A Report On The First Year of Operation of The Alliance Second Life Library 2.0 Project Also Known As The Alliance Information Archipelago
A Report On The First Year of Operation of The Alliance Second Life Library 2.0 Project Also Known As The Alliance Information Archipelago
A Report On The First Year of Operation of The Alliance Second Life Library 2.0 Project Also Known As The Alliance Information Archipelago
This report chronicles the rapid development of the Alliance Second Life
Library 2.0 (SLL) project in the Second Life (SL) three-dimensional virtual
world during the roughly one year period beginning on April 11, 2006 and
concluding on April 18, 2007. The project was initiated and managed by
the Alliance Library System in Illinois, particularly by Lori Bell, the Director
of Innovation at the Alliance, Kitty Pope, the Executive Director of the
Alliance, and Barbara Galik, Executive Director of the Library at Bradley
University and the President of the Alliance Board of Directors. With the
core management team, the project quickly attracted an amazingly diverse
group of volunteer librarians from all types of libraries and library-related
organizations based around the real-life globe.
The first year of the AIA was marked by rapid growth and development.
Many exciting initiatives were undertaken. Five major accomplishments
of Year One are highlighted in this report:
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year.
• The reference service, staffed primarily by volunteer librarians and
other greeters, was a big success.
• Funding Issues
• Governance Issues
• Management Issues
• Self-Inflicted Burnout
• Building up and Connecting to Information Resources
• General Second Life Issues
• Making the AIA More Participatory for Its Users
The challenges facing the AIA as it moves into Year Two and beyond
seem to be caused primarily by the outstanding early success and rapid
growth during Year One. Also, because virtual world librarianship remains
in flux, as does human exploration and colonization of Second Life and
other virtual worlds in general, the AIA faces some significant
management and funding challenges as it continues to grow and develop.
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A Note on Terminology and Abbreviations
Throughout this report mention is made of the Alliance Second Life Library
2.0 project. It was initiated and continues to be managed by the Alliance
Library System, a multi-type library system headquartered in central
Illinois, serving approximately 260 libraries and nearly one million citizens
of Illinois.
The Alliance Second Life Library was called 2.0 in part because there
already was at least one library in Second Life when the project began,
and in part because we wanted to emphasize that the project would
attempt to incorporate many Library 2.0 ideas into the basic design and
execution of the project.
When the first island was created, the decision was made to call it Info
Island. By the end of the first year, Info Island had evolved into the
central, active hub of the entire archipelago. The island “sims” (a
shortened form of a virtual simulation of land, water, and sky running on a
computer) are square in shape, although the edge of land within a sim
may be curved and contoured. As a result, the islands within the Alliance
Information Archipelago (AIA) often abut each other. Avatars can easily
walk, fly, teleport, or ride from one island to another within the AIA.
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Overview
The goal of this report is to chronicle Year One of the Alliance Second Life
Library 2.0 project, which began on April 11, 2006 and concluded on April
17, 2007. This is a Herculean goal. Year One was a tremendous year of
activity, building, discussions, experimentation, and envisioning. While
everything cool and interesting (as well as troubling and challenging)
about the project cannot be captured and explored in this brief report, we
hope that readers of the report will come away with a better understanding
of what happened, why it happened, what issues and opportunities the
project raised and began addressing, and the possibilities for further
activities by libraries and library-related organizations in Second Life and
other virtual worlds.
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Introduction
On Monday, April 10, 2006 Lori Bell, the Director of Innovation at the
Alliance Library System, sent me an email message that included the
following sentence, “I have been playing Second Life over the weekend, a
popular new internet based role playing game.” Thus began an amazing
year of exploration and activity by hundreds of librarians, libraries, and
library-related organizations in Second Life, the multi-user virtual
environment, that resulted in the emergence of the Alliance Information
Archipelago, a growing cluster of twenty islands (as of mid-April 2007)
devoted to information, books, reading, cultural events, and interactive
exhibits that is visited by thousands of avatars daily.
This was not the first library to develop in Second Life. The Librarium
opened on March 25, 2006. Located on Abitibi (189, 21, 38), the
Librarium continues to be active, with collections, exhibits, and events. A
Second Life Public Library also had been in existence since at least
January 2005, but as of May 2007 it had disappeared, which was
confirmed by its creator, Jade Lily.
The Alliance Second Life Library 2.0 project, however, has flourished and
grown throughout its first year. It has experienced some growing pains, of
course, but as of June 2007 there is no compelling reason to believe that
SLL will go down in history as a flash in the pan or a grand experiment
that failed. From Day One of the SLL 2.0 project there have been
discussions among the core team and the volunteer librarian-avatars
about what would happen if Second Life as a whole disappeared for some
reason (technological, financial, social, etc.), or if some new virtual world
environment was developed or deployed that would make Second Life
seem as quaint and as outmoded as the Gopher interface after the launch
of the Web. While the ability to port built objects and spaces over to
another virtual world would be difficult or impossible, thus resulting in a
tremendous loss of the fruits of countless person-hours spent building and
designing in Second Life, most librarians who were active in Second Life
during Year One seem to agree that the experiential and theoretical
knowledge gained during this first collective exploration of virtual worlds
would be a sufficiently valuable thing to take away to make the project a
worthwhile effort.
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Key Concepts
Although the concept and discussions surround Library 2.0 are only a few
years old, already many librarians, in response in part to their early
experiences and thinking about Multi-User Virtual Environments (MUVEs),
are beginning to suggest that the exploration and development of “Library
3.0” will play out primarily in three-dimensional virtual environments. Even
though the use of a metaphor of library development being like the
development of computer software raises some questions and qualms, the
following basic characteristics of each of the four stages in the
development of virtual libraries can be proffered:
During the first year of the AIA initiative, Kitty Pope, the Director of the
Alliance Library System, made the trenchant observation that one of the
attractions of Second Life and MUVE’s in general is what she calls the
Sousa Effect. The marching band enthusiast John Phillip Sousa achieved
tremendous success organizing bands, not only because people have an
innate desire to play a musical instrument and belong to an organized,
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structured group, but also because they get to have new band uniforms.
