Building the Virtual Library - PowerPoint PPT Presentation

1 / 23
About This Presentation
Title:

Building the Virtual Library

Description:

... Iberoamericana, Mexico City. Labette Community College ... Leeds College of Art and Design. Leeds Metropolitan University. Lehigh Carbon Community College ... – PowerPoint PPT presentation

Number of Views:80
Avg rating:3.0/5.0
Slides: 24
Provided by: njla
Category:

less

Transcript and Presenter's Notes

Title: Building the Virtual Library


1
Building the Virtual Library
  • Academic Environments Virtual Worlds.
  • April 30, 2008

2
Kean University
  • 13,050 full-time Graduate and Undergraduate
    Students.
  • 376 full-time faculty.
  • 5 Colleges 50 undergraduate and 31 graduate
    degree programs.
  • 18 division III varsity teams and 30 fraternities
    and sororities.
  • Average 30 minute commute to NYC.
  • (Kean University, retrieved 2/19/08)

3
Old School.
  • (Kean University Archives, 1959)

4
New School
  • (Kean Students, 2007)

5
Digital Natives
  • Todays students are not only computer-savvy,
    they are Digital Natives. They have grown up in
    an online world.
  • (Prensky, 2001)

6
Digital Natives vs. Digital Immigrants.
  • (Jukes Dosaj, 2003)

7
  • Video gaming is not just for kids anymore. The
    average gamer is 25 30 years old.
  • Typical gamers spend up to 22 hours per week
    online, in video game environments such as World
    of Warcraft or City of Heroes.
  • (Yee, 2006)

8
Gamers today, CEOs tomorrow.
  • leaders develop and operate in environments that
    are highly distributed, global, hypercompetitive,
    and virtual not unlike todays business world
  • -- Eric Lessner,
  • IBM Institute for Business Values
  • (Career World, Jan 2008)

9
Snow Crash Second Life
  • In 1992, science fiction author Neal Stephenson
    wrote a novel about a future society who lived
    much of their lives in a type of virtual online
    world.
  • The novel was called Snow Crash, and the
    virtual world was called The Metaverse.
  • The citizens of the Metaverse lived their lives
    as Avatars, which were virtual representations
    of actual humans.

10
I cant even manage my first life!
  • Second Life launched in 2003. It was created by a
    company called Linden Labs in San Francisco.
  • Linden Labs intended for the world of Second Life
    to be designed and built by its residents.
  • Some users of Second Life purchase land and set
    up virtual businesses, which can earn real-world
    cash.
  • At this time, the US Dollar is equal to
    approximately 270 Linden Dollars.

11
Educational Institutions in Second Life
12
If you build it, they will come.
  • Librarians came to Second Life in 2006.
  • The Alliance Library Group created the Info
    Island reference area, which is currently staffed
    by 64 volunteer librarians.
  • Includes several themed islands which comprise
    the Info Archipelago, including such places as
    Renaissance Island, Cybrary City,
    EduIsland, and the newly-created Land of
    Lincoln.
  • (Dejavu, personal communication, 2/15/08)

13
(No Transcript)
14
Building a better library
  • Second life residents have access to a variety of
    design tools which allow users to build
    three-dimensional objects ex nihilo.
  • These objects can be resized, reshaped, and
    painted with images that are uploaded directly
    into Second Life.
  • The residents of Second Life can then sell these
    objects for Linden dollars, or use them to
    decorate their own virtual homes and/or
    workplaces.

15
and now
  • A brief tour of the virtual Nancy Thompson
    Library

16
(No Transcript)
17
(No Transcript)
18
(No Transcript)
19
(No Transcript)
20
(No Transcript)
21
Our Feature Presentation
22
(No Transcript)
23
References
  • Gamers Today, CEOs Tomorrow (Jan. 2006) Career
    World. 36(4), p7-7, 2/3p
  • Hillis, Scott. (10/10/07) IBM, Linden Lab seek
    open borders for virtual worlds. Reuters
    Newswire. Retrieved 2/20/07 from
    http//secondlife.reuters.com/stories/2007/10/10/i
    bm-linden-lab-seek-open-borders-for-virtual-worlds
    .
  • Jukes, Ian, Dosaj, Anita. (Feb., 2003) The
    Infosaavy Group. Retrieved 3/10/08 from
    http//www.apple.com/au/education/digitalkids/disc
    onnect/landscape.html
  • Kean University (retrieved 2/19/08) from
    www.kean.edu
  • Lee, James. (7/5/2005) From sweatshops to
    stateside corporations, some people are profiting
    off of MMO gold. Computer Gaming World.
    Retrieved 2/18/07 fromhttp//www.1up.com/do/featu
    re?cId3141815
  • Prensky, Marc, (Oct., 2001) Digital Natives,
    Digital Immigrants. On the Horizon. 9(5). Pg 1-6
  • Second Life. (Retrieved 2/15/08) from
    www.secondlife.com.
  • Stephenson, Neal. (1992) Snow Crash. Bantam
    Books. New York.
  • World of Warcraft. (Retrieved 2/8/08) from
    www.worldofwarcraft.com
  • Yee, N. (2006). The Demographics, Motivations and
    Derived Experiences of Users of
    Massively-Multiuser Online Graphical
    Environments. PRESENCE Teleoperators and Virtual
    Environments, 15, 309-329.
Write a Comment
User Comments (0)
About PowerShow.com