in a space - such as managing a hotel. 3D and scale - such as in the simulation of a heart murmur or molecules. (Photo - Daneel Ariantho, 2008 ) Role playing - avatars and interactions with different groups such as ageing, schizophrenia, patients or customers. Virtual psychology and sociology. (Tom Werner, 2008)
  • 8.
    Building and design Clothing design. 3D exercises and testing. Constructivist activities. Role-play scenes from books. Building to illustrate a concept: 3D model of 7 Pillars Creative arts – writing, photography, music. Visualisation of data – weather, planes in flight, Standard and Poor’s 500 index, IBM Wimbledon tennis. Rapid prototyping and co-design - NASA CoLab http://slurl.com/secondlife/vassar/165/91/24
  • 9.
    Infolit iSchool Successful bid to CILASS to fund island; now hosts School of Education as well as DIS Sheila does all the development work, setting up the island and different areas; different themes depending on time of year Provided a library and office space Hear her views on Second Life http://blip.tv/file/1375957/ http://blip.tv/file/739271
  • 10.
    Student context Compulsoryactivity (feeding into assignment) for 1 st year BSc Information Management students in (core) Information Literacy class (21 students) No student had used virtual world before (nb SL main grid is 18+ only) Has to be a pedagogical rationale for using SL, not automatically engaged, learning curve puts some off Used to social networking; feels like a social area; behaviour may be more suitable to a social environment Need activity rather than content; suitable for IBL Postgraduates holding research discussions
  • 11.
    IL Seminars inSecond Life Appearance within Second Life; is it important and how does it affect how you behave? How should librarians therefore be presenting themselves in Second Life? Do we need to label ourselves and how do we ensure privacy and confidentiality as we start to develop an academic virtual world? What role should librarians be taking in Second Life? What library services do we need in the virtual world? Do we need to replicate the Real World or do things differently and if so, what and how? All discussion recorded as chatlogs
  • 12.
  • 13.
    Designing a SecondLife Library Blank design sheet Replicate campus buildings or open space? Expectations of our users – preference for talking to a real person Communication methods Technical expertise or buy products? Help with searching, security, copyright, evaluation of information
  • 14.
    Strategies and roles7 Faces of the Library Physical collection of books; Learning and social space; Website; University portal; Virtual learning environment; Web 2.0 technologies 3D virtual worlds Services Information literacy Information availability Personalisation Seamless access 24/7 delivery Student engagement Marketing
  • 15.
    Sheila Webber s.webber@shef.ac.uk http://information-literacy.blogspot.com http://adventuresofyoshikawa.blogspot.com/ Sheila Yoshikawa Vicki Cormie [email_address] Lyn Parker l.parker@shef.ac.uk
  • 16.
    Resources Adventures ofSheila Yoshikawa http://adventuresofyoshikawa.blogspot.com/ Sheila’s presentations on Slideshare e.g. http://www.slideshare.net/sheilawebber/using-first-and-second-life-to-develop-inquiry-skills-in-the-freshman-year-at-a-uk-university-a-happy-blend-presentation Facebook Groups – Second Life for Educators; UK Second Life Educators Parker, L. (2008), “More questions than answers: the reflections of Maggie Kohime, a virtual librarian in Second Life”, ALISS Quarterly, Vol. 3 No 2, pp13-17. Available at: http://eprints.whiterose.ac.uk/3624/2/More_questions_than_answers-1.pdf Second Life Educators List (SLED) https://lists.secondlife.com/cgi-bin/mailman/listinfo/educators

Editor's Notes

  • #2 Maggie Kohime (Lyn Parker in Second Life) was born on 26th April 2007. When registering your avatar you have to pick from a list of available surnames but can choose any first name you like such as Dragonslayer, Intellagirl, or standard names such as Maggie, so long as it has not already been used. Sheila unfortunately is in hospital and not able to be with us. First time I have met Vicki face to face, rest of our work has been inworld