Digital Environments and Libraries: Using Second Life as a Catalyst for Campus Wide Visual Literacy Initiatives (original) (raw)

The libraries of Second Life: How MUVE could shape the future of digital libraries

2008

Abstract This panel will present an overview of Multi User Virtual Environments (MUVE), specifically Second Life (SL), and its applications in library services and education. The panel includes practitioners as well as educators that have been developing applications in Second Life. They will be presenting current applications of SL in Libraries and virtual campuses, and discuss usability issues associated to these environments.

The Neil A. Armstrong Library and Archives: That's One Small Step for a Virtual World Library, One Giant Leap for Education!

Journal of Virtual Worlds Research, 2010

Migration of library services has moved increasingly toward 2D web services and social interactivity and 3D virtual reference services. Patron satisfaction with reference services is a key tenant for determining a successful reference interaction. The study examines the roles of user identity, educational learning modalities, institutional sustainability, and credibility in achieving overall user satisfaction in reference social interactions within NASA JPL's STEM education-focused library and other more generalized libraries within the virtual world Second Life.

Second Life: Exploring the immersive instructional venue for library and information science education

2008

A two-stage study was conducted to examine how Second Life (SL) can be used in delivering Library and Information Science (LIS) education. At the first stage, the study surveyed the early adopters of SL from other disciplines in terms of their teaching practice in SL, and found that most educators used SL to create an environment for constructive and experiential learning as well as distance education; then the results were shared among the faculty at San Jose State University School of Library and Information Science.

Text, Image, Story: Using Photo Comics for Instruction, Promotion, and Participation in the Academic Library

In response to the growing call for authentic learning and content creation in the information literacy setting, librarians at Emporia State University have created assignments and activities that utilize an iOS app called Comic Life to create photo comics. Students in a for-credit course created photo comics as information literacy narratives, while First Year Seminar students worked to build library guides. These activities encourage honest, meaningful reflection by students and allow them to demonstrate metaliteracy skills in an engaging and creative manner and can allow for both individual and group-created content. Students at Emporia State University have expressed high levels of satisfaction and engagement when participating in these activities.

Collecting Virtual and Augmented Reality in the Twenty-First Century Library

Collection Management, 2019

In this paper, we discuss possible pedagogical applications for virtual and augmented reality (VR and AR), within a humanities/social sciences curriculum, articulating a critical need for academic libraries to collect and curate 3D objects. We contend that building infrastructure is critical to keep pace with innovative pedagogies and scholarship. We offer theoretical avenues for libraries to build a repository 3D object files to be used in VR and AR tools and sketch some anticipated challenges. To build an infrastructure to support VR/AR collections, we have collaborated with College of Liberal Arts to pilot a program in which Libraries and CLA faculty work together to bring VR/AR into liberal arts curricula.

Library as a place in space

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Academic Librarians in Second Life

2012

Abstract The multi-user virtual world Second Life is an online software platform that allows users to jointly explore realistic three-dimensional environments via avatar characters, communicate via voice and text chat, and collaborate using shared creation tools. Librarians and educators have been developing academic content and services in Second Life for use with students and other constituency groups since 2005.