Monográfico
U niversidad de S alamanca
F acultad de Traducción y D ocumentación
B iblioteca
Web
Monográfico: "Second Life" en Bibliotecas
I nfo D oc 11 de febrero de 2008
¿Que es?
Second Life (abreviado como SL) es un metaverso lanzado en el año 2003, desarrollado por Linden Research Inc. (llamado comúnmente Linden Lab), el cual ha tenido una atención internacional de manera creciente desde el año 2006. Las personas para hacer uso de éste programa, deben crear una cuenta en [ www.secondlife.com] y bajar el programa llamado Second Life Viewer. La manera en que los residentes interactúan a través de SL, la cual a su vez es uno de los principales atractivos de este mundo virtual, es a través de los avatars o AV, que son personajes en 3D completamente configurables, lo que le da a los usuarios la capacidad de convertirse en otra persona y gozar (como el mismo nombre del programa indica) de una segunda vida. Second Life también tiene una agitada vida cultural, por lo que es habitual encontrar bibliotecas, exposiciones y asistir a conciertos
¿Para saber más?
1. Abram, S., "At Second Life, info pros will find much to see, do, learn, play with, try out". Information Outlook, Vol. 11, No. 4, 2007, pp. 34-36. http://www.sla.org
Descriptores: Web 2.0/Biblioteca 2.0/Second Life
Resumen: Looks at Second Life, an open-ended virtual world with a large and growing community of librarians. Created by San Francisco, California-based Linden Lab, Second Life goes beyond socialization and gives its members (called residents) tools to shape its world. There are now more than 400 librarians in Second Life working on virtual library services on more than nine 'islands'. Discusses the reasons why Second Life Library 2.0 is important and recommends Web sites related to Second Life. (Quotes from original text)
2. Albornoz, M. B., "Cibercultura y las nuevas nociones de privacidad". Nómadas, 2008. http://bibliotecavirtual.clacso.org.ar/ar/libros/colombia/iesco/nomadas/28/04-cibercultura.pdf
Descriptores: Facebook /Second Life
Resumen: Este artículo pretende analizar las paradojas de las nuevas nociones de privacidad que la cibercultura parece estar configurando, desde una aproximación sociológica del ciberespacio. Mientras fuera de la red somos cada vez más celosos de nuestra privacidad y reclamamos nuestros derechos ante las nuevas políticas globales de prevención del terrorismo, en los mundos virtuales vamos perdiendo la capacidad de distinguir entre lo público y lo privado que tanto valoramos fuera de ellos. Palabras clave: privacidad, internet, Second Life, Youtube, Hi5, sistemas culturales.
3. Barker, P., "How social media is transforming employee communications at Sun Microsystems". Global Business and Organizational Excellence, Vol. 27, No. 4, 2008, pp. 6-14. http://dx.doi.org/10.1002/joe.20209
Descriptores: Facebook /Second Life
Resumen: Sun Microsystems' CEO challenged his Global Employee Communications team to build communities within the company with social networking technology. Wikis, blogs, Facebook fan pages, and six islands on Second Life are just a few of Sun's new social media tools that employees use to learn, boost innovation, connect with executives and each other_-_and spread the good word about Sun. To achieve this quickly, the communications team collaborated across organizational boundaries, tapped grassroots social media efforts in other parts of the company, focused on a manageable number of short-term projects, and showed a willingness to experiment. + 2008 Wiley Periodicals, Inc.
4. Bell, L. P. K. P. T. G. B., "Who's on third in second life? From library 2.0 to library 3-D". Online, Vol. 31, No. 4, 2007, pp. 14-18. http://basie.exp.sis.pitt.edu/1904/
Descriptores: Second Life/Bibliotecas/Web 2.0
Resumen: NO, the title of this article does not refer to baseball. Numerous articles, blog entries, workshops, and discussions about Library 2.0 extol how important it is to get our users involved-creating, participating, and interacting with us through our library Web sites. For many librarians, it is difficult to accomplish all the Library 2.0 pieces they would like to: blogs, wikis, and other social networking technologies.
