Libraries in virtual worlds

Last updated

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]

Contents

Second Life libraries

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:

History

Alliance Library System (ALS)

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]

Community Virtual Library (CVL)

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]

Virtual World Librarianship: project examples

CVL Virtual World Database

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]

University College Dublin (UCD) Library in Second Life

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]

Caledon Library

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]

Digital Citizenship Museum in Kitely

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]

Seanchai Library

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]

Impact

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]

Issues for real life librarians

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]

Criticism

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]

See also

Related Research Articles

<span class="mw-page-title-main">Reference desk</span> Public service counter in a library

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.

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

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.

<span class="mw-page-title-main">Librarian</span> Profession

A librarian is a person who works professionally in a library providing access to information, and sometimes social or technical programming, or instruction on information literacy to users.

<span class="mw-page-title-main">Five laws of library science</span> Principles of library operations proposed by S. R. Ranganathan

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.

<span class="mw-page-title-main">Research library</span> Library that supports scholarly research

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.

<span class="mw-page-title-main">Computer-mediated reality</span> Ability to manipulate ones perception of reality through the use of a computer

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.

<span class="mw-page-title-main">Interactive media</span> Digital media which make use of moving images, animations, videos and audio

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 their information need by first attempting to clarify that need and then by directing the user to appropriate information resources.

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.

<span class="mw-page-title-main">COinS</span> Bibliographic metadata embedding method

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.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

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 modernise, 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.

<span class="mw-page-title-main">Learning commons</span>

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.

<span class="mw-page-title-main">Virtual reality applications</span> Overview of the various applications that make use of virtual reality

There are many applications of virtual reality (VR). Applications have been developed in a variety of domains, such as architectural and urban design, industrial designs, restorative nature experiences, healthcare and clinical therapies, digital marketing and activism, education and training, engineering and robotics, entertainment, virtual communities, fine arts, heritage and archaeology, occupational safety, as well as 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.

<span class="mw-page-title-main">Covenant University Library (Centre for Learning Resources)</span> Academic library in Ota, Ogun State, Nigeria

Covenant University Library, also known as Centre for Learning Resources (CLR), is the library of Covenant University in Ota, Ogun State, Nigeria. It is housed in a three-story glass building with a seating capacity of 3,500.

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.

