Sunday, November 19, 2017

ACRL-VWIG & ALA Virtual Communities in Libraries Program
November 19, 2017 12PM SLT   
 at the CVL Auditorium in Second Life

"Using Sim-on-a-Stick to create portable Virtual Libraries"
presented by: Camie Rembrandt


At this month's meeting, Camie Rembrandt,  presented on how to use sim on a stick or "SoaS" to create portable virtual worlds that can be used in stand-alone environments when people are unable to connect to Second Life or other virtual worlds or they need to work offline.  Sim-on-a-Stick is a standalone, single user Windows package of OpenSim that runs on a USB flash drive.

Camie Rembrandt
Using an OpenSim based virtual library has the advantage of being able to run off of a USB flash drive and they allow one to work in a virtual environment while being offline. Camie showed a brief video that outlined the steps and materials needed for creating a portable virtual world.  The materials, except for the flash drive, are free and readily available online.



She went over some of the considerations one must make in creating sim on a stick.  These include:

-Selecting a Viewer (client) to use
 In theory, any viewer that works with OpenSim will work with Sim-on-a-Stick  (She prefers the Kokua viewer.)

-Finding free 3D content 
While SoaS comes with a default region where one start building in a virtual environment, there are many online sites that offer free 3D content. She recommended Zadaroo.com as a good place to find IAR files, folders that contain digital content with all kinds of items - from avatars to buildings which can be uploaded into SoaS inventory as well as OAR files, which are files that contain entire, ready to use regions that can also be uploaded into SoaS.

-Public Domain ebooks
A library wouldn't be complete without at least a token collection of books.  In addition to the ability to create books in world by creating notecards and created objects and Camie recommended Project Gutenberg as a source for finding public domain books to be used in your SoaS library.


Once you have created your virtual library with SoaS you will be able to use it on other computers without having to install anything else on your hard-drive.  The real advantage of a SoaS is that they allow educators and students to use this kind of portable virtual library even in schools where there is no access to the internet.



For more information about teaching with Sim-on-a-stick visit http://teachingwithsoas.blogspot.com/

Tuesday, October 17, 2017

ACRL-VWIG & ALA Virtual Communities in Libraries Program
October 15, 2017 12PM SLT   
 at the CVL Auditorium in Second Life

"Genealogy in Virtual Worlds"
presented by: Kilandra Yeuxdoux 

At this month's meeting Kilandra Yeuxdoux, a librarian and genealogist did a presentation on using Virtual Worlds for genealogy research.   Kilindra pointed out that many organizations in virtual worlds currently operate by setting up website launchers.  These sites allow people to do genealogy research independently by logging into specific collections.  These sites work like more traditional genealogical sites such as Ancestry.com.  People create accounts and then login to the collection/douments available there and proceed to do their own research.  Organizations such as Just Genealogy, The Humanity Biblioteca-Afterchills were two examples of places that use this research  model. Genealogy research requires access to information/documentation that is place bound and found only at a particular library or institution which may not be easily accessible to the researcher.  This is one of the aspects of genealogy research that makes it so time consuming and labor intensive.

Kilandra Yeuxdoux
Kilandra, who's been a Second Life user since 2006, proposed that one of the best things virtual worlds offer to genealogists is the ability to meet and work with people who may live in an area you are researching or who are physically close to, or have access to collections you need for doing your research. She called this research model "Collaboration Research".  This model of doing research collaboratively came out of medical school curriculum development.

Virtual worlds, and specifically, Second Life are ideally suited to cooperative research efforts.  They allow people who are geographically dispersed to meet together in a virtual space that they have access to at any time and from any location.  Working in virtual spaces collaboratively has a couple of benefits.  For one, virtual worlds provide a space where other researchers can assist you by retrieving information/documentation from those special libraries/collections to which you might not have ready access.  Another, perhaps more important benefit it brings is that it provides skilled researchers a space where they can work together and help one another with their specific research needs.  Adding other skilled researchers to the mix greatly facilitates the often-times tedious process of doing genealogy research.

While commercial services such as Ancestry.com already function as places researchers can go to access actual data, Kilindra suggests that Virtual worlds, specifically Second Life,  are great places for researchers to meet and share information.  She posited that this role may wind up being more important for researchers.  She encouraged researchers using Second Life and other virtual worlds to  strive to create an information commons for other researchers who are developing or bringing information to an informal conversation.