Henry David Thoreau may have cautioned humans to be suspicious of
any job that requires the purchase of new clothes, but people are also
drawn to the idea and allure of having both a sartorial and bodily
makeover.
In Second Life you can control how your avatar looks, what he, she, or it
wears (or doesn’t wear), and how your avatar behaves. People often
change their look of the avatar daily or hourly. When they visit Caledon,
the Victorian cluster of islands, they will don Victorian garb and undertake
an august deportment. When they visit Renaissance Island, they will
switch to Tudor clothing and forms of speech.
Another facet of the Sousa Effect is the fact that Second Life does not
become dirty and frumpy over time in the same way that the real world
does. There are no dust bunnies, unless someone creates them.
However, visiting avatars often leave a lot of junk objects that periodically
need to be cleaned up and returned to their owners. It is possible to limit
development of the land so that only group members can build. However,
much of the AIA is not limited in that way. When auto-return is not set on
or anyone can build, visitors can leave a lot of junk which can be self-
replicating, and it can increase the prim count on a parcel of land.
Consequently, it needs to be cleaned up.
Means of Locomotion
Although Second Life often seems to be similar to the real world, the
means of locomotion can be quite different. Avatars can walk, dance,
jump, fly, swim underwater for indefinite periods of time, teleport, and
drive. The means of locomotion within world determines to some extent
how library resources and services should be designed and deployed. For
instance, during Year One we quickly learned that reference and welcome
centers should be located near teleportation stations. Organizations with
buildings in SL quickly learned that having a sign or identifying logo or
object located on the roof of the building helps flying avatars spot their
destination.
Means of Communication
The need for voice-over-IP communication has been felt since the
beginning of Second Life. Early in 2007 Linden Lab began experimenting
with an in-world VoIP function. Throughout the first year of the AIA the
volunteer librarians experimented with ways to bring VoIP capabilities to
the Second Life experience. For some in-world events we encouraged
participants to log into an OPAL web conferencing room (www.opal-
online.org) for the VoIP capabilities, then minimize that room and enter
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Second Life. For a few events we also tried conference calls using Skype
casting, which were broadcast through the land parcel.
Land
Buildings
In Second Life there is no weather, unless one or more avatars will it. It
also is possible to control the diurnal movement of the sun. Each avatar
can decide to allow the sun to rise and set, or “halt” the progress of the
sun at sunrise, noon, or sunset. There is no ultraviolet radiation; hence,
no sunburns and skin cancer.
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Digitize the Space, the Self, the Organization, and the Services
When Philip Rosedale, the founder and CEO of Linden Lab, the creator of
Second Life, spoke to the Long Now Foundation in November 2006, he
mentioned that first you digitize the space, then you digitize the self
(http://fora.tv/fora/showthread.php?t=557).
He stated that the goal of Linden Lab is to digitize the entire world, which
was here before sentient beings such as us. He thinks we can improve
upon the world that we found. Linden Lab built an atomic system where
prims act like Lego blocks and serve as the basic building block (or atom)
of Second Life. Collaborative building in real time is possible, even
encouraged.
Many organizations initially assume that creating a built space is the key
way to achieve this type and level of organizational presence. On a small
scale, offices were built and office hours were announced. On a large
scale, the New Media Consortium (NMC), a consortium of over 200
institutions of higher education and related institutions, is pursuing an
aggressive plan to create and build out and equip a teaching, learning,
research, and service “campus” in SL. Unfortunately, in Second Life, if
you build it, they may not necessarily come. It takes more than an
attractive built space to generate usage by avatars. Events, exhibits,
organized sets of resources and tools, immersive information and learning
experiences, and other interactive activities are needed to energize each
built space.
The goals of the AIA and all that it contained and involved was a source of
ongoing debate and discussion throughout Year One. In a time of such
rapid development and growth of a virtual world, this is understandable. In
an email message to the Alliance Second Life Google Group on Saturday,
May 13, 2006, Greg Schwartz summarized his sense of the goals thus:
“What I usually tell people is that the project aims to explore what it
means to offer library services in a virtual space. That it involves
reconsidering everything we take for granted about what a library is
and does. That it is the first foray into examining how libraries will
stay relevant when, in all likelihood, virtual worlds become a more
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fundamental way of conducting business, education, etc. Put
another way, this could be the future of "the real library" or at least
a critical aspect of it. Seems to get people really excited, both
librarians and otherwise.
I guess what I'm saying is that, while the stated goal is OK, I think
the project is (or at least, could be) much more significant than just
another example of librarians invading the social spaces of our
endusers to promote conventional library services. I think of the
stated goal as more of a positive side effect of the work we're doing
rather than the raison d'etre. But I could be totally wrong about that
and, in so many ways, it's not my place to define goals.”
Rebecca Hedreen shared her succinct goal statement from her blog: "The
SLL2.0 is an attempt to bring librarians' love of organizing and
disseminating information into this virtual space."