References

  1. Tan, Seng-Chee; Wong, Yin-Mei (2011), "Learning Language through Immersive Story Telling in a 3D Virtual Environment", Teaching and Learning in 3D Immersive Worlds, IGI Global, pp. 211–225, doi:10.4018/978-1-60960-517-9.ch012, ISBN   978-1-60960-517-9 , retrieved 2021-05-27
  2. Stuart, David (2010-03-09). "Virtual Worlds, Real Libraries: Librarians and Educators in Second Life and Other Multi-user Virtual Environments". Library Hi Tech. 28 (1). Emerald: 174–175. doi:10.1108/07378831011026760. ISSN   0737-8831.
  3. 1 2 Hill, Valerie; Lee, Hyuk-Jin (October 2010). "Libraries and museums in virtual worlds: Adoption of immersive learning environments". 2010 16th International Conference on Virtual Systems and Multimedia. IEEE. pp. 386–389. doi:10.1109/vsmm.2010.5665925. ISBN   978-1-4244-9027-1. S2CID   36754923.
  4. Hill, Valerie; Lee, Hyuk-Jin (2009). "Libraries and immersive learning environments unite in Second Life". Library Hi Tech. 27 (3): 338–356. doi:10.1108/07378830910988487.
  5. 1 2 3 4 5 6 7 8 9 Chappell, Pam; Baity, Chase; Rachlin, David; Winson, V; Zamrripa, Marilyn (2009). "When Real and Virtual World Collide: A Second Life Library" (PDF). Archived from the original (PDF) on March 23, 2012.
  6. "Uncover What Matters Most to Your Volunteers", Motivating Volunteers, Sioux City, Iowa: Stevenson, Inc., pp. 9–12, 2013-04-26, doi:10.1002/9781118704172.ch2, ISBN   978-1-118-70417-2 , retrieved 2021-05-27
  7. 1 2 Bell, L.; Lindbloom, M.; Peters, T.; Pope, K. (2008). "Virtual Libraries and Education in Virtual Worlds: Twenty-first century library services". Policy Futures in Education. 6 (1): 49–58. doi: 10.2304/pfie.2008.6.1.49 .
  8. "Virtual Harlem".
  9. Parker, Kimberly J. (1998-01-15). "Virtual Seminars and Digital Filing Cabinets". Science & Technology Libraries. 16 (3–4): 115–129. doi:10.1300/j122v16n03_08. ISSN   0194-262X.
  10. Bell, Lori. "Virtual Worlds: Libraries, Education and Museums Conference". LIS News. Retrieved 31 March 2011.
  11. 1 2 Joint, Nicholas (2008-06-27). "Virtual reference, Second Life and traditional library enquiry services". Library Review. 57 (6): 416–423. doi:10.1108/00242530810886689. ISSN   0024-2535.
  12. "Reaching Across Illinois Library System". www.alliancelibrarysystem.com. Retrieved 18 April 2019.
  13. Morgan, Steve (December 1998). "Outsourcing Library Technical Services Operations: Practices in Academic, Public and Special Libraries". Library Review. 47 (8): 412–413. doi:10.1108/lr.1998.47.8.412.10. ISSN   0024-2535.
  14. "Worlds of Education" . Retrieved 21 April 2019.
  15. du Preez, Madely (2010-08-10). "More Than MySpace: Teens, Librarians and Social Networking". The Electronic Library. 28 (4). Emerald: 623–624. doi:10.1108/02640471011065436. ISSN   0264-0473.
  16. Ives, Blake; Piccoli, Gabriele (2007). "STA Travel Island: Marketing First Life Travel Services in Second Life". Communications of the Association for Information Systems. 20. doi: 10.17705/1cais.02028 . ISSN   1529-3181.
  17. University, © Stanford; Stanford; Complaints, California 94305 Copyright. "Virtual archives in Second Life". Stanford Libraries. Retrieved 18 April 2019.{{cite web}}: CS1 maint: numeric names: authors list (link)
  18. "UCD News - UCD library joins Second Life".
  19. "Cybrary City in Second Life to Showcase Library Resources". 13 November 2006.
  20. Kattelman, Beth (2008-11-01). "It's time for a Second Life: Resources dedicated to the virtual world". College & Research Libraries News. 69 (10): 614–617. doi:10.5860/crln.69.10.8081. hdl: 1811/47343 . ISSN   2150-6698.
  21. Bell, Lori; Trueman, Rhonda B (2008). "Virtual worlds, real libraries: librarians and educators in Second Life and other multi-user virtual environments". Books Infotoday. Retrieved May 4, 2022.
  22. Hill, Valerie (May 22, 2016). "The Community Virtual Library: A Decade of Virtual World Librarianship". Virtual Education Journal: 53–57. Retrieved May 4, 2022.
  23. "Digital Libraries and Librarians of the 21st Century: Nancy Davenport", Digital Information and Knowledge Management, Routledge, pp. 93–101, 2012-11-12, doi:10.4324/9780203052020-10 (inactive 1 November 2024), ISBN   978-0-203-05202-0 , retrieved 2021-05-27{{citation}}: CS1 maint: DOI inactive as of November 2024 (link)
  24. Ruckman, K. (March 1, 2011). "Guide to Community Solar: Utility, Private, and Non-Profit Project Development (Fact Sheet)". doi: 10.2172/1010462 .{{cite journal}}: Cite journal requires |journal= (help)
  25. Scantlebury, Non; Stevenson, Liz (2004-06-15), "Library services and virtual learning: the DEViL project", Libraries Without Walls 5, Facet, pp. 49–55, doi:10.29085/9781856047876.005, ISBN   978-1-85604-787-6 , retrieved 2021-05-27
  26. "Second Life Maps - Cookie". maps.secondlife.com. Retrieved 18 April 2019.
  27. "New Media Arts Inc – Preserving the old, advancing the new".
  28. Nisbet, Robert (1970). "Genealogy, Growth, and Other Metaphors". New Literary History. 1 (3): 351–363. doi:10.2307/468261. ISSN   0028-6087. JSTOR   468261.
  29. Hill, Valerie; Vans, Marie; Dunavant-Jones, Alyse (2018). "Virtual Worlds Database: A Tool for Connecting Metaverse Communities". Virtual Education Journal: 66–75. Retrieved May 4, 2022.
