Published by Carina on 25 Jun 2010
Togashi Jun: Library Designer
Togashi Jun is a librarian at the University of South Dakota who came to Second Life three years ago to experiment with library displays. The University of South Dakota Libraries have been undergoing major reorganization. There used to be two libraries in one building: ID Weeks Library (main library), and Lommen Health Sciences Library. The libraries were merged into one, which freed up space on the first floor of the building where the Lommen library used to be. Under a new dean, the librarians at the University of South Dakota are now moving to bring other student services into the building in a move to make the library even more of a center piece on campus.
Some of the services that will be brought in are the writing center, the IT help desk, the career development center, the math help center and supplemental instruction, academic advising, and tutoring. With this many new services coming into the building there was a need to design the physical space. The space is being designed in the traditional method with an architect doing the preliminary design.
Togashi thought this would be a good opportunity to promote the use of Second Life by developing a 3D model based on the architect’s plan and sharing that with various constituencies around campus. The university has not developed a SL presence yet, so he needed to scale the model down to roughly the size of a tiny avatar.
Initially Togashi attempted to establish a scale and manually place all of the objects. When this proved too frustrating, he scanned the original layout of the library and brought the texture into SL and put it on a 50 x 50 megaprim. He built the walls, pillars etc. according to this plan.
When the new plan was available, Togashi was able to then quickly adjust it to reflect the new design. When the dean introduced the plan to the library, Togashi was in the background walking through the model to each part of the building as she talked about it. Most of the new construction will be glass walls, and Togashi was able to represent that in SL by using a glass block texture.
In addition to using Second Life for library design, Togashi is excited about the capabilities for bringing the internet into SL with the new browser. He hopes it will revolutionize library presences in Second Life. Now, instead of linking catalogs, librarians can bring them directly into SL. These capabilities will also improve the use of Second Life for conferencing and community, which are Togashi’s favorite part about SL. He is looking forward to a day when using Second Life for conferences is common place, particularly if the economy continues to make travel for conferences difficult for professional educators. Togashi would like to see more library associations develop, or at least make use of, spaces in SL.
Previously, Togashi had been working on using holo technology to make displays that would change to make greater use of space. However, thanks to the new browser’s ability to put a web page on any surface, the possibilities are literally endless. Togashi believes this is a significant step towards creating a 3D internet. For example, a library could potentially have a bookshelf displaying books and, depending on which author was selected, the books could change to display actual book covers, showing people the real resources.
Togashi heard about the Educators Coop through another organization, joined right away, and has owned land with the Coop ever since. His main involvement with the Educators Coop has been keeping an eye on how libraries are developing in Second Life. He also presented at the Brick & Click Symposium last fall, and an article was published in the proceedings. Togashi also works with Indian Studies and the local Indian Community in South Dakota as a liaison to the American Indian Studies Department and is responsible for the book selection in that area. There is also a Native American center where he holds office hours once a week.
The name Togashi Jun is a combination of Togashi’s wife’s family name, and a role-playing character he created long ago.
In “real life,” Togashi Jun is Dr. David Alexander, the Digital Access Manager (an academic librarian) at the University of South Dakota. He manages the interlibrary loan and serials departments, plus work with maintaining the university’s electronic resources. Togashi has a BS in Business Administration from Truman State University, a MA in Asian Civilizations, a MA in Library and Information Science from the University of Iowa, and an EdD in Adult and Higher Education from The University of South Dakota.
Metaphor Voom was interviewed in one of his creations – the Ensemble Pavilion on one of the Educators Coop sims. The pavilion was created as part of a grant from the National Science Foundation for computing education. Metaphor is responsible for the social networking part of the project, called Ensemble.
What Metaphor ideally wants to create in Second Life is the visualization of ideas and how to make a curriculum three-dimensional. Being a “visual kinda guy,” Metaphor naturally saw how Second Life could be used as a graphic organizer. As he stated, “seeing relationships is one thing, but putting yourself inside the relationships is another.” Metaphor wanted to help