For some small libraries, simply having a Web presence is challenging. If we think of the brick-and-mortar library as Library 1.0 and the interactive library Web site as Library 2.0, then what is Library 3.0 or Library 3-D? What is the library as third place, and why is it important?
5. Boulos, M. H. L. W. S., "Second Life: an overview of the potential of 3-D virtual worlds in medical and health education". Health Information & Libraries Journal, Vol. 24, 2007, pp. 233-245. http://www3.interscience.wiley.com/cgi-bin/fulltext/118001785/PDFSTART
Descriptores: Second Life/Bibliotecas/Realidad virtual/Medicina
Resumen: This hybrid review-case study introduces three-dimensional (3-D) virtual worlds and their educational potential to medical/health librarians and educators. Second life ( http://secondlife.com/) is perhaps the most popular virtual world platform in use today, with an emphasis on social interaction. We describe some medical and health education examples from Second Life, including Second Life Medical and Consumer Health Libraries (Healthinfo Island-funded by a grant from the US National Library of Medicine), and VNEC (Virtual Neurological Education Centre-developed at the University of Plymouth, UK), which we present as two detailed 'case studies'. The pedagogical potentials of Second Life are then discussed, as well as some issues and challenges related to the use of virtual worlds. We have also compiled an up-to-date resource page ( http://healthcybermap.org/sl.htm), with additional online material and pointers to support and extend this study.
6. Buckland, A. and Godfrey, K., " Artima a publicitaria o novedad? Las bibliotecas universitarias canadienses usan el chat de referencia en entornos de multiusuarios virtuales". IFLA, 2008. http://www.ifla.org/IV/ifla74/papers/158-Buckland_Godfrey-trans-es.pdf
Descriptores: Second Life/Bibliotecas universitarias/Canadá
Resumen: Los usuarios de bibliotecas del futuro, conocidos también como "nativos digitales" (Prensky) y la omnipresencia del foco de la WEB 2.0 en el usuario, requerirán instituciones y organizaciones que reevalúen sus modelos de servicio para garantizar que están bien posicionadas para suministrar el mejor servicio a esta nueva clientela en nuevos entornos. Uno de estos entornos es el entorno virtual multiusuario "Second life". Este "mundo" online está creado por sus residentes (representados por los avatares) y que actualmente tiene más de 13 millones de usuarios registrados. Cientos de bibliotecarios de todo el mundo lo están explorando y han ofrecido voluntariamente su tiempo en este mundo virtual, incluyendo la oferta de ayuda referencial a los residentes de "Second Life".
7. Conklin, M. S., "101 uses for Second Life in the college classroom". Elon University , Vol. 1, 2005. http://facstaff.elon.edu/mconklin/pubs/glshandout.pdf
Descriptores: Second Life/Ense anza
Resumen: Second Life helps me meet my course goals in a variety of ways, which I will share with you in this document. The information summarized in this handout is based on my personal experience using the software, as well as my readings and ideas for how a variety of academic disciplines might be able to make use of the software. These ideas are grouped and outlined in an easy-to-read format for the participants to refer to later, and include listings of sample assignments, essay topics, discussion topics, and in-world activities that I have developed for use by my students.
8. DeVoe, K. M., "Choices Galore: Confirm, Deny, or Ignore". Reference librarian, Vol. 49, No. 2, 2008, pp. 179-181. http://www.haworthpress.com/store/E-Text/View_EText.asp?sid=JDDFJ7TD6C9R9LFW83SH4SEE25GT09XF&a=3&s=J120&v=49&i=2&fn=WREF_A_310309_O
Descriptores: Flickr/Redes sociales/Servicios de referencia en línea/Second Life
Resumen: The growth and popularity of online social networking sites are undeniable. In the past few years, sites such as Facebook, MySpace, Ning, LinkedIn, Friendster, Flickr, Twitter, Second Life, and numerous others have burst onto the scene, capturing users' attentions and imaginations. At their core, social networking sites allow users to increase and maintain personal interactions; people can find and interact with one another, share interests, make connections, and create content across multiple media forms. This article explores not only the motivations behind user participation in online social networks, but also how libraries and librarians can weave their current services and content into a variety of social networks, impacting outreach, instruction, marketing, and reference. Adapted from the source document.