  30. 1 2 "Virtual Worlds, Real Libraries. Librarians and Educators in Second Life and Other Multi-user Virtual Environments". New Library World. 110 (11/12). Emerald: 571–572. 2009-11-20. doi:10.1108/03074800911007613. ISSN   0307-4803.
  31. Heath, Brenton J.; Williams, Kevin K. (2018). "Creating Immersive Virtual Field Trips Using 360 Degree Images and Videos". Geological Society of America Abstracts with Programs. Geological Society of America. doi:10.1130/abs/2018ne-311196.{{cite journal}}: Cite journal requires |journal= (help)
  32. "The Community Virtual Library Project".
  33. "Airtable - Virtual Worlds Database". airtable.com. Retrieved 18 April 2019.
  34. Harold, Rosenberg (1990). The anxious object. Univ. of Chicago Press. ISBN   0-226-72682-7. OCLC   257871049.
  35. McArthur, Victoria (2012), "Virtual World Professionals and the Interloper Effect in 3D Virtual Worlds", Virtual Worlds and Metaverse Platforms, Advances in Social Networking and Online Communities, IGI Global, pp. 321–336, doi:10.4018/978-1-60960-854-5.ch021, ISBN   978-1-60960-854-5 , retrieved 2021-05-27
  36. Jamerson, Hunter W. (2011), "Bringing Real Justice to Virtual Worlds", Virtual Communities, IGI Global, pp. 1949–1960, doi:10.4018/978-1-60960-100-3.ch604, ISBN   978-1-60960-100-3 , retrieved 2021-05-27
  37. "UCD opens Ireland's first library on Second Life". Silicon Republic. June 29, 2007. Retrieved May 4, 2022.
  38. Furlan, Wendy (2007-06-05). "Virtual Racism Rears its Head: Uncovering Librarian Bias in E-mail Reference Services". Evidence Based Library and Information Practice. 2 (2): 97–100. doi: 10.18438/b8kg64 . ISSN   1715-720X.
  39. "Virtual Reference Services and Instruction: An Assessment", Assessing Reference and User Services in a Digital Age, Routledge, pp. 227–244, 2013-05-13, doi:10.4324/9780203726235-14 (inactive 1 November 2024), ISBN   978-0-203-72623-5 , retrieved 2021-05-27{{citation}}: CS1 maint: DOI inactive as of November 2024 (link)
  40. "Caledon Oxbridge University". www.caledonoxbridge.org. Retrieved 18 April 2019.
  41. Zenekorta, Ibon Uribarri (2013-08-07), "Philosophical collections, translation and censorship", Translation in Anthologies and Collections (19th and 20th Centuries), Benjamins Translation Library, vol. 107, Amsterdam: John Benjamins Publishing Company, pp. 247–258, doi:10.1075/btl.107.20uri, ISBN   978-90-272-2458-3 , retrieved 2021-05-27
  42. "Digital Citizenship". Common Sense Education. 14 February 2017. Retrieved 18 April 2019.
  43. "Digital Citizenship Museum". communityvirtuallibrary.org. 1 June 2018. Retrieved 18 April 2019.
  44. "Welcome to Seanchai Libraries". irelandslstory.blogspot.com. Retrieved 18 April 2019.
  45. "Changes in lifestyle in Japan: pattern and structure of modern consumption.", Consumer Behaviour and Economic Growth in the Modern Economy (RLE Consumer Behaviour), Routledge, pp. 189–216, 2014-12-05, doi:10.4324/9781315761923-13, ISBN   978-1-315-76192-3 , retrieved 2021-05-27
  46. Anstice, Ian (2020-09-07), "8 Trusting in Others: The Experience of Councils Transferring Libraries to Other Organisations Since 2010", Public Library Governance, De Gruyter Saur, pp. 166–184, doi:10.1515/9783110533323-011, ISBN   978-3-11-053332-3, S2CID   240686525 , retrieved 2021-05-27
  47. "Chapter I: Planned Play Groups", New Play Experiences for Children, Columbia University Press, pp. 1–30, 1952-12-31, doi:10.7312/hart92144-002, ISBN   978-0-231-88724-3 , retrieved 2021-05-27
  48. Stanley, Sarah (2016-09-30). "Mars's Climate May Have Been Wet Much Later Than Thought". Eos. 97. doi: 10.1029/2016eo060113 . ISSN   2324-9250.
  49. "Introduction: Using Google Applications: Expanded Tools for Libraries", Google Scholar and More, Routledge, pp. 7–10, 2014-01-02, doi:10.4324/9781315877549-5, ISBN   978-1-315-87754-9 , retrieved 2021-05-27
  50. "half-of-parents-find-workfamily-balance-difficult". SAGE Business Researcher. 2015. doi:10.1177/2374556814560540.
  51. 1 2 3 4 Blankenship, Emily; Holingsworth, Yolanda (2009). "Balancing both lives: issues facing librarians working in Second Life and real life worlds". New Library World. 110 (9/10): 430–440. doi:10.1108/03074800910997445 . Retrieved 31 March 2011.
  52. Information technology. Radio frequency identification device performance test methods, BSI British Standards, doi:10.3403/30295941 (inactive 2 December 2024), retrieved 2021-05-27{{citation}}: CS1 maint: DOI inactive as of December 2024 (link)
  53. "3D Library Visit: Using Second Life To Research Everyday Problems". Science Daily. Retrieved 25 April 2011.
  54. 1 2 "Library Joins Second Life". UCD News. Retrieved 23 April 2011.
  55. Edwards, Edward (2010), "THE PUBLIC LIFE OF GEORGE JOHN, SECOND EARL SPENCER.—HISTORY AND DESCRIPTION OF THE SPENCER LIBRARY AT ALTHORP", Libraries and Founders of Libraries, Cambridge: Cambridge University Press, pp. 392–447, doi:10.1017/cbo9780511694622.014, ISBN   978-0-511-69462-2 , retrieved 2021-05-27
  56. "New guide provides practical guidance on assessing the useful life of plastics". Materials & Design. 23 (6): 583. September 2002. doi:10.1016/s0261-3069(02)00031-6. ISSN   0261-3069.