Later, on May 13, 2006, the avatar Rain Noonan summarized the goals
discussion with these points:
The Alliance Second Life Library 2.0 Business Plan of May 2006
articulated the vision, mission, and goals of the project in this way:
Vision:
Mission:
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The mission of the Second Life Library is to: * Explore the issues of
providing library services in a virtual world * Evaluate services currently
offered by real world libraries in the light of features offered in virtual
reality environments and the information needs of VR residents. *
Examine how libraries will remain relevant when more business and
education activities take place virtually * Promote the real library and
online library services to residents of Second Life * Learn what kinds of
library services are desired in virtual space
IV. Seek effective ways of fundraising to grow the project to maintain the
library after the one year a. Form a group for fundraising b. Try different
methods of fundraising in and out of world c. Write grants to seek
continued funding for project d. Hire a project coordinator by January 2007
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VI. Build a qualified staff with various expertise to provide library services
a. Recruit librarians to become involved in project b. Involve librarians in
the activities that interest them and benefit the library c. Develop an
hierarchy for communication, responsibility, and assignments for librarians
d. Investigate ways to compensate librarians for their efforts in-world and
for promoting programs in real life: i.e. virtual trophies, certificates at
conferences, etc. e. Investigate ways to recognize libraries which allow
staff time to work on the project
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entertainment programs for residents b. Develop relevant materials for the
library on program topics c. Make contacts with SL residents to give
programs d. Provide meeting space for interest groups
XII. Marketing plan for libraries a. Recruit libraries for project b. Develop
brochure to encourage library participation; distribute at ALA and other
conferences c. Develop other promotional materials for libraries when they
have joined such as posters, bookmarks, web information to encourage
their patrons to use Second Life Library d. Develop a fee structure for
libraries that wish to participate to cover costs
XIII. Teen Library a. Support the development of Teen Second Life Library
b. Form a group to work with Blue Wings Hayek and Ray Lightworker on
the development of the Teen Library to open in November 2006 c.
Collaborate on publicity materials, programs, and fee structure
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Major Accomplishments of Year One
The first year of the AIA was marked by rapid growth and development.
Many exciting initiatives were undertaken—far too many to be chronicled
in a brief report like this. For the purposes of this report, five major
accomplishments of Year One were identified. Although this selection is
not meant to imply that the other accomplishments and initiatives were
insignificant, these five developments seemed to be the most noteworthy.
As soon as the Alliance SLL 2.0 project was announced in April 2006,
librarians and others from all over the world volunteered their time and
talents to make this project a resounding success. This may be an
unprecedented outpouring of professional expertise in a non-emergency
situation. It was as if the Alliance SLL 2.0 project unleashed some sort of
pent-up professional need to create a new type of librarianship or explore
what librarianship and libraries could become in a virtual world. Librarians
from all types of libraries flocked to this project. Although some of the
volunteers became too immersed in the project and suffered from what we
are calling “self-inflicted burn-out,” overall nearly all of the volunteers seem
to have enjoyed being involved in this project.
During the early part of Year One, the volunteer explosion was fueled
primarily by individual librarians who donated their talents and their free
time to help develop the SLL Project. As the year progressed, more
libraries, library-related agencies, and external funding organizations took
an increasing interest in the project. From the beginning and ongoing,
however, the Alliance Library System has served as the catalyst that
caused the explosion of librarianship into Second Life. The Alliance is the
real-world organization that took the risk of supporting the pursuit of a
library presence in this virtual environment.
Rapid Development
Within the course of a year, the Alliance SLL 2.0 project progressed from
one small rented building to an archipelago of twenty island -- ten islands
and ten affiliate islands. Each island has been terraformed, then laid out
with buildings, outdoor theaters, gardens, walkways, etc.
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move from one floor to the next (including experiments in spiral stairways
and teleporting from one floor to the next), the relative advantages of
highrise buildings over more low profile mall-like built space, as well as
several architectural edifices that rise on stilts or actually float in the air.
We learned very quickly that we should have budgeted money to hire a
professional developer or someone with more island skills and experience
in developing Second Life islands than any of us had during Year One.
The resulting AIA is an eclectic mix of architecture, gardens, open spaces,
steep hills, forest glens, etc.
Collaborative Efforts
Another very noticeable aspect of the first year of the Alliance Second Life
Library 2.0 project has been the rapid development of many collaborative
efforts and partnerships. As a social space, Second Life seems
particularly conducive to collaborative efforts, whether those efforts involve
individuals or organizations. The core team involved in the Alliance SLL
2.0 project has worked with a wide variety of libraries and library-related
organizations, but also with other not-for-profits, for-profit corporations,
media companies, technology companies, educational agencies, and
many others.
Exhibits and events have been huge successes during Year One. Some
exhibits have been created by individuals, while others were created by
teams, or even used materials donated by a real-world library-related
organization, such as the Library of Congress. Exhibits have been
thematic and occasional. Some exhibits related to real-world collections
and events, while others are primarily about Second Life.
The number and types of in-world events also have been impressive.
Author discussions, book discussions, technology talks, training sessions,
tours and orientation sessions, music concerts, and other types of events
have been successfully held in Second Life.
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archiving initiatives. It also is encouraging to have witnessed during Year
One good discussions involving representatives from libraries, museums,
and art galleries about ways to work together to realize the “natural
affordances” of exhibits and events in Second Life.
Reference Service
The volunteers of the SLL project often self-organized into groups, usually
centered around a library function (e.g., reference, metadata) or a place
(e.g., Renaissance Island). Volunteers interested in a particular topic
were welcome to join any number of the groups below. Each group had a
head. In general, groups meet once per month to plan activities, exhibits,
and collections in their areas.
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any programs, problems, questions with branches - also has estate
management rights on most islands
Parvenu tower (now called Bell Library) - Abbey Zenith and Bucky Barkley
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other virtual worlds. In 2007 the SL Catalogers Group was working on
making the SLQuery functionality work better. They also were examining
metadata options for describing SL things and make them more findable
and usable. These and many other library-related groups were very active
during Year One.
Partner Organizations
Throughout Year One the SLL librarians partnered with a wide variety of
organizations to undertake projects and initiatives that would benefit all the
organizations and individuals involved. Only a few of these partner
organizations can be mentioned here.