9. Doherty, P., Scientist, S., Rothfarb, R., Barker, D., and Artist, S., "Building an Interactive Science Museum in Second Life". Second Life Education Workshop , 2006, pp. 19-24. http://www.simteach.com/SLCC06/slcc2006-proceedings.pdf
Descriptores: Second Life/Museos
Resumen: A team of scientists, teachers, artists and web experts from the Exploratorium science museum in San Francisco were inspired by the science teaching possibilities of Second Life after streaming a live video of the 2006 total solar eclipse from an amphitheater in Turkey into an amphitheater in Second Life. When the eclipse program ended the team decided to build an (avatar) hands-on museum in Second Life named the ‘Splo. In Midnight City(177,54,27). By building a museum in Second Life we have made several discoveries about what makes a good or bad exhibit.
10. Erdman, J., "Reference in a 3-D Virtual World: Preliminary Observations on Library Outreach in 'Second Life.'.". Reference Librarian, Vol. 47, No. 2, 2007. http://www.haworthpress.com/store/E-Text/ViewLibraryEText.asp?sid=HED7FDU5VFXN9LDB44JN8X03Q04GFEC0&s=J120
Descriptores: Servicios de información bibliográfica/Internet/Servicios de referencia en línea/Second Life
Resumen: As technologies continue to evolve, the library will need to explore new ways to communicate with the public. One of the newest technologies is a 3-D virtual world software called Second Life. Second Life presents new opportunities and challenges for reference librarians to support the information needs of that community.
11. Ford, C., Gerardin, J., Yamamoto, M., and Gordon, K., "Fresh perspectives on reference work in second life". Reference & User Services Quarterly, Vol. 47, No. 4, 2008, pp. 324-330. http://kmgordon.com/eportfolio/i/second_life_column.pdf
Descriptores: Second Life/Bibliotecas/Servicios de referencia en línea
Resumen: In the fall of 2007, an adventuresome group of MLIS students in an advanced reference class at San Jose State University set out to examine the current state and future potential of reference service in an immersive environment. After reviewing the literature on reference in Second Life (SL), they created avatars; explored numerous Second Life libraries; attended a guest lecture by an experienced SL librarian; and engaged in simulated reference interactions "in world." Students were asked to describe and reflect upon their experiences, and to analyze the viability of Second Life as a platform for reference services, addressing the question, "Will librarians find the mother lode or fool's gold in virtual environments?"
12. Godfrey, K., "A new world for virtual reference". Vol. 26, No. 4, 2008, pp. 525-539.
Descriptores: Second Life/Bibliotecas
13. Grassian, E. , Trueman, R. B., and Clemson, P., "Stumbling, bumbling, teleporting and flying librarian avatars in Second Life: selected bibliography". Reference Services Review, Vol. 35, No. 1, 2007. http://ejournals.ebsco.com/direct.asp?ArticleID=456798AD83240C125C19
Descriptores: Multimedia/Alfabetización digital/Tecnologías de la información/Second Life
Resumen: Purpose - The purpose of this paper is to provide a selective bibliography for librarians and adminstrators in all types of libraries, with sources that can help them understand virtual worlds and their applications for libraries. Second Life is used as an example of virtual worlds. Design/methodology/approach - The authors describe a range of primarily recent publications (2004-2006), which aim to provide practical advice and information, to aid librarians and administrators seeking to understand and utilize virtual worlds. Findings - Provides information about each source, indicating content and how the information can help. Acknowledges and explores the lack of knowledge among many librarians and administrators of expanded Web technologies like 3D virtual worlds and their reference, collections and information literacy applications, and provides an annotated list of helpful publications. Research limitations/implications - This is not an exhaustive list and is particularly limited in numbers of research publications due to the fact that this technology is new and research in this area is only just emerging. Practical implications - A useful source of information for librarians and administrators in all types of libraries considering exploring and experimenting with library services within virtual worlds. Originality/value - This selected bibliography fulfills an identified information/resources need by offering a varied list of publications which can provide practical help to library workers supporting and venturing into the rapidly developing and high profile virtual worlds arena.
