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Abstract

Examines ways librarians can utilize virtual worlds to share information and resources including virtual communities.
... Libraries have existed in virtual worlds for around two decades. Within virtual worlds such as Second Life 1) , librarians have created virtual libraries and offered a wide variety of digital collections of e-books and media as well as virtual reference services (Chow et al., 2012;Dey, 2012;Grassian & Trueman, 2007;Hill et al., 2017;Mon, 2012;Parry, 2008;Webber & Nahl, 2011). Virtual worlds and virtual reality have also been used in Library and Information Science education to train pre-service librarians in skills they need for the real world as well as the virtual world (Condic, 2009) as well as educate library users (Chen & Tasi, 2012;Lim, 2021;Tudin, 2016). ...
... While virtual libraries exist within Meta Horizon Worlds, most are created and maintained by community members, and few appear to be affiliated with "real-world" libraries. While several community libraries simulate library spaces, offer programming, and provide access to some curated resources, few provide the level of access to digital resources and virtual reference services seen in the virtual libraries in Second Life, as described by Chow et al. (2012), Dey (2012), Grassian and Trueman (2007), Hill et al. (2017), Parry (2008), and Webber and Nahl (2011). That said, at least two of the worlds do seem to involve relationships with real-world libraries and it may be likely that some of the more robust library community worlds are created and maintained by librarians. ...
... These findings may suggest that library world development in Meta Horizon Worlds is relatively new and requires significant amounts of time and effort to create and update their worlds. Relatively speaking, libraries in virtual worlds like Second Life have been around for substantially longer and seem to have significant organization and adequate volunteering, as seen via the Community Virtual Library 9) and Hill et al. (2017). However, as noted in the findings, many of the sampled worlds appeared to be at various stages of development, and Meta Horizon Worlds may not provide features or assets necessary for easy implementation or permission of features seen in Second Life. ...
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To explore the presence and status of libraries in the metaverse, focusing on the social virtual reality (VR) platform Meta Horizon Worlds. This study employs unobtrusive observation by collecting data within public VR library worlds and from their listings on the platform. Data was interpreted using qualitative data analysis and open coding. Forty-four virtual libraries were identified in Meta Horizon Worlds, serving as art and asset libraries, community libraries, personal libraries, or other library-themed spaces for games and socialization. Few virtual libraries seem to be associated with "real-world" libraries, suggesting that there may be opportunities for growth if Meta Horizon Worlds remains a stable part of the metaverse. This study appears to be among the first to explore virtual libraries in Meta Horizon Worlds in situ via VR-based data collection.
... The multifaceted impact of metaverse-based services in libraries spans various areas, including virtual reference services, library space tours, learning environments, 3D space services and more. Many researchers have explored the diverse applications of XR technologies in library contexts (Adetayo et al., 2023;Bakar et al., 2022;Han et al., 2022;Hill et al., 2017;Noh, 2023). ...
... This concern about privacy is critical for libraries, where data protection regulations are increasingly stringent. Hill et al. (2017) highlight the accessibility issue due to the absence of a virtual library catalogue. This is a significant barrier for libraries aiming to implement comprehensive XR solutions that include virtual collections and resources. ...
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Purpose - This study aims to assess the awareness, interest, and challenges faced by Librarians in Thailand regarding Augmented Reality (AR), Virtual Reality (VR), and the Metaverse. Specifically, it investigates librarians' current proficiency levels, interests, perceptions of future impacts, and ethical considerations associated with these emerging technologies in the context of Library and Information Science (LIS). Design/methodology/approach - A quantitative survey approach was employed, utilising a structured questionnaire distributed to Thai librarians across various library types. The questionnaire aligned with the study objectives and incorporated Likert-scale and multiple-choice questions. The analysis involved descriptive and inferential statistics using SPSS version 29. Findings - The study reveals varying levels of awareness and competence among librarians in AR, VR, and the Metaverse technologies. While interest levels are high across various aspects of these technologies within LIS, challenges such as cost, expertise, ethics, and infrastructure hinder their integration into library services. Respondents anticipate a moderate to significant impact of the Metaverse on future library services, with concerns and optimism regarding ethical implications and innovative opportunities. Originality/value - This study contributes to understanding the landscape of emerging technologies within library settings in Thailand, shedding light on librarians' awareness, interest, challenges, and ethical perspectives. The findings underscore the importance of targeted training programmes and strategic planning to facilitate the effective integration of AR, VR, and Metaverse technologies into library services, ensuring ethical considerations are prioritised alongside innovation.