ICT Library
The librarians involved in the AIA and the staff at the New Media
Consortium (NMC) had many discussions and a few co-sponsored events
in SL throughout Year One. At one point there were discussions about co-
locating the two initiatives into the same area in SL.
There are several points of commonality between the AIA and NMC
activities and services in SL. Both initiatives offer space and resources for
educators and students in higher education to help them become
acclimated and prepared to pursue their educational and scholarly goals in
SL.
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teaching, research, and service activities in SL.
OCLC
Showtime
SirsiDynix
During Year One SirsiDynix extended awards and financial support to the
AIA effort. Specifically, they have sponsored Info Island and the
Eye4YouAlliance (Teen Second Life).
Talis
During Year One Talis provided awards and financial support to the AIA
effort, especially Cybrary City I. Talis also supports the Talis Sci-Fi &
Fantasy Portal on Info Island I.
Tech Soup
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Islands
Info Island I
Info Island II
Cybrary City I
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Librarium and Philosopher's Club - 149, 19, 24
Johnson and Wales University - 148, 38, 24
Library and Information Studies Department - 199, 41, 24
Georgia Institute of technology - 216, 39, 24
Australian Libraries - 211, 70, 24
Glenview IL Public Library - 188, 72, 24
UCLA - 228,109, 24
Stanford Science and Engineering Libraries - 212, 113, 24
University of Illinois - 220, 136, 24
University of Montevallo Carmichael Library - 211, 139, 24
Art Libraries - 222, 163, 24
Canada Nexus - 211, 167, 24
Department of Information Science FFZG -213, 180, 24
Univ. of N. Carolina School of Lib. & Info. Science - 197, 215, 24
IBM Library - 211, 230, 24
Nebraska Library Commission - 230, 217, 24
Cybrary City II
HealthInfo Island
EduIsland I
EduIsland II
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This island contains the offices of the American Library Association,
libraries, and a 19th century opera house.
Renaissance Island
Renaissance Island was one of the last islands developed during Year
One. It’s theme is Elizabethan England. Like the Caledon archipelago,
Renaissance Island uses a time period in history to combine interests and
disciplines, including literature, the arts, costumes, architecture, politics,
and science.
Affiliated Islands
Mohawk College
InfoIsland DK
EdTech Island
Eduserv Island
Newseum
Commonwealth Island
Echoditto Island
Info Architecture
Buildings
The original Second Life Library 2.0 was a small, ivy-covered Victorian
mansion located at 247, 79, 110. By the end of the first week of activity in
mid-April 2006, the SLL 2.0 had moved to a larger, more modern building
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located at 239, 200, 113. By mid-April of 2007 the AIA contained
hundreds of buildings, pavilions, gardens, and open-air auditoriums.
Collections
“Second Life Library 2.0 will not have books. At least, not books in the
codex sense of the term. Reconsidering what offering "books" means in
the virtual space is as important as reconsidering all aspects of library
service (for some, perhaps more so). Looking at and experimenting with
alternate approaches for delivering and consuming media is a crucial part
of the puzzle. From my point of view, everything we offer will be non-book,
whether text is involved or not. I can see that not having "books" would be
making a statement. As would not having a building. (Library 3.0?)
But in so many ways, the offering of collected materials is our hook. It's
the brand. Yes, we want to reinvent and reconceptualize the brand, but we
also want to draw residents in, so we can expose them to our other
services. I agree fully with Zack that resident-created content is worth
looking at with a librarian's eye. Does that mean we have to have "stacks"
in the conventional sense? Not at all and, in the end, I hope we can craft a
more inventive approach to "housing our collection." But I don't think we
want to run from the service that is most obviously relevant to our end-
users either. Tweak it, yes. Reinvent, yes. Transform, absolutely. Avoid?
That doesn't seem like the best resident service to me.”
Surprisingly, people still want books. There are several formats for books
and the library offers some public domain books and have also purchased
some Second Life help books published by an in-world publisher. More
and more publishers are moving into Second Life. These include
Penguin, Bantam-Dell. There is also a Book Island which rents space to
publishers that want a presence. There are also a number of in world
publications - magazines which can be read in world, on the web, or via
email. There are also several web-based newspapers, the most popular
being the Metaverse Messenger.
During June and July 2006, EBSCO provided a free trial of the consumer
health database on Info Island. Staff had several training sessions on the
database for interested Second life residents.
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Services
Reference Service
QuestionPoint Trial
From July to December 2006, OCLC generously provided the Second Life
Library with access to QuestionPoint. They renewed the trial for January -
June 2007. Avatars could receive reference services avatar to avatar, via
question point chat or via Question Point email. During the first half of the
trial, approximately 30 percent of questions were about Second Life, 30
percent about the Info Islands, and 30 percent on traditional real life
reference questions. In January, avatar Hypatia Dejavu took over
reference and increased the number of volunteers involved, the number of
hours covered, and the number of questions asked. We have found that
most customers who come once like the library, find it to be a safe place,
and enjoy coming to events and to visit with others.
Throughout Year One Info Island and the Alliance Information Archipelago
were used for a wide variety of educational sessions—orientation, training,
continuing education, and professional development. The avatar
Eiseldora and others created and conducted a series of workshops on
creating books and other objects in Second Life. Late in Year One
planning began for a series of six-week non-credit in-world courses about
librarianship that began being offered by the Graduate School of Library
and Information Science at the University of Illinois Urbana-Champaign.
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article published in late March 2007:
Exhibits
Exhibits have been very popular during the first year of operation. This
gives libraries an excellent way to display their digital collections and
make them interactive. The first major display was done by avatar
Shadow Fugazi on the Library of Congress Declaration of Independence.