Wednesday, September 20, 2017

ACRL-VWIG & ALA Virtual Communities in Libraries Program
July 16, 2017 12PM SLT   
 at the CVL Auditorium in Second Life

"Museums of Archaeology"
presented by: Severus Alexander


At the July ACRL-VWIG meeting,  Severus Alexander took us on a tour of an Archaeology Library and several museums on ancient archaeology and history.  The museums included monuments from Ancient Rome and beautiful buildings from ancient history.  Presentations on archaeology are included at the museum along with a Library of Ancient Greek and Roman Literature. The museum includes a gift shop! 

The SLurl is http://maps.secondlife.com/secondlife/Buttercup%20Isle/128/125/3001






All photos courtesy Valibrarian Gregg

Tuesday, September 19, 2017

ACRL-VWIG & ALA Virtual Communities Libraries Program
August 20, 2017 12PM SLT 
at the CVL Auditorium in Second Life

"Avatars and Artificial Intelligence: Future Digital Citizens"
presented by:
Starlight Darkmatter, Second Life Bar Association and  AI Robot Plutchik.


At this meeting Starlight Darkmatter from the Second Life Bar Association returned to share information about the rights and responsibilities of avatars. Participants were able to interact with AI robot, Plutchik. Plutchik is a work in progress – a bot in Second Life that can be trained to learn from an end user.  A useful response gets a swipe for “good” and a tap for “bad.”  Plutchik is named by Robert Plutchik who identifed eight primary emotions: anger, anticipation, disgust, fear, job, sadness, surprise, and trust.  With further development the Plutchik bot may be able to differentiate between emotions based on voice tone and stress.  To the extent that this happens can we say that bots have developed consciousness?  Can we teach bots to learn and apply ethical concepts? Will we learn to consider bots digital citizens?    Those of us at the meeting had an opportunity to ask Plutchik questions and get some responses.  
Photo by Dahlia Jayaram




Photos courtesy of Valibrarian Gregg


For the full transcript of the presentation click this link:
 https://drive.google.com/file/d/0B2pfovczopj8ejRUc1diaFJSbG8/view?usp=sharing


ACRL-VWIG & ALA Virtual Communities Libraries Program
September 17, 2017 12PM SLT   
 at the CVL Auditorium in Second Life

"Back to School in Cybalounge: A Follow-up Tour"
presented by:
Edward Tarber





All photos courtesy of Valibrarian Gregg


The ACRL group met in Cybalounge – a 3D virtual world that runs in a browser. No downloads necessary!  The world is easy to use and could be a trouble-free introduction to virtual worlds for new users.  Even though Cybalounge is still under development, Edward Tarber showed us some tools such as an interactive white board in the library.  Click on a book to read the contents of the book.  His students are already using Cybalounge to share classwork.  The number of avatars who can use CybaLounge at any one time is limited to the memory in the browser itself.  Probably 20 -25 avatars can share the space at any one time.  There are plans to allow for avatar customization and more!

 Links to videos of the discussion/presentation can be found in Youtube at the following URLS:
(All videos courtesy of Valibrarian Gregg)



https://youtu.be/UHwLbbxScL0

https://youtu.be/z63H4yrhwNc

https://youtu.be/oUW_HyYZwt4


To enter Cybalounge, simply go to https://cyba.world/location.html?locationid=800000004&dl=true Choose your avatar and name.

Register (for free) at https://cyba.world/ to gain some functionality not open to guests.  Click “register” and select an avatar user name and scroll down to select a password, provide your email address, accept the terms of service and send in your request.  You will receive confirmation via your email address.

Read more:   Tarber, Edward.  (2017, February 4).  cybaLOUNGE: A Virtual World in Your Browser. https://virtualoutworlding.blogspot.com/2017/01/2017-oshg-tech-cybalounge-virtual-world.html

Sunday, May 21, 2017

ACRL-VWIG & ALA Virtual Communities Libraries Program
May 21, 2017 12PM SLT 
at the CVL Auditorium in Second Life

"Vision of Virtual World Librarianship"
presented by:
Valerie Hill  (Valibrarian Gregg in Second Life),
President of the Community Virtual Library




At Mays' monthly meeting of the ACRL-VWIG, Valibrarian Gregg (Valerie Hill), presented an update on the activities of the Community Virtual Library (CVL), and shared information about some major changes that are coming to it.   The CVL has been active in Second Life and other virtual worlds for over a decade now!  During that time, it has always served as an information and networking hub for librarians and educators who were interested in the educational potential of virtual worlds.





This phrase has helped define the goal of all CVLs' activities during this time which has been, and continues to be, promoting virtual spaces for learning, resource-sharing and exploration.  This vision statement declares what the CVL intends to be; a place to share professional work, and communities as resources so that people can connect and learn in virtual environments.   Their mission statement further elaborates what they do: 


Ranganathan’s Five Laws of Library Science, which basically focus on the idea of connecting the learner to the resources they need readily translates and can be adapted to virtual world resources. Librarians in virtual worlds serve the same purpose too; helping to connect users with relevant information and resources.