14. Hansen, P., Pejtersen, A., and Albrechtsen, H., "Evaluation and requirements elicitation of a DL annotation system for collaborative information sharing". Lecture Notes in Computer Science, Vol. 4877, 2007, pp. 177-186. http://www.springerlink.com/content/txg86428k5301r16/
Descriptores: Second Life/Bibliotecas/Difusión de la información/Web social
Resumen: We describe an expert evaluation for user requirement elicitation of an annotation system - The Digital Library Annotation Service, DiLAS, that facilitates collaborative information access and sharing. An analytical evaluation was conducted as a Participatory Group Evaluation, which involved presentation beyond the written papers of the objectives and rationale behind the development of the prototype. The empirical evaluation of DiLAS consisted of two experiments. The first evaluation experiment was a bottom up evaluation of the usability of the interface using a qualitative approach. The second stage of our evaluation moved towards a broader work context with a User and Work Centred Evaluation involving an entire, collaborative task situation, which required knowledge sharing on a common real life work task. This paper describes a first evaluation stage in an iterative evaluation process, and the preliminary result is a set of requirements that will inform the next stage of the DiLAS.
15. Jarmon, L., Traphagan, T., Mayrath, M., and Trivedi, A., "Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life". Computers & Education, Vol. In Press, Corrected Proof. http://www.sciencedirect.com/science/article/B6VCJ-4VR1T4G-1/2/1a178b60ea11fcdb0bf28e6f363d1d3a
Descriptores: Realidad virtual/Comunicación/Comunicación científica/Interdisciplinariedad/Second Life
Resumen: While many reports espouse the potential impact that 3-D virtual worlds are expected to have on teaching and learning in higher education in a few years, there are few empirical studies that inform instructional design and learning assessment in virtual worlds. This study explores the nature and process of learning in Second Life in a graduate interdisciplinary communication course in fall 2007. Literature suggests that 3-D virtual worlds can be well suited for experiential learning environments. In this study, the actual instructional effectiveness of Second Life as an experiential learning environment for interdisciplinary communication is empirically examined using mixed research methods of journal content analysis, surveys, focus group, and virtual world snapshots and video.
16. Kemp, J. and Livingstone, D., "Putting a Second Life "metaverse" skin on learning management systems". Second Life as a Virtual Learning Environment, 2006, pp. 13. http://www.sloodle.com/whitepaper.pdf
Descriptores: Second Life/Gestión/Sistemas de información
Resumen: This paper outlines the advantages and weaknesses of Multi-User Virtual Environments for teaching and explores the possible benefits of integrating them closely with traditional Learning Management Systems. We present survey findings of teachers interested in using the Second Life MUVE for teaching. The teachers gave us their opinions about integrating SL and LMS in their classrooms. We finally propose technical methods for creating hybrid systems combining elements of both MUVE and traditional LMS systems for use in teaching. The hybrid system uses the Moodle open source system and Second Life's connectivity features to mirror web-based classrooms with in-world learning spaces and interactive objects. We suggest that further work may help suggest the most suitable educational applications for these hybrid systems.
17. Livingstone, D. and Kemp, J., "Proceedings of the Second Life Education Workshop at the Second Life Community Convention San Francisco August 20th, 2006". Second Life Education Workshop , 2006. http://www.simteach.com/SLCC06/slcc2006-proceedings.pdf
Descriptores: Second Life/Educación
Resumen: Welcome to the post-proceedings from the Second Life Education Workshop, 2006. We were blown away by the amazing response the workshop received - we originally expected around 30 people to attend what was to be a small event on the periphery of the Second Life Community Convention. Instead, around 90 inviduals attended over the course of the day - almost a quarter of the convention itself.
