首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到18条相似文献,搜索用时 468 毫秒
1.
文章介绍了Second Life中图书馆的应用情况,并主要对在Second Life中建立和延伸图书馆服务的意义和应用发展状况进行了阐述,以堪萨斯州图书馆为例介绍Second Life中图书馆的使用,提出Second Life的虚拟图书馆带来的非传统图书馆没有的问题和挑战,并展望虚拟图书馆的未来。  相似文献   

2.
作为因特网的3D虚拟世界应用,Second Life以其独特的优势为图书馆在虚拟世界中开展服务创造了便利,吸引了国外大量的图书馆参与其中推动相关服务的开展。文章介绍了Second Life的概念和主要特征,分析了国外图书馆基于Second Life开展的合作创建SL图书馆服务、开展学术图书馆服务、构建虚拟教学环境等典型服务应用实践,并从硬件需求、资金压力、馆员素质需求、隐私和法律问题等方面对图书馆基于Second Life的服务实践进行了反思和展望。  相似文献   

3.
SNS应用于图书馆2.0服务初探   总被引:5,自引:0,他引:5  
介绍网络热点SNS的基本涵义,阐述图书馆信息服务中引入SNS的必要性,通过图书馆SNS应用普及的豆瓣、Myspace、Second Life、Facebook成功案例,探讨图书馆2.0利用SNS模式拓展信息服务的新路径。  相似文献   

4.
Second Life是利用3D技术对现实世界进行高度模拟而形成的虚拟世界。论文在对Second Life进行简单介绍的基础上,论述了Second Life在图书馆参考咨询服务中应用,同时就图书馆充分利用Second Life开展参考咨询服务提出了相应建议。  相似文献   

5.
SNS在图书馆信息服务中的应用   总被引:9,自引:0,他引:9  
文章简要阐述当前网络热点SNS的基本涵义,以国内外SNS标志性网站MySpace、Second Life和豆瓣网为例,详细分析SNS在图书馆信息服务中的典型应用,并重点探讨图书馆利用SNS模式拓展信息服务的新思路.  相似文献   

6.
根据美国Second Life Library 2.0虚拟社区的建设现状,分析图书馆虚拟社区的营销模式,认为虚拟社区改变了用户被动服务的地位,获得了主动权.对此,图书馆需采用聚众为媒的策略,为虚拟社区中的用户营造良好的使用体验,引导用户成为创建服务的合作者和品牌传播的中间人.  相似文献   

7.
“Second Life”是一个新兴的网络在线三维虚拟世界,国外已有很多图书馆在这里提供参考咨询服务,本文通过自身的实践体验对“Second Life”中的参考咨询服务优缺点进行分析。  相似文献   

8.
目前以Second Life(SL)为代表的虚拟世界在互联网上广泛流行并引起学术界的诸多争议。通过界定SL的定义、介绍与其相关的概念,探讨高校图书馆利用SL开展虚拟参考咨询(VR)服务的目的性、服务时间、问题类型、服务方式和服务内容等,指出融入SL过程中开展VR应注意的问题。  相似文献   

9.
数字参考咨询馆员作为知识导航员主要具有六大角色内涵:知识提供、知识中介、知识教员、知识组织、知识创建与出版、知识交流与推动。图书馆为读者提供主动性的数字参考咨询服务,包括提供主动定题服务和学科的信息内参或快讯,建立学科博客和信息咨询部微博。数字网络环境下参考咨询服务的创新包括:提供知识创新型参考咨询服务;借鉴Human Library模式、Second Life图书馆模式;借鉴先进的虚拟参考咨询系统,好的创新学科服务模式和基于搜索的知识问答分享平台模式。  相似文献   

10.
虚拟世界是一个由互联网计算机模拟虚拟空间,用户可以通过自己的虚拟形象栖息其中,并可以与其他虚拟对象展开互动,在这种虚拟环境中图书馆的服务又有了新的发展。现在众多图书馆在虚拟世界中建立了自己的虚拟图书馆,提供了各种各样的特色服务。通过对各个大学图书馆在Second Life中的应用,文章探讨了WEB 3D技术在图书馆领域内的应用潜能,进而探索该研究对当前大学图书馆发展的启示。  相似文献   

