Second Life: Education in a Virtual World part 2

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Presentation slides for the LAUC-B Academic Library 2.0 conference. Presentation given by Bernadette Daly Swanson (UCD) and Danielle Kane (UCSC)

Text of Second Life: Education in a Virtual World part 2

  • 1.JJ Drinkwater Director of the Caledon Library JJ Drinkwater.Image used with permission 10/23/07 All rights reserved. First, the institutions stated mission: put content out there, teach people, solidify the cultural matrix, whatever. Second, help grow the world. The reason I want to give away not just materials (books, reference collections, whatever) but tools, is to help make more of Second Life. Every time we give away an object, or a script, that someone can play with, can modify, and make into a better tool for their own research or study, or into a different tool altogether, we help seed knowledge and understanding into our world. We're at a point in our world's history where intellectual generosity counts many times more than it will later, when this (or some MUVE) is fully realized. I firmly believe that a library in Second Life has a duty to hew as closely to the tenets of Open Source as it can. This world is just in its incunabular stage. The purpose of an institution like a library or a school here is twofold.

2. On Virtual Worlds Every library doesnt need to have a separate library in a virtual world like Second Life so it offers and ideal way to test collaborative service models.Working in 3-D and in real-time is a way to get a fresh perspective on traditional library services and on seeing how to present resources.Some librarians are extending normal services into SL, for example, a map/gis librarian has begun offering GIS consulting at regularly scheduled times on info island.Im interested in bringing government information resources and services into second Lifethe collaborative opportunities are a good fit for this kind of online resource.Hyacinth Cortes I see Second Life as a cost-effective way to collaborate on ideas and projects. And once we've designed something in Second Life, it's easier to communicate our vision and make it a reality. Lyra Weston 3. CollaboratingPoster Session & Machinima (video) for ACRL 2007, Baltimore Three librarians from Illinois, North Carolina,California collaborated in Second Life to develop the posters and machinima (video) for ACRL poster session. For this presentation, Mica and I collaborated in Second Life and via email. We uploaded files to have never met in person) 4. What am I doing? Teen Second Life & Main Grid

  • Providing support and instruction on machinima at the Machinima Institute
  • Working with Kelly Czarnecki (PLCMC) & teens in the Teen Grid
  • Machinima Weekend: free software, online editing sites, teens & adults co-taught
  • Created multiple youtube/ jumpcut accounts for students to test services
  • On the main grid, working a weekly reference shift on International InfoIsland
  • Volunteered with Peggy Sheehys Suffern Middle School team to create a video on the Ramapo Islands for NECC 2007 (now has 800 students)
  • Instructor for the machinima portion of University of Illinois Urbana Champagnes Virtual Worlds Librarianship program offered in SL

NASA has aPresence onEye4YouAlliance Island & in Main Grid 5. Real Time 3D Video Instruction Stream QuickTime Video into Second Life Machinima InstituteMoving from ALA Arts InfoIsland to Eduisland 6. What isMachinima ? Machine + cinema = Machinima

  • Machinima is filmmaking within a real-time, 3D virtual environment, often using 3D video-game technologies.
  • Marino, Paul. 3D Game-Based Filmmaking: The Art of Machinima. Scottsdale: Paraglyph Press Inc. 2004, p.1.
  • In other words, it is capturing video in a video game or agame-like spacesuch as a virtual worldusing the built-in recording features or third party software.