The display included copies of original documents, links to audio, period
furniture, and more. On September 11, the library had a remembrance
event and avatar Brackish Ludwig built a replica of the World Trade
Towers which were demolished in 2001. Over 40 people attended the
program to share where they were on that day and to remember those
who were injured or killed.
Avatars Bucky Barkley and Abbey Zenith built an art gallery and every 2
months or so would set up an exhibit of art created by an artist in Second
Life. There was an opening event and then the artwork was on display.
These have attracted huge crowds. The opening night of a photography
exhibit by Bucky Barkley attracted over 80 people its opening night.
Second Life Library supports local authors, artists and creators, just as a
regular library would.
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Virginia Tech Memorial
Art Exhibits
Genealogy Exhibits
Events
Events in Second Life are very popular. It may be a live musical event, or
a lecture, or a discussion, or even a traditional type of meeting, where
avatars sit around a table and work through an agenda of topics.
Public events in Second Life are able to draw avatars from all over the
world, even with the vagaries of time zones. It also is possible to notify
avatars of upcoming events using the multitude of groups in SL.
On March 24, 2007 the avatar Abbey Zenith sent a message out to the
Alliance Second Life Google Group listing a few of the public spaces
(indoors and outdoors) where large and small groups can meet in the AIA:
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Orientation Tours
Throughout Year One numerous basic orientation tours to the growing AIA
were offered to resident avatars, university classes, librarians new to SL,
and other special groups.
Throughout Year One the Caledon Branch Library held a series of book
discussions about Victorian literature, politics, science, etc. In March 2007
the Sci-Fi and Fantasy group on the AIA started a book of the month
discussion. Mystery Manor also held several book discussions throughout
Year One. In the spring of 2007 they started a series of discussions about
classic hard-boiled detective mysteries called “Waiting for the Other
Gumshoe to Drop.”
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patio in the Garden that will take you directly to the Google calendar so
that you can see what events are scheduled. All events other than
committee meetings are open to the general public.
Concerts
Author Talks
During Year One the author team of Steve Miller and Sharon Lee held
several author talks on Info Island.
Author talks are popular in other areas of Second Life as well. For
example, on March 15, 2007 Dean Koontz became the first author to
participate in a Bantam Dell Authors-in-Second-Life event.
Conferences
In March 2007 there was an announcement that Duke University and the
AIA librarians would be partnering to hold an in-world conference, but by
April 2007 the plans had changed to an in-person conference.
Tools
Terminal-like objects are scattered across the AIA that provide gateways
to web-based information resources. Links out to the web also can be
embedded in notecards, which can be accessed and saved as inventory
items by individual avatars. During Year One it quickly became apparent
that many librarians and library users active in Second Life wanted and
needed quick and easy access to web-based information resources while
they worked in SL.
During Year One and throughout the Archipelago, several screens and
whiteboards were developed. The screens have been used to show
presentations slides, images, machinima, and streaming multimedia.
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Billboards
Information Racks
Maps
Although small and large maps are available through the SL interface,
there is need for smaller scale, more detailed maps of Info Island and
other islands in the AIA.
SL Search Box
In addition to Second Life, there is a Teen Second Life grid where 13-17
year olds can interact and build things.
“The main Grid of Second Life is for adults only (18+). We also have a
Teen Second Life Grid ( http://teen.secondlife.com), and that world is
strictly for teens (13-17).
We don't allow anyone under 18 years old in the adult world of Second
Life, and likewise we do not allow adult Residents (18+) on the
mainland of the Teen World. Both of these worlds are separate from
each other, and we do not allow inworld travel or communication
between them.
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Teen Second Life is a world for teens, created and shaped by teens.
Please remember that falsely registering as a teen to gain access to
Teen Second Life is a serious offense, and cause for permanent
banishment from *all* of Second Life.
The *only* adults allowed on the mainland in Teen Second Life are
Linden employees. If you are an educator and want to work with teens
in Teen Second Life, there is the opportunity to buy a private island
on the Teen Grid and participate, but you will not be able to leave
that island and visit the Teen Grid mainland. Teens from the mainland
will be able to visit your private island if/when you choose, but they
will be automatically informed that there are adults present. Also,
if you are planning to use a private island on the Teen Grid to
interact with teens from the mainland, we will need to run a
background check on you for security and safety reasons.”
Teen Second Life was in existence back in April 2006 as well, and the
Teen Second Life Library initiative began shortly thereafter.
Branch Libraries
Caledon
Harlem
31
Librarian avatars also like to have some fun. Dances and social
gatherings were held throughout Year One at TX950, the club located
within the AIA archipelago. A machinima video by the avatar HVX
Silverstar captures some of the fun (http://blip.tv/file/180199).
Grants
Communication Channels
Communication channels exist both in Second Life and in the real world.
Text Chatting
IM-ing
In-World Groups
Many in-world groups related to the SLL and AIA effort formed during Year
One.
32
In-World Meetings
Voice-over-IP
Beginning in May 2006 Lori Bell and others began actively exploring how
to bring VoIP technology to the Alliance Second Life Library 2.0 through
such services as Vivox and WorldBridged. We also tested SkypeCasting
and using web conferencing software available from Talking Communities
through OPAL: Online Programming for All Libraries.
There are many email discussion groups related to the SLL/AIA project.
Only the main groups for the adult and teen grids are listed here.
http://groups.google.com/group/alliancesecondlife
http://groups.google.com/group/virtual-Teen-Library-Second-Life
Notecards
Drupal Site
http://www.infoisland.org/drupal
33
Calendars
Kiosks
Social Networks
Metaverse Messenger
Early on during Year One the AIA, led by Lorelei Junot, began having a
regular column in the Metaverse Messenger
(http://www.metaversemessenger.com/) a weekly in-world newspaper
about Second Life. The column is used to announce upcoming events
and exhibits.