... Librarians and libraries are no strangers in virtual worlds, having created, curated, and provided digital collections, programs, and reference services in virtual worlds like Second Life 1) for two decades (Chow et al, 2012;Dey, 2012;Grassian & Trueman, 2007;Hill et al., 2017;Mon, 2012;Parry, 2008;Webber & Nahl, 2011). Some of these virtual libraries are still open and active. ...
... Librarians and libraries have been active in virtual worlds, such as Second Life, for almost two decades. Within virtual worlds such as Second Life and Kitely 6) , librarians have created virtual libraries and offered a wide variety of digital collections of e-books and other electronic media as well as virtual reference services (Chow et al, 2012;Dey, 2012;Grassian & Trueman, 2007;Hill, et al., 2017;Mon, 2012;Parry, 2008;Webber & Nahl, 2011). Virtual worlds and virtual reality have also been used in Library and Information Science education to train pre-service librarians in skills they need for the real world as well as the virtual world (Condic, 2009). ...
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With growing public, educational, corporate, and governmental interests in the "Metaverse" and 4th Industrial Revolution, virtual, augmented, mixed, or extended reality technologies have seen renewed interest and expanded adoption across contexts. While libraries and librarians have long provided their communities access to information, media, and technology, and are not strangers to virtual worlds, there is little work on whether LIS programs are preparing pre-service librarians to be knowledgeable of VR and related technologies and their applications in libraries and other information organizations. As such, this study employs a selected literature review on how libraries provide and use virtual reality and related technologies in their collections, programs, and services as well as a summative content analysis exploring the inclusion and use of virtual reality and related technologies in the curricula of terminal LIS degree programs in the United States and South Korea. The literature review identified three key, interconnected themes: stake-holder partnerships, content development, and inclusion and accessibility. Findings from the summative content analysis suggest that the level of inclusion of VR and related technologies in terminal LIS programs is low in both the United States and South Korea. Of the few existing courses covering XR technologies, it appears that most cover content development, while fewer address issues related to stakeholder partnerships , and inclusion and accessibility. Recommendations for LIS educators interested in developing courses or training about VR and related technologies in libraries are discussed.
... Virtual worlds are not new spaces for libraries and librarians. Librarians, educators, and volunteers have created libraries within various virtual worlds, such as Second Life, and have provided and continue to provide access to digital collections, programs, and services (Chow et al., 2012;Dey, 2012;Grassian & Trueman, 2007;Hill et al., 2017;Mon, 2012;Webber & Nahl, 2011). Virtual worlds can also be used to provide professional development training for librarians as well as education for LIS students and pre-service librarians. ...
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The importance of cultural diversity and competency in library services has been gradually increasing along with rapid growth of international residents (3.3% of total population) in South Korea. Along with a multi- cultural population, marginalized communities including disabled per- sons, financially disadvantaged persons, and seniors over 65 years old are growing. To fulfill the South Korean government’s goal of becoming an Innovative Inclusive Nation, public libraries and librarians need to better prepare for these significant changes and work to become more socially inclusive. While librarians need to continuously promote cultural competence, empathy, communication and other critical skills through their professional development training, studies show that little of such training exists in South Korea. In this study, we review related literature and analyze three example cases of Virtual Reality (VR) simulations developed for service-oriented professions, nurses, dentists, and teachers, for the purposes of providing core foundations and best practices to guide the design and development of training programs for pre- and in-service librarians. Amid an ongoing pandemic, and the advent of the metaverse and Fourth Industrial Revolution, VR-based, online, and mixed face-to-face professional development are likely to become more in demand and will help librarians to become future ready and socially inclusive.
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Purpose This paper aims to explore the existence of Metaverse or 3D virtual libraries and how they use Metaverse to expand library services. Design/methodology/approach The authors use literature to search projects and research papers that discuss the metaverse library. They also did observations on metaverse libraries. Findings There are some virtual realities or metaverse platforms that a library or virtual community can use to build their 3D virtual world. Some libraries already create a virtual world library or metaverse library. However, those initiatives are still in the prototype stage and are used for exhibitions and projects. Originality/value This paper overviews and builds a simple understanding of the metaverse library. The value of the paper is giving motivation when building the metaverse library. This initiative shows that big hi-tech companies do not dominate Metaverse.
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