7. Why should we be interested inmachinima production?

  • Useful, cool and fun
  • familiar to gamers of all ages (many games have built-in video capture)
  • popular media & has been around since the early mid-90s
  • to learn new skills & move into new environments
  • to engage youth & adults on group movie projects
  • to create content that can edited, shared & mashed up on popular video hosting sites and streamed into Second Life
  • to use in library programming, instruction, marketing and outreach

8. Machinima / New Media Books Kelland, Matt, Dave Morris, and Dave Lloyd. Machinima. Boston, MA: Thomson / Course Technology. 2005. Marino, Paul. 3D game-based filmmaking : the art of machinima. Scottsdale, Ariz: Paraglyph Press. 2004. Hancock, Hugh, Ingram, Johnnie. Machinima For Dummies. Indianapolis, IN: Wiley Publishing Inc. 2007 Henry Jenkins, Convergence Culture: Where old and newmedia collide. New York: New York University Press, 2006. 9. Library Related Projects Using Rich Visual backdrop of Second Life:

  • Community Service Projects for San Jose State Universitys MLIS Program LIB 246(hybrid course in Second Life & Real Life)
  • Creation of a bibliography on Machinima seeking sources in both Second Life and Real Life, to be published in Second Life & on the web.
  • Supporting video shared on YouTube (audio mixed on YouTubes new TestTube service).

10. Visualizing Information Literacy:depicting the ACRL IL Standards using Second Life:

  • Melissa Browne (UC Davis), Yemila Sanches (SJSU) & Bernadette Daly Swanson (UC Davis)
  • Using animations and Second Life camera tool to create interesting imagery for marketing campaign to appeal to undergraduate audience at UC Davis - images, instructions &documentation uploaded to Nov.2007)

11. Caledon Library

  • Branch of the Alexandrian Free Library
  • Serves the intellectual and cultural life of Caledon
  • Dedicated to immersive learning about the 19th century imagination
  • Sponsors events of interest to the residents:
    • celebrations, story sessions, lectures, etc
  • Increasing popularity
  • The library collects:
  • Primarily Victorian source material
  • Research materials concerning the world of the 19th century
  • Secondary materials for studying Caledons important genres. 12. What am I Doing?

  • Displays
    • Prinney: Cartoons satirizing the Prince of Wales(Group effort by several Caledon Librarians)
    • Notes of Love: excerpts from love letters of British Victorian poets, novelists, and playwrights (Feb 2008)
  • Google Custom Search Engines
    • Aetheric Search Gizmo
    • Planning on the creation of several others
  • Collections
    • Needlework & Airships
  • Harry Potter Celebration 4 locations, included music, dancing, and trivia costume contest

Turing Weyland Image used with permission 10/23/07 All rights reserved. 13. Possible Questions

  • How can we add value to our current services with
  • a presence in a virtual world?

Question from 14. New Media:Cross Platform (TV, Web, Virtual World, etc.) 15. Web 2.0: Selected Mashups

  • SLoodle:moodle meets Second Life - open source
  • learning tools & structures for educators exploring 3D multi-user virtual environments
  • ConnectFacebookUsers to your SL Presence :
  • Second Life link beta (see if your friends are in SL)
  • store, share, view other peoples locations from the web
  • Life2Life: integrating Amazons remote shopping cart system in SL
  • Flickrin Second Life:bring your Flickr images into SL
  • Second Life
  • Slurl Maker& Second Life:bounce into SL from the web

16. Intellectual Property Its all yours it is built into the code Second Life has taken the Creative Commons license a step further Creators in Second Life can mark their content with the license they want.If it is marked with a CC license, someone can take a picture of it without express permission. If it is not marked with a license, then if you try to take a picture of it, the object will be invisible. If a right is violated, it gets remedied through the law. Lessing, Lawrence. Code: Version 2.0.New York: Basic Books. 2006CC Atribution-ShareAlike Machinima: Filmmakers are migrating to Second Life as it is one of few games or game-like spaces where machinima can be created and used/sold commercially. Few games offer this freedom. 17. Summary of Top Two Things

  • General
  • Unlimitedbandwidth.
  • Seamless transition from SL to RL search & discovery
  • personal electronics that could "sense" the presence of a virtual visitor and convey this information to its owner so that the two may interact by VoIP or SMS
  • Real Life
  • Would like my AV to be able to work RL (real-time) reference.
  • Stream Second Life into Real Life
  • Dedicated computer for Second Life with a projector and large screen
  • Second Life
  • Monitor or marquee or video screen that could display R