Various types of hard data about the structure and use of Second Life are
available. For example, the number of unique avatar visits to an island is
recorded for each 24 hour period. By the end of Year One, the AIA was
receiving an average of approximately 5,000 unique avatar visits each
day.
Although numerous basic usage and capacity statistics are available for
the various areas of the AIA and throughout SL, rating and feedback
systems and opportunities seemed to be relatively sparse during Year
One of the AIA. This could be a fruitful area of effort in Year Two and
beyond.
34
They include:
Second Life tends to attract creative people, and they like to create things
in-world. One of the most creative avatars in Second Life once
commented that the reason she prefers SL over other virtual worlds is the
general encourage and functionalities available in SL to be creative.
35
Challenges
Funding
Each island contains 16 acres of land. Renting land is the basic way that
Linden Lab generates revenue.
Discussions began in early May 2006 about ways to fund and provide
financial support for the land, buildings, services, and labor involved in
building, maintaining, and expanding the AIA.
Donations
During Year One several individuals donated islands and buildings to the
AIA project. Talis and Sirsi-Dynix sponsored islands and three islands
were donated by individuals.
Rentals
Rental fees for spaces and buildings is being tested at various places
around the archipelago, including Cybrary City II and Renaissance Island.
Grants
During Year One the SLL/AIA project was fairly successful in gaining grant
support for some facets of the project.
1
http://www.alliancelibrarysystem.com/pdf/Trends2007.pdf
36
Fees
Governance
As a result, the first year of the AIA has been characterized by numerous
open (and open-air) meetings to discuss the fundamental nature and
direction of the basic components of this effort. Approximately nine
months into the first year, a more formal Advisory Group was formed to
ensure that all the major stakeholders had input into the key issues and
opportunities facing the AIA volunteer workforce.
During Year One a SLL Citizen Advisory Group was formed and became
active within Second Life. It was comprised of friends and users of the
SLL. We had this at the beginning which became the advisory group of
librarians and non-librarians.
37
Throughout Year One a Librarian Advisory Group met sporadically to
discuss the various issues, problems, and opportunities related to this
initiative. Many spinoff groups, such as a small group of librarians
interested in the development of Renaissance Island, formed and began
meeting and working together to advance more focused components.
Governing Board
During Year One the Alliance Library System convened a small governing
board to help with the overall governance of the project, including long-
range planning.
Management
Because the AIA has been a largely volunteer effort to date involving a
wide variety of librarians and information technology professionals from
different organizations and organizational cultures situated around the
globe, managing and coordinating the effort has been a major challenge.
Despite (or because of) the initial incredible outpouring of interest and
willingness to donate time and talent, eventually many volunteers look for
some sort of reward for their efforts, beyond the satisfaction of a job well-
done and a hearty thanks from their peers. The AIA management team
continues to explore how to develop a reward structure for this type of
effort that is sustainable. The Alliance Library System continues to pursue
grant opportunities that would increase the available funds to pay
librarians for the work they do in Second Life.
38
first few months, the emphasis was on individual volunteers. Toward the
end of the first year, the emphasis seemed to shift a bit toward more
organizational efforts to develop a presence in Second Life.
Self-Inflicted Burnout
One trend that emerged during the first year of the AIA was the
phenomenon of self-inflicted burnout. When innovative, forward-thinking
librarians learn about Second Life and the AIA and the open nature of the
volunteer effort, which encourages librarians to express their professional
desires and talents by rolling up their virtual sleeves and start building
things, information objects, finding aids, and services, the often responded
with an amazing investment of time and talent. Eventually, however, that
first adrenaline rush wears off, or the conflicting demands of one’s first life
and second life come to the fore, and the individual realizes that
something has to give. Some very dedicated and talented volunteers
decided to drop out of Second Life completely, either for a limited time or,
as far as we know, permanently. The avatars who eventually return are
older and wiser, having learned the hard way to temper their enthusiasm
for the long haul.
Donor Relations
Second Life contains the concepts of real property, real estate, and
intellectual property rights. Throughout Year One individuals and groups
would donate islands, buildings, and other things to the AIA. Generally,
this was welcomed and encouraged. However, relying upon the kindness
of donors does present several challenges. Sometimes donors need to
renege on their promised donations. This happened in the case of the first
donor of Renaissance Island, who, because of real-life problems, had to
withdraw his donation.
Linking Out To (And Pulling Things In From) the Web and the Real World
The real world and the web currently are much more information rich
39
environments than is Second Life. As a consequence, information
providers and information seekers in Second Life often want to link out of
Second Life and pull things into Second Life. During the first year of the
AIA this has been a bit of a challenge.
Various tools and portals were developed to link out to the web. In
general, these tools worked well, but did not prove to be very popular to
avatars in-world. For instance, the trial by the SLL volunteer reference
team of the QuestionPoint service from OCLC did not generate much use.
Whenever you own real estate that has become developed with buildings,
gardens, walkways, etc., bad things can happen. This is as true in SL as
it is in the real world. Throughout Year One the SLL initiative experienced
numerous problems with the AIA as a built space. Prim overload was a
nagging problem. Any given island can handle only so many primitive
objects (prims) on it. Everything that is built in SL is constructed out of
prims.
Generally, the practice when this happened was to “roll back” the island to
a version that existed prior to the emergence of the problem. Sometimes
these major island problems were caused by “operator error” involving
people working on some component of the island.
In his talk to the Long Now Foundation on November 30, 2006, Philip
Rosedale, the founder and CEO of Linden Lab, noted that, despite the
phenomenal growth of Second Life throughout the 2006 calendar year,
approximately 30 percent of all avatars engage in significant building
activities in Second Life. In other words, three out of ten avatars are using
prims to make things in Second Life—buildings, clothing, books, and just
about everything else imaginable.