We want to thank everyone who helped make the day the success it turned out to be, from the committee members and volunteers whose names are listed at the front of this volume, to the audience themselves for bearing with the inevitable glitches as they occured. Thanks also to Bruno Echegary for contributing to the panel, and the volunteers who helped keep the flow of communication between the meeting in San
Fransisco and the online participants around the globe who joined us in Second Life itself.
18. Lopez Hernandez, F., "The Universidad Carlos III campus in Second Life". Profesional de la información, El, Vol. 17, No. 6, 2008, pp. 657-661 . http://elprofesionaldelainformacion.metapress.com/media/570cd1fb7p7qphc80j6u/contributions/g/8/8/u/g88u223272k12u27.pdf
Descriptores: Second Life/Bibliotecas universitarias
Resumen: Second Life es un entorno virtual en tres dimensiones que muchos consideran simplemente un juego pero que tiene enormes posibilidades para la ense anza a distancia y la comunicación. Hay bibliotecas universitarias que están intentando aprovecharlo en este sentido; la de la Universidad Carlos III es una de ellas. En este artículo se presenta su proyecto, en el que pretende anticiparse a lo que muy probablemente sea la forma de presentación futura de la informaciónen internet: la Web 3D.
19. Mathews, B., "Moving Beyond the Reference Desk: Being Where Users Need Us.". Reference Librarian, Vol. 48, No. 2, 2007, pp. 9-13. http://www.haworthpress.com/store/E-Text/ViewLibraryEText.asp?s=J120
Descriptores: Blogs/Facebook/MySpace/Second Life/Servicios de información bibliográfica
Resumen: This article suggests a variety of ways in which reference librarians can be where the users are, in addition to service at the reference desk.
20. Mayer-Schoenberger, V. and Crowley, J. R., "Napster's Second Life?-The Regulatory Challenges of Virtual Worlds". KSG Working Paper, 2005. http://www.yprt.eu/yprt/assets/includes/sendtext.cfm/aus.19/key.17
Descriptores: Second Life/Realidad virtual
Resumen: More than a decade ago John Perry Barlow envisioned a cyberspace free from real-world regulation. His vision was flawed. But virtual worlds, in which millions of users around the world spend significant amounts of their time (and money) interacting and transacting with each other, may prove Barlow right after all. In this paper, we look at the universe of these virtual worlds and how virtual world providers compete with each other, trace the likely development of regulatory interdependence and suggest how real-world lawmakers may want to facilitate virtual world self-governance. As virtual world providers transform themselves from offering content to offering a virtual space in which users can settle with their intellectual property, they begin to compete over the regulatory frameworks they offer their users. Users free to take their property and move to a different virtual world at relatively low cost, unleash intriguing regulatory dynamics between the virtual worlds. Will they engage in touch regulatory competition? Will pockets of cooperation develop and if so why and where? Or will virtual world providers much like Tiebout suggested differentiate based on user preferences, and will the virtual world universe hence reach a stable equilibrium? A similar dynamic may ensue among real-world lawmakers attempting to regulate virtual worlds. Virtual world providers may relocate to more welcoming jurisdictions, taking revenue streams with them. Coordination among real-world regulators may offer reprieve from a potential regulatory race to the bottom, but only temporarily. The more real-world lawmakers are tempted to reign in virtual worlds, the likelier that virtual worlds will become decentralized like peer-to-peer networks, leaving real-world jurisdictions without an easily identifiable entity to regulate. To avoid the birth of such a Barlowian virtual space, we suggest real-world lawmakers are better off facilitating the inculcation of real-world governance values into the nascent virtual worlds of self-governance.