11.
SecondLife是互联网上的三维虚拟生活,正好为实现图书馆2.0提供了技术平台。SecondLife虚拟世界不仅能提供一个个信息数字对象,还能创造一种经验。SecondLife中实现的虚拟图书馆正是一种图书馆2.0,表明图书馆可以借助SecondLife为互联网用户提供更多具有创意的服务。  相似文献   

12.
When Off-Campus Means Virtual Campus: The Academic Library in Second Life   总被引:1,自引:0,他引:1  
ABSTRACT

This article discusses how a library's consistent policy of accessibility and foresight positioned itself to serve its students, faculty and staff in the virtual world of Second Life. Always ahead of the technological curve, this library has been the front-runner in providing services to distance learners via text messaging, “chat,” e-mail, and telephone services and via its laptop librarian project across the campus. It now is poised and ready to provide service in Second Life. Collaboration between the library and teaching faculty culminated in the creation, development, and furnishing of a library in Second Life, an environment that gives new meaning to “off-campus” learning. Without marketing, but as a visible presence, the Second Life library was able to attract both off-campus guests and affiliated students and faculty and even participated in campus-wide projects. This experiment has enjoyed the support of both the university and library administration.  相似文献   

13.
The multi-user virtual environment Second Life has drawn attention from many librarians who established virtual libraries and information spaces there. Even as interest in Second Life diminishes, it is worthwhile to look at how libraries in Second Life were established and what models they followed. This study examines the purposes, users, collections, and community integration of Second Life libraries. Researchers identified over 75 libraries in Second Life through the professional literature and search results within Second Life. Using this sample, they identified seven general categories of libraries and discuss examples of each. Some Second Life library spaces help to set a scene and contribute to the ethos of a larger space. Other Second Life libraries connect physical libraries with virtual communities. Still others serve communities that exist only in virtual spaces, supporting common interests or role-playing scenarios. Finally, some Second Life libraries expand understandings of what a virtual library might be, whether through imaginative architecture or unusual collections. Second Life libraries offer collections of resources tailored to the needs of individual communities and make them available in different formats. They also offer social and educational programs, much as physical libraries do. Whatever the future of Second Life, the libraries that have been established there raise important questions for future virtual library work.  相似文献   

14.
Training is an important factor for successful employee growth within an academic library. The purpose of this article is to scrutinize the option of using the virtual world, Second Life, as a training tool within an academic library. In doing so, various topics will be examined including training within libraries, the use of Second Life in educational settings, and Second Life as a training tool. Second Life offers unique opportunities for training but also presents a definite set of challenges, the first of which is the steep learning curve. Second Life is a virtual world that is being used with varying success as a training technique within corporate settings; however, little has been documented within a library setting. Nonetheless, libraries may find that Second Life can be an asset toward achieving their training goals.  相似文献   

15.
ABSTRACT

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.  相似文献   

16.
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.  相似文献   

17.
让虚拟参考咨询服务走出困境、走向振兴   总被引:5,自引:0,他引:5  
在回顾国内外虚拟参考咨询服务发展的基础上,探讨了实时参考咨询服务面临的困境——使用量低、服务效益低下,并在分析问题的基础上给出了一系列建议,如:开展IM咨询和短信咨询服务;利用博客、维基、社会网络中的图书馆个性化主页、第二人生(SecondLife)中的虚拟咨询台等Web2.0工具提供服务,让虚拟参考咨询服务走出困境,走向振兴。  相似文献   

18.
图书馆的云计算应用模式   总被引:1,自引:0,他引:1  
文章讨论了图书馆云计算应用的两种主要模式:消费模式和增值模式。消费云计算只是图书馆云计算应用模式的初级阶段,图书馆应用云计算的高级阶段是构建按需构建的图书馆云服务。这种图书馆云服务是云计算的一种增值服务。文章还讨论了影响图书馆云服务的各种因素。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号