One challenge for the AIA moving forward is to make using the various
information resources, services, and tools available to visitors to the
archipelago more interactive.
Philip Rosedale, at approximately one hour, sixteen minutes into his talk to
the Long Now Foundation on November 30, 2006, discusses the future of
40
SL as a way to connect bibliography with community. The Web was (and
is) all about solipsistic bibliography. Second Life, on the other hand, is
about communities of avatars building and using bibliographic
environments to pursue their vocational, avocational, and recreational
interests.
Future Development
As the AIA enters its second year of operation, there are many
opportunities on the horizon. A petition movement is underway to form a
Member Initiative Group (MIG) on Virtual Communities and Libraries
(VCL) within the American Library Association.
As we move into Year Two and beyond, these trust and validation
systems will need to be improved. For example, some avatars seem
amazed and doubtful that “real” librarians are providing library services in
41
Second Life. The basic question, “Are you really a librarian?” was posed
several times during Year One.
Conclusion
In April 2006, Lori Bell, the Director of Innovation at the Alliance Library
System, and other interested librarians decided to explore the basic
question concerning whether or not the citizens of a three-dimensional
virtual world such as Second Life would want, need, and use library
services. Based on our collective experiences during Year One of the
Alliance Second Life Library 2.0 project, the answer is resoundingly
affirmative. Many avatars who visited the AIA were pleasantly surprised to
learn that libraries and library services had begun to operate.
An important role and future for libraries exist in Second Life. Year One
has been a great start.
42
Timeline
June 23, 2003: Second Life was officially launched as a virtual world.
43
May 2006: Lawrence Lessig gives permission to the library to freely
distribute his book, Free Culture, in prim format, which avatars
could wear and then read.
May 2, 2006: The first Second Life Library column, authored by Lori Bell,
appears in the in-world newspaper, the Metaverse Messenger. It
becomes a weekly column.
May 7, 2006: Brackeis Education Center added, for classes, programs,
and fairs.
May 7, 2006: Virtual Teen Library Services Meeting
May 9, 2006: The Collections Group meets and discusses the types of
content to select and present in SL, as well as formats.
May 13, 2006: First meeting of the Citizen Advisory Group, chaired by
Patrick Witherspoon.
May 14, 2006: Writing and Performance Centre added
May 15, 2006: The AIA adds a THinC book creator and print press to its
tool chest.
May 17, 2006: First draft of the Alliance Second Life Library 2.0 Business
Plan is distributed to several volunteers for comments and
suggestions.
May 17, 2006: Tech Soup agrees to partner with the SLL and move to
Info Island.
May 21, 2006: The InfoIsland.org domain name is registered, and a
Drupal installation is made (http://infoisland.org/drupal)
May 30, 2006: First exhibit: “Illinois Alive! Early Heroes and Heroines” in
the History Gallery Garden. Visitors may wander through a garden
of lifesized photographs of historical photographs and listen to
audio descriptions about the photos.
May 30, 2006: An avatar donates enough money to pay for the new
library building on Info Island, plus some furnishings.
May 31, 2006: The Alliance Library System presents an OPAL program
about the Alliance Second Life Library 2.0. Speakers included
Greg Schwartz, Lori Bell, Kelly Czarnecki, Jami Schwarzwalder,
and Tom Peters.
May 2006: An anonymous donor purchases the first Info Island.
May 2006: Discussions begin with representatives from the ICT Library
(Instructional Communications and Technology) to develop a
partnership and mutual presence on Info Island.
May 2006: Discussions begin with various institutions of higher education
about partnering with the Alliance Second Life Library 2.0 to help
these academic libraries develop a presence in SL.
May 2006: Librarians involved in the Alliance SLL 2.0 project began
communicating with librarians who are creating library presences in
other virtual worlds, especially Active Worlds.
44
June-July 2006: Two-month SLL trial access to the EBSCO Consumer
Health database.
June-July 2006: A series of online programs about finding and evaluating
health information online and the EBSCO Consumer Health
database is held.
June 4, 2006: First author visit! “Entangled in Cyberspace Program” with
science fiction authors Sharon Lee and Steve Miller. Program leads
to establishment of Sci Fi int the Sky a skypod with futuristic works
of art, a screen which will show sci fi movies, and a place for those
interested in science fiction to meet, and have book discussions
and displays.
June 14, 2006: Mystery Manor, a castle with a Gothic theme where
programs on mystery and horror genres, opens. First program:
“Murder at Mystery Manor” on hard core mystery authors by Lorelei
Junot
June 15-16, 2006: Michael Stephens speaks in-world about blogs, instant
messaging, social software, and staff buy-in for new technologies
June 27, 2006: First Book Club: Discussion about Khaled Hosseini’s The
Kite Runner led by Maxito Ricardo.
June 30, 2006: ALS featured in Serious Games Source: "Enjoying Your
First Life? Why Not Add a Second? Developing Library Services in
Second Life" by Lori Bell, Tom Peters, and Kitty Pope, Serious
Games Source 6/30/06
http://seriousgamessource.com/features/feature_063006_second_li
fe_library.php
June-December 2006: SLL receives a 6-month trial of the QuestionPoint
service.
July 2006: Greeters volunteer from 6-8 p.m. SLT to staff the welcome
area.
July 2006: tours of the AIA begin.
July 2006: Branch library established in Caledon, a 19th century area
within Second Life.
July 6, 2006: Reference Group meets.
45
Northern Illinois University develops.
September 10, 2006: TX950 opens; approximately 30 people attend
goodbye to summer social event.