21. Medina, A. L. and Vicente, L. Z., "Las bibliotecas universitarias y la gestión de la información en el entorno digital: unas consideraciones para repositorios digitales". BiD : Biblioteconomía y Documentació, 2008 . http://www.ub.es/bid/pdf/20lopez2.pdf
Descriptores: Bibliotecas universitarias/Second Life/Repositorios/Blogs/Wikis/Web 2.0
Resumen: El objetivo de este documento es proponer a las bibliotecas universitarias una estrategia tecnológica para adaptarse a los cambios que se están produciendo en los ámbitos del aprendizaje y la investigación. Los principales cambios a los que nos vamos a referir son: la web es la nueva plataforma para la comunicación de la información, esta web está orientada no sólo a los humanos sino también a las máquinas y está potenciando el trabajo en red y en colaboración. Por otra parte, esta forma de trabajar está generando un nuevo concepto de unidad de información, modelada no sólo por la necesidad de representar nuevas formas de publicación (texto, data, simulaciones...) en las nuevas prácticas científicas, sino también por los cambios en la naturaleza de las herramientas de creación y los entornos en que se usan. Finalmente, cada vez más, los usuarios no sólo consumen información, sino que también quieren participar en su generación (blogs, wikis, youtube, slideshare...).
22. Metitieri, F., "Una seconda vita anche per biblioteche?". Biblioteche Oggi, Vol. 25, No. 4, 2007, pp. 11. http://www.bibliotecheoggi.it/2007/20070401101.pdf
Descriptores: Realidad virtual/Bibliotecas/Bibliotecas digitales/Tecnologías de la información/Second Life
Resumen: Second Life (SL), the 3D virtual world, is trying to become a general interface for Internet resources. The first of these three articles is an introduction to SL, summarizing its history, its technical features and what has been implemented so far, especially in the fields of business, politics, information, education and culture, not forgetting that the main attractions of this environment have been for a long time sex and gambling. The second article of this report analyses the Second Life Info Islands Archipelago, the complex built by librarians, and the characteristics and the possible features of a SL library. The third article is an interview with Barbara Galik, in SL President of the Committee that manages the Archipelago and in Real Life director of an Illinois University Library.
23. Ostrander, M. M. C., "Talking, looking, flying, searching: information seeking behavior in Second Life". Library Hi Tech, Vol. 26, No. 4, 2008. http://www.trans.uma.es/numeros.html
Descriptores: Conducta informacional/Second Life
Resumen: Purpose - This research seeks to answer, 'How do everyday Second Life users go about finding needed information?'. Design/methodology/approach - A virtual ethnographic approach couched in grounded theory was utilized to conduct semi-structured interviews with everyday users of Second Life, accompanied by participant observation. Findings - Information seeking behaviors within the virtual world of Second Life were found to be rich, complex interaction with multiple facets. Five themes emerged to illuminate how users seek information.Research limitations/implications - This research took place over a six week period, although most enthographies last at least one year. Conclusions were drawn solely from interviews because participant observation did not penetrate a given community with enough depth to adequately address the research question. Practical implications - Virtual worlds offer the promise of becoming an integrated part of the information seeking landscape for an increasing number of users. Understanding the factors influencing information seeking behavior that are outlined in this article will equip librarians and information professionals to best utilize virtual worlds and continue to create innovative, user-focused services there. Originality/value - This article extends current scholarship by offering a practical, five-factor approach to understand how people seek information in virtual worlds. The literature is robust in description about library services and the nature of information in virtual worlds. Yet, investigation into information seeking behavior in this environment is in its nascent stages. Record 69.