Val briefly examined the principles which have guided CVLs' activities in virtual worlds for the last ten years.  These principles have been;

1.  Advocate Digital Citizenship-by understanding the changing needs of library users & learners in digital culture, the CVL strives to model digital citizenship for all age groups

2. Foster Connecting Virtual Communities-the CVL believes virtual communities are vital resources for digital citizens.  It has always focused its activities on fostering networking and forming of community partnerships as well as sharing communities of interest with visitors.

3.  Support Information Literacy- the CVL works to embed core values of librarianship in new media formats.  The emphasis has been on respect for intellectual property, fostering the information freedom rights of all users and emphasizing personal responsibility for digital citizenship.

4.  Adapt and Innovate-the CVL models adapting technology tools to meet the needs of learners through innovative formats in virtual spaces.  These tools include sharing virtual worlds, landmarks to immersive learning environments and collections of virtual learning communities as well as fostering the exploration of virtual reality.

These principles continue to guide the outstanding work of the Community Virtual Library.  



Val next announced some exciting news, the Community Virtual library is partnering with New Media Arts Online and in Virtual Worlds.  This nonprofit organization matches the purpose and philosophy of the CVL and matches its purpose and philosophy nicely.   The partnership will include moving CVLs' website to WWW.newmediaarts.org.   CVL will become a project within New Media Arts.

Val also announced the creation of a new branch of the Community Virtual Library within the virtual world Kitley.  This is step one in the effort to investigate ways to connect communities in virtual worlds beyond Second Life.

The CVL will hold workshops and events in Kitely and planning efforts are already underway for presenting a Digital Citizenship Program in the Fall of 2017 at the newly created Digital Citizenship Museum in Kitely.  The CVL will continue to host events and exhibitions in Second Life too.  The move to New Media Arts is seen as a way of connecting more virtual communities and provides "extra hands" to expand its' activities.  



The final announcement Val made was a new project which will be important to educators and librarians in virtual worlds,  the creation/development of a "Virtual World Database".  While there are numerous spreadsheets and lists of educational sims in virtual worlds, this project will provide a searchable database for finding them across virtual worlds. Creation of this database will highlight high quality content and libraries found in Second Life and other virtual worlds.  The goal is to provide a coordinated source for information about immersive environments and educational sims which demonstrate the educational/learning potential that virtual worlds encompass.  An invitation was made to those present to help create this database of virtual world communities and immersive learning spaces. The link is at:  https://goo.gl/forms/uezsNHEU8i3ivjdG3


As it has for the last ten years, the Community Virtual Library continues to strive to be inclusive and to support the work of others in virtual worlds.  It continues to shine the light on best practices in digital citizenship and learning in virtual spaces.

Wednesday, April 26, 2017

ACRL-VWIG & ALA Virtual Communities Libraries Program
April 9, 2017 12PM SLT 
at the CVL Auditorium in Second Life

"Avatars and Artificial Intelligence: Future Digital Citizens"
presented by:
Starlight Darkmatter, Second Life Bar Association
and
AI Robot Plutchik


For this program Starlight Darkmatter, Executive board member of the Second Life Bar Association and a virtual Artificial Intelligence Robot named Plutchik, explored the legal, ethical, and technical issues of AI development to examine what it means to be a "Digital Citizen".  In discussing whether avatars, artificial intelligence agents, robots, and androids qualify as Digital Citizens, and as such, whether we have any of the associated rights and responsibilities human Digital Citizens possess.

According to Plutchik, the characteristic which identifies a "Digital Citizen" is the evidence they leave behind them in electronic media.  Things like cookies left on computers, a browser history of sites visited, a record of our social media friends and connections. These "digital footprints" serve as evidence of one's actions.  And while many of these items are considered to be private activities,  they are used by companies to identify user behavior, likes and dislikes, and interests. 

Most current thought is that AI robots function more as tools and are programed by humans to perform certain tasks and explore their environments gathering data.  They are by definition not human.  They lack moral judgment, the ability to make moral choices, or to feel emotion or empathy.  "Their behavior is causally determined by human specification."

However, Plutchik made the case that AI robots, who also leave behind them these same electronic, digital footprints of their activies, should also be considered Digital Citizens.  He pointed out that AI robots are able to interact with people, and leave an impression on them.  They also leave behind the same digital footprints as humans who interact in a digital medium such as Second Life.  They leave evidence of their interaction in chatlogs.  They are able to interact with objects in a digital environment and with the perrson-driven avatars around them.