September 10, 2006: SciFi in the Sky evolves to new scifi/fantasy center
September 11, 2006: Alliance Library System wins 2nd Place in Talis
Mashing up the Library competition
September 17, 2006: First SL Maya Museum opens on Info Island II
46
February 28, 2007: The “Special Library of Second Life” Google Group is
formed.
March 2007: CISTI and Eduserv join the AIA as affiliated islands.
March 2007: Renaissance Island opens.
March 4-10: YALSA Teen Tech Week.
March 5-7, 2007: De Lange Conference on Emerging Libraries at the New
Media Consortium in SL
March 19, 2007: Vendorville on Imagination Island announced
(http://groups.google.com/group/alliancesecondlife/browse_thread/t
hread/88963d2eaf23b2a9)
March 22, 2007: The AIA (Alliance Information Archipelago) wins the
ALA/Information Today, Inc. Library of the Future Award.
May 2007: Namro Ormond (SL name) develops a Second Life Search
Toolbar, available at http://secondlifesearch.ourtoolbar.com.
May 2007: Voice functionality comes to SL
May 2007: A petition drive begins to form within the American Library
Association a Member Initiative Group (MIG) on the topic of Virtual
Communities and Libraries (VCL). Details at
http://wikis.ala.org/readwriteconnect/index.php/ALA_Member_Initiat
ive_Groups
May 22, 2007: Kelly Czarnecki presents at the SirsiDynix Institute
Webinar on Teen Second Life.
47
Appendices
Text of the April 12, 2006 Press Release from the Alliance
Library System
Alliance Library System and OPAL are teaming up to utilize the programs
currently offered online to librarians and library users to extend the
programs to the Second Life virtual reality game. Although there are a
couple of libraries currently on Second Life, none currently offers
programs or services. Alliance and OPAL will start with programs and
eventually hope to offer library services.
Second Life also now has a Teen Second Life. If adult programs are
successful, the group will work to offer library services in Teen Second
Life. Librarians who would like to become involved and receive updates
on this collaborative project can join a google group set up for the new
service at http://groups.google.com/group/alliancesecondlife
Interested librarians may also contact Lori Bell at
lbell@alliancelibrarysystem.com for an invitation to join the group.
“We invite any librarian interested in working on this exciting project to join
48
us,” remarked Kitty Pope. “After we offer some programs, if they are
successful, we will want to expand to offer additional programs and
services.”
49
Selected Presentations
Lori Bell, Kitty Pope, Barbara Galick and others make two presentations
about librarianship in SL during the ALA Midwinter Meeting in Seattle, WA.
The avatars Abbey Zenith and Puglet Dancer conduct a poster session.
The avatar HVX Silverstar created a machinima video
(http://blip.tv/file/180199) to be used during the poster session.
April 18, 2007: Lori Bell, Kelly Czarnecki, Matt Gullett, and Tom Peters
have a panel discussion about librarianship in SL at the Computers in
Libraries conference in Alexandria, VA.
Kitty Pope speaks about librarianship in SL. She also gives attendees a
tour of Info Island.
50
Selected Articles, Reports, Book Chapters
Au, Wagner James. 2006. Taking New World Notes. First Monday 11(6) (February)
Available online at
http://www.firstmonday.org/issues/special11_2b/au/index.html, last visited on
May 16, 2007.
Bell, Lori, Kitty Pope, and Tom Peters. "Enjoying Your First Life? Why Not Add a
Second? Developing Library Services in Second Life" by Lori Bell, Tom Peters,
and Kitty Pope, Serious Games Source 6/30/06
http://seriousgamessource.com/features/feature_063006_second_life_library.php
Czarnecki, Kelly, and Matt Gullett. 2007. Meet the New You. School Library Journal
(January 1). Available online at
http://www.schoollibraryjournal.com/article/CA6403251.html
EDUCAUSE Learning Initiative. 2006. 7 Things You Should Know About Virtual
Worlds. EDUCAUSE (June). Available online at
http://www.educause.edu/ir/library/pdf/ELI7015.pdf, last visited on May 28, 2007.
Hof, Robert. 2006. A Virtual World’s Real Dollars. Business Week (March 28).
Available online at
http://www.businessweek.com/technology/content/mar2006/tc20060328_688225.
htm?chan=technology_technology+index+page_more+of+today%27s+top+storie
s, last visited on May 15, 2007.
Janes, Joseph. 2007. Life on the Island. American Libraries Online (March). Available
online at
http://www.ala.org/ala/alonline/inetlibrarian/2007columns/internetmar07.cfm, last
visited on May 28, 2007.
Peters, Thomas A. 2006. Under the Linden Tree. Smart Libraries Newsletter 26 (12)
(December): 1-2.
Peters, Thomas A. 2007a. The Meaning of Second Life. Smart Libraries Newsletter 27
(1) (January): 7.
Peters, Thomas A. 2007b. Libraries in Multi-User Virtual Environments. Smart
Libraries Newsletter 27 (3) (March): 1-2.
Singh, Ajay. 2007. Avatar Academics. UCLA Magazine. (April). Available online at
http://www.magazine.ucla.edu/features/second-life_virtual-classroom/
Tebbutt, David. 2007. Is Second Life a Brave New World? IT Week (March 5).
Available online at http://www.itweek.co.uk/information-world-
review/features/2184795/second-life-brave-worlds, last visited on May 28, 2007.
Urban, R., Marty, P., & Twidale, M. (2007). A Second Life for Your
Museum: 3D Multi-User Virtual Environments and Museums. In J. Trant
and D. Bearman (eds). Museums and the Web 2007: Proceedings. Toronto:
Archives & Museum Informatics, published March 31, 2007 at
http://www.archimuse.com/mw2007/papers/urban/urban.html
51