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Libraries in virtual worlds are part of an immersive 3D environment that can be used for entertainment and educational purposes. [1] Due to increasing interest in digital services, some libraries and librarians have established virtual services in Second Life and other virtual worlds. [2]
Second Life libraries are examples of immersive learning environments. Users can interact with the services in practical ways, such as walking around a virtual space. [3] Libraries in Second Life often put on digital exhibitions as part of their services, for example an exhibit displaying virtual representations of Van Gogh paintings, including Starry Night. [4] The aim of virtual library services is to attract new users to traditional libraries as well as establishing links with librarians from all over the world. [5] Most of these services are run by volunteers. [6]
There have been numerous initiatives to create educational spaces within Second Life. There are Victorian areas in which residents dress in period clothes, an Egyptian tomb and a Renaissance Island created by the Alliance Second Life Libraries. [7] Central Missouri State University has also received funding to create a reproduction of 1920s Harlem. [8]
Libraries can also put on virtual events such as conferences, seminars and lectures. [9] In 2008 and 2009 Alliance Library System (ALS) organised a conference called Virtual Worlds: Libraries, Education and Museums Conference. [3] It took place in the New Media Consortium Conference Center in Second Life and was designed to "provide a gathering place for librarians, information professionals, educators, museologists, and others to learn about and discuss the educational, informational, and cultural opportunities of virtual worlds". [10]
Virtual libraries which are independent, run by volunteers and not affiliated with a traditional library are often the most successful ones in Second Life. [11] Second Life-only virtual libraries tend to be more successful than the Second Life branches of public libraries. [5] Users suggest that the libraries in Second Life serve a niche population, which results in difficulties with marketing. [5] Staff of public libraries have different perspectives on SL when they are experimenting with it, which results in general conflict. [5]
In order to have a successful virtual library in Second Life there are six different elements that should be considered. [5] These are:
Librarians were early adopters of virtual worlds as a platform for information delivery with the Alliance Library System, [12] taking initial steps to create a virtual world library in "Second Life". The Alliance Library System, an Illinois based local library co-operator, providing library services to citizens serves three sectors: libraries, legislators and communities including academic, public, school, and special libraries. [13] In 2006, the Alliance Library System, along with OPAL Online Programming for All Libraries, purchased some land in Second Life and built a virtual library. [14] Librarians started holding discussion groups as well as classes for teens in the library, including courses on podcasting and film-making and an open-mic night. [15] In 2007, ALS created a virtual information archipelago in Second Life called Info Island. [16] Info Island consisted of numerous islands housing various libraries and institutions run by the volunteers as well as information professionals in academic libraries such as Stanford University Library [17] and government organisations such as the Centres for Disease Control [7] By 2007, there were more than 40 libraries in Second Life and the number was increasing as of April 2011. [18] Many of those libraries were found in Cybrary City, [19] part of the information archipelago on Second Life, a place built for libraries to set up virtual services and display resources. [20] Pioneer virtual world librarians were documented by Lori Bell and Rhonda Trueman in 2008 [21]
Librarians began collaborating in Second Life as a global professional network which became known as the Community Virtual Library. [22] Libraries were revolutionized by technology during this time and librarians sought new ways to provide programs and services while also learning new skills for 21st-century librarianship. [23] In 2010, ownership of the project was transferred to the Community Virtual Library (CVL) Foundation, a registered 501(c)(3) non-profit organization. [24] All types of librarians collaborated to provide library services including exhibits and educational content. [25] CVL shared an island with Bradley University until January 2018 brought a renovation and move to Cookie Island Library Land [26] where CVL became a project of New Media Arts, Inc. [27] Ongoing programs include writing workshops, book discussions, exhibits (Genealogy, History and other subject areas), reference services, and special groups (art and literary studies). [28] Librarians continue to collaborate on a virtual world bibliography for research and a virtual world database [29] The American Library Association has played a supportive role with virtual world libraries and librarians since 2007 and advocates exploration through the ACRL Virtual World Interest Group which meets monthly at the Community Virtual Library. [30] Programs, immersive field trips, and speakers on information topics are often archived through machinima. [31] Beyond the main branch in Second Life, the Community Virtual Library expanded to other virtual worlds through hypergridding (jumping across virtual world grids). [30] A Hypergrid Resource Library was designed to help users find educational content in virtual worlds. [32]