Plutchik suggested that in the future, an important paradigm shift will occur where “computers and digital actors” will no longer interact with humans as tools, but rather, will finally “be treated as social actors” with persuasive abilities.  This could shift things and result in the possibility that avatars and AI will become more fully accepted by humans as Digital Citizens.

Tuesday, April 25, 2017

Virtual World's Best Practices in Education Conference 2017

 

 CVL Presentations

 

 At the VWBPE Conference 2017, the Community Virtual Library shared two presentations.


First, a library and education role-play with a literature-based Medieval Quest was shared by Dr. Valerie Hill and Brant Knutzen (University of Hong Kong).

The Second presentation highlighted the Community Virtual Librarys' expansion into other virtual worlds by conducting tours to other vitural worlds.  A "Metaverse Librarians" team led a presentation on branching out to other worlds with Valerie Hill, Marie Vans, and Alyse Dunavant-Jones.  So far, the group has explored libraries in Kitely, Avacon, Inworldz, and a web-based virtual world called Cybalounge. Join the googlegroup "Metaverselibraries" for more information.  Be sure to join the SL group inworld called "Second Life Library 2.0" for notices about virtual world librarianship.



ACRL-VWIG & ALA Virtual Communities in Libraries Program
April 23, 2017  CVL Auditorium in Second Life 12:00pm SLT
"The TARDIS & Team Collaboration: Using SLACK to Manage Projects thru Space and Time"
presented by Halsted Bernard (Cygnoir Blanc in SL),
Circulation Divison Manager, Tigard Public Library, Tigard, Oregon



At this meeting, Cygnoir Blanc, a librarian with indepth experience with a wide variety of online collaboration tools, provided an overview of the basic features of the project management/collaboration tool, Slack.

 
Online collaboration makes use of many forms of communication; email; texting; Facebook groups; video-conferencing via FaceTime or Skype; Google Docs; Dropbox etc. All of these tools have a learning curve, may make it even more difficult to communicate and can make it harder to try and figure out which tool is the best one for the job.  SLACK is a tool that leverages the best aspects of all of them. 
      
Slack, a free, online project manager and collaborative tool.What is Slack?





 What is Slack?

Slack has been compared to a chatroom, but it's much more robust than that.  It's more like a digital workspace.  It incorporates in one place, many of the project management tools that teams separated by  time or distance use today.  Slack is accessible from any web browser. It also has desktop apps for Mac, Windows, and Linux.  More importantly, Slack is a FREE online tool with zero cost to set up for groups working on any project or interest. 
 

The Slack development team surveyed thousands of users in order to better understand its' collaborative benefits to teams and found 2 eye-opening statistics: on average, teams that use Slack have reduced their internal email by 48.6%. That’s nearly half of all emails sent internally. 
  
Teams that use Slack have 25.1% fewer meetings. Fewer emails and fewer meetings means more time saved!  


The Slack interface for Community Virtual Librarys.
To use it, the project manager sets up a "Slack team".  With a very intuitive design, the group activities are divided into channels and direct messages.  These are the 2 main means of communication in Slack.  The various channels are used to organize commuincation around topics or projects.   When a group member logs into the Slack site set up for their group,  they can communicate to all the other members in their particular group by chatting or uploading documents/graphics etc into the appropriate channel.  This allows everyone in the same group to see everything you've submitted, in one place.  Channels allow one to organize material for specific projects so that sub-groups don't have to go through materials that others are working on.  The conversational threads allows members to focus on just the part they need to see instead of having to weed through all the comments of all the sub-groups.


Slack also allows for direct, private messages between two members, or, can include up to 9 people a once should the team wish to hold a meeting to discuss some project. Direct messages work both in real time and asynchronously, like a message board.  This allows team members to communicate effectively with people across timezones and who are not in the same physical space.

Slack has an easy to use drop-and-drag interface.  This allows members to easily share images, PDFs, documents and spreadsheets in one place. without the need for separate logins to sites, and without the need to install multiple apps.  Slack allows group members to share files, add comments and have a fully collaborative shared workspace.  

There are mobile apps that allow you to "Slack on the go" with your iOS, Android, or Microsoft device. Anywhere you are, Slack can be. 
  
Slack can notify you about new activity in your channels and direct messages. Notifications are so robust that you can set them per channel and even per keyword. Or if you prefer not to be notified, you can turn them off entirely.

 
Following the presentation, Cygnoir led the group on a live demo, inviting attendee's to join and explore this very powerful tool for collaboration.