24. Parker, L., "Second Life: the seventh face of the library?". Program: electronic library and information systems, Vol. 42, No. 3, 2008, pp. 232-242. http://www.emeraldinsight.com/10.1108/00330330810892659
Descriptores: Tecnologías de la información/Second Life
Resumen: Purpose - The purpose of this paper is to give a brief introduction to Second Life, and to provide an outline of how one academic librarian has got involved with using it and reviews the issues that have arisen from a library perspective. Design/methodology/approach - The paper offers a reflection on whether library activities in Second Life are different from library services in the real world and suggests that Second Life is just another 'face' of the library. Findings - Second Life is still in the very early stages of development. There are various barriers and challenges to overcome before it can be used widely within universities. However, this paper shows it does provide an opportunity to experiment and explore what information resources are required in this environment and how librarianship and librarians need to evolve to cater for users in a three dimensional world. Originality/value - This paper is based on personal experience and offers as many questions as answers. Record 13.
25. Rabina, D. L. and Walczyk, D. J., "Information professionals' attitude toward the adoption of innovations in everyday life". International Conference on Conceptions of Library and Information Science , Vol. 13, No. 2, 2008. http://informationr.net/ir/12-4/colis/colis12.html
Descriptores: Second Life/Bibliotecas/Motivación
Resumen: Willingness to adopt new technologies is key to their successful implementation in libraries. Libraries' commitment to information and communication technologies (ICTs) has traditionally been led by two complementary beliefs: first, that once new technologies are adopted, services to patrons will be improved; second, that after implementation is completed and the potential of a new ICTs has been achieved, the anticipated fiscal benefits and those associated with efficiency and productivity will begin to be realized. Frequently missing from this belief system is a consideration of the effect that employees' willingness to adopt new innovations might have on successful diffusion and the realization of these two beliefs.
26. Ramírez, D. and Ramírez, L., "Web 2.0 para difundir el conocimiento [Beta]". Encuentro de estudiantes de Ciencia de la Información, Bibliotecología, Documentación, Museología y Archivística, 2005. http://hiperterminal.novenopiso.org/wp-content/uploads/2008/09/web_2-0_para_difundir_el_conocimiento-ramirez.pdf
Descriptores: Second Life/Difusión de la información/Gestión del conocimiento/Aprendizaje
Resumen: Ten years ago, Internet pioneer and Grateful Dead lyricist John Perry Barlow imagined such a radical worldcyberspace.1 He saw people interacting without the constraints of national rules. They would be independent from regulatory fiat and unbound by the mandates of Washington, Paris, London, Berlin or Beijing. His vision relied on information traveling over a global network at lightning speed, with content living off server farms in nations with little regulation, weak enforcement, or both. In this world of global regulatory arbitrage,3 organizations could relocate their.
27. Rymaszewski, M., Au, W. J., and Wallace, M., "Second life: the official guide". Sybex, 2006. http://books.google.es/books?hl=es&lr=&id=QGdLXKq9Bs0C&oi=fnd&pg=PT1&dq=Second+life:+the+official+guide&ots=eWktMyGsvO&sig=z3sRVm2zs-2ViuEqSQiHDaH6io0#PPA7,M1
Descriptores: Second Life
Resumen: Second Life: The Official Guide is the perfect book for anyone interested in Linden Lab s fascinating Second Life metaverse. This book explores in detail every aspect of Second Life s rich and multilayered virtual world, explains how it works, and offers a wealth of information and practical advice for all Second Life residents. The first part of the book, Getting a Second Life, acquaints potential and new players with the Second Life world. It describes the metaverse s geography as well as its society, explaining the written and unwritten rules. The second part, Living a Second Life, deals with the practical and economic aspects of Second Life: creating and customizing an avatar, building objects, scripting, and making money. The third part of the book, Success in Second Life, discusses ways to enjoy Second Life more. This section includes profiles of successful Second Life residents, discusses fascinating in-world events, and examines how some are using Second Life for business, training, and other purposes
28. Senges, M., "Second Life". Universitat Oberta de Catalunya (UOC) , 2007. http://books.google.es/books?id=JZDoY46GAzUC&pg=PA59&dq=Senges,M.+second+life#PPP1,M1
Descriptores: Second Life
Resumen: La Universitat Oberta de Catalunya (UOC) http://www.editorialuoc.com/ tiene diversos libros publicados en catalán y espa ol. Éste, escrito por un investigador de la citada institución, Max Senges, se encuentra en espa ol. Como su nombre indica se refiere al famoso mundo virtual "Second Life" donde sus usuarios pueden adoptar diferentes identidades (llamadas "avatares"), y hacer múltiples cosas, que van desde comprarles ropa hasta construir edificios y realizar transacciones comerciales. Un mundo virtual que está en constante crecimiento y que en abril del 2007 contaba con 5,8 millones de cuentas registradas (téngase en cuenta que un usuario puede tener más de una).