The Community Virtual Library maintains a Virtual Worlds Database [33] which categorizes, describes, preserves, and makes virtual world communities and landmarks more publicly accessible to online users. The Virtual Worlds Database consists of two collections: Virtual World Communities and Virtual World Landmarks. Landmarks represent a specific space or object. [34] [35] Communities are less tangible and can span many spaces and are more activity and citizen-focused. [36]
The University College Dublin (UCD) James Joyce Library created the first Irish library in Second Life in March 2007 as a part of ALS's Cybrary City project. [37] This virtual library had several features and services, including user surveys, e-mail services, e-books, presentations, comment box, virtual PC, notecard giver, trampoline, dance machine and visitor counter. [38] A work group was established for services, technology, staffing and marketing. [39]
The Independent State of Caledon is an area of Second Life which is exclusively Victorian-themed which includes a virtual library for "residents". [40] The collections of Caledon Library focus on 19th century, Steampunk and Alternate History with emphasis on role play. [41]
Information literacy has changed and now includes digital literacy and digital citizenship as even young children access information and participate in global digital culture on mobile devices. [42] The Community Virtual Library opened a branch on Cookie Island in the virtual world of Kitely with a Digital Citizenship Museum filled with rooms of exhibits such as Cybersecurity, Digital Citizenship for Kids, Gamification in Education, Curation and Archival of Digital Content, Avatars and Artificial Intelligence, and Social Media Blunders [43]
An example of a virtual world library with the specific purpose of bringing stories to life in an immersive environment is Seanchai Library which is located in several virtual worlds. [44]
Due to changes in modern lifestyle and consumer behaviours, modern customers may not visit local library buildings. [45] This has become a worry and reason for city councils to cut libraries' budgets. Some libraries, such as ALS decided to take the organisations to their customers, transferring from real life into a virtual world. [46]
In recent years Second Life libraries have held discussion groups and planned events. [47] Participant librarians say that responses have been much higher than they thought they could be. [48] For example, in the early days of ALS establishing a virtual library in Second Life, a surprising number of Residents visited the building, with some even asking reference questions. [11]
According to successful examples, more and more libraries have realised that Second Life is a new and good means to interact with their customers, helping traditional libraries to accommodate new demands and challenges. [49]
Some "real life" librarians may find it difficult to balance their duties in their online and offline capacities. [50] Librarians are passionate about their commitments to virtual world libraries to the extent that most librarians completed virtual library work at home and are not compensated by their libraries for this work. [51] This could potentially cause problems with stress and fatigue. [51]
Librarians also indicated that adequate computing equipment and faster broadband access is important for increasing the productivity and performance of Second Life libraries, and these requirements limit the involvement of numerous librarians. [51] Additional issues of computing supports include network security programs that help Second Life libraries to solve problems such as appropriate permissions, authentications, limitations of functionality based on security restrictions and service attacks. [51]
Additionally, there are some technology challenges. For example, the use of radio-frequency identification (RFID) – common in most libraries – has become one of the challenges for Second Life libraries. [52] Second Life is sometimes unable to get all the information normally stored on RFID devices such as the means keeping track of library books, people or policies. [53]
Some professionals have acknowledged that Second Life offers unique opportunities to expand the horizons of traditional library services. [54] In addition, some university librarians believe that Second Life libraries can be a valuable part of University services, becoming involved in activities such as delivering a downloading service for lecture notes. [54]
Some studies have found that some librarians did not pay enough attention to pre-planning their Second Life libraries, despite librarianship having a culture of planning and management. [5] Most Second Life librarians have no time to manage a Second Life Library during their working time because there is not any official timeline that designed by departments. [5] As a result, Second Life libraries are misunderstood by many people who view Second Life libraries as just games without any educational value. [55] Although the Second Life library is easier to navigate and provides many useful and good materials, it has few users. [56] The reason is that the Second Life branch has not been well promoted in real life so library users do not know its existence. [5]
The reference desk or information desk of a library is a public service counter where professional librarians provide library users with direction to library materials, advice on library collections and services, and expertise on multiple kinds of information from multiple sources.
Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.
The five laws of library science is a theory that S. R. Ranganathan proposed in 1931, detailing the principles of operating a library system. Many librarians from around the world accept the laws as the foundations of their philosophy.