29. Urban, R., "A Second Life for your museum: 3D multi-user virtual environments and museums". Museums and the Web Conference , 2007. https://www.ideals.uiuc.edu/bitstream/handle/2142/1619/MiSL_ill.pdf?sequence=2
Descriptores: Second Life/Museos
Resumen: The paper gives an overview of some of the museum-like activities currently being undertaken in Second Life. Current development is mainly in the hands of pioneers, often interested amateurs engaging in serious leisure to create spaces enabling them to share their interests with others. These efforts are explored in this paper through a systematic analysis of museum visits and a qualitative analysis of interviews with designers and developers of museums in Second Life. Findings identified include the impact of the current technology on what is created, and the importance of interaction-centric designs.
30. van der Ven, C., "Second Life: A Tool for Reference and International Understanding". Reference librarian, Vol. 49, No. 2, 2008, pp. 149-161. http://www.haworthpress.com/store/E-Text/View_EText.asp?sid=JDDFJ7TD6C9R9LFW83SH4SEE25GT09XF&a=3&s=J120&v=49&i=2&fn=WREF_A_310302_O
Descriptores: Servicios de referencia en línea/Comunidades virtuales/Second Life/Cooperación
Resumen: The challenges that virtual reference staff volunteers in Second Life (SL) are facing are opportunities at the same time. There are a lot of differences between doing reference work in Real Life (RL) and in SL, but for the most part reference work in-world is quite the same as in the daily life of any reference specialist. In essence, that is. Of course new skills are needed, but this is just for now. In the end, working at a virtual reference desk, especially as one member on a team of international pioneers, is as exciting as it is new! Adapted from the source document.
31. Westbrook, L., "Understanding crisis information needs in context: The case of intimate partner violence survivors". Library Quarterly, Vol. 78, No. 3, 2008, pp. 237-261.
Descriptores: Second Life/Bibliotecas/Necesidad de información
Resumen: Westbrook, L. (2008, Accepted for publication in ). Understanding crisis information needs in context: The case of intimate partner violence survivors. The Library Quarterly, 78(3), 237-261.
32. Westbrook, L., "Virtual reference training: The second generation". College & research libraries, Vol. 67, No. 3, 2006, pp. 249-259. http://www.ala.org/ala/mgrps/divs/acrl/publications/crljournal/2006/maycrl/Westbrook06.pdf
Descriptores: Second Life/Bibliotecas/Servicios de referencia en línea/Formación continuada
Resumen: First-generation digital reference training centered on technology, policies, procedures, and basic online communication tactics. Recent research and theoretical developments in adult education, digital communication, cognitive psychology, and human-computer interaction can move digital reference training into its second generation. Synthesizing current interdisciplinary developments, this paper presents four overarching guidelines and essential training principles for each stage of the reference interview.
Julio Alonso Arévalo
Universidad de Salamanca.
Facultad de Traducción y Documentación
Dirección: Francisco Vitoria 6-16
37008 Salamanca
País: ES - España
Teléfono: +34-923 294 580
Fax: +34-923 294 582
Correo-e: alar@sal.es
Digitalia: http://sabus.usal.es/docu/
DoIS: http://wotan.liu.edu/dois/
---------------------------------------------
Los archivos de mensajes de INFODOC se pueden consultar
en la direccio http://listas.bcl.jcyl.es
---------------------------------------------