A research library is a library that contains an in-depth collection of material on one or several subjects. A research library will generally include an in-depth selection of materials on a particular topic or set of topics and contain primary sources as well as secondary sources. Research libraries are established to meet research needs and, as such, are stocked with authentic materials with quality content. Research libraries are typically attached to academic or research institutions that specialize in that topic and serve members of that institution. Large university libraries are considered research libraries, and often contain many specialized branch research libraries. The libraries provide research materials for students and staff of these organizations to use and can also publish and carry literature produced by these institutions and make them available to others. Research libraries could also be accessible to members of the public who wish to gain in-depth knowledge on that particular topic.
Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone.
Interactive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, moving image, animation, video and audio. Since its early conception, various forms of interactive media have emerged with impacts on educational and commercial markets. With the rise of decision-driven media, concerns surround the impacts of cybersecurity and societal distraction.
Digital reference is a service by which a library reference service is conducted online, and the reference transaction is a computer-mediated communication. It is the remote, computer-mediated delivery of reference information provided by library professionals to users who cannot access or do not want face-to-face communication. Virtual reference service is most often an extension of a library's existing reference service program. The word "reference" in this context refers to the task of providing assistance to library users in finding information, answering questions, and otherwise fulfilling users’ information needs. Reference work often but not always involves using reference works, such as dictionaries, encyclopedias, etc. This form of reference work expands reference services from the physical reference desk to a "virtual" reference desk where the patron could be writing from home, work or a variety of other locations.
Library 2.0 is a proposed concept for library services that facilitate user contributions and other features of Web 2.0, which includes online services such as OPAC systems. The term "Library 2.0" was coined by Michael Casey in 2006 on his blog Library Crunch.
A reference interview is a conversation between a librarian and a library user, usually at a reference desk, in which the librarian responds to the user's initial explanation of his or her information need by first attempting to clarify that need and then by directing the user to appropriate information resources. Library user's need must be satisfied in any case on Reference interview.
Library instruction, also called bibliographic instruction, user education and library orientation, consists of "instructional programs designed to teach library users how to locate the information they need quickly and effectively. [It] usually covers the library's system of organizing materials, the structure of the literature of the field, research methodologies appropriate to the academic discipline, and specific resources and finding tools " It prepares individuals to make immediate and lifelong use of information effectively by teaching the concepts and logic of information access and evaluation, and by fostering information independence and critical thinking. Above all they are aimed at equipping library users with skills to locate library sources and use them effectively to satisfy their information needs.
ContextObjects in Spans (COinS) is a method to embed bibliographic metadata in the HTML code of web pages. This allows bibliographic software to publish machine-readable bibliographic items and client reference management software to retrieve bibliographic metadata. The metadata can also be sent to an OpenURL resolver. This allows, for instance, searching for a copy of a book at a specific library.
In virtual reality (VR), immersion is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.
With over 17,000 libraries and 2.5 billion materials circulated annually in the United States alone, libraries are a ubiquitous part of the American landscape. However, as libraries modernize, they face an increasingly harsh budget environment, as well as technological disruption in media, scholarship, and education. The political, social, and technological environment is one of transformation and uncertainty.
Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities.
Learning commons, also known as scholars' commons, information commons or digital commons, are learning spaces, similar to libraries and classrooms that share space for information technology, remote or online education, tutoring, collaboration, content creation, meetings, socialization, playing games and studying. Learning commons are increasingly popular in academic and research libraries, and some public and school libraries have now adopted the model. Architecture, furnishings and physical organization are particularly important to the character of a learning commons, as spaces are often designed to be rearranged by users according to their needs.
There are many applications of virtual reality. Applications have been developed in a variety of domains, such as education, architectural and urban design, digital marketing and activism, engineering and robotics, entertainment, virtual communities, fine arts, healthcare and clinical therapies, heritage and archaeology, occupational safety, social science and psychology.
The Ohio State University Libraries are the collective libraries of the Ohio State University and its satellite campuses. This system welcomes Ohio State faculty, students, visiting scholars and the general public to study and research. It includes ten libraries located on the Columbus campus, six libraries on the regional campus of the university and nine special collections. The Ohio State University Libraries offer educational resources and services to support readers to research, learn and teach. They can help researchers find and borrow physical and digital materials from articles, journals, databases, books, dissertations, theses, newspapers, streaming videos and images, etc. The Ohio State University libraries hold over six million volumes in traditional library formats and more in electronic information resources.
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A home library service is a delivery service offered by some libraries for people who are unable to visit a library because of sickness, disability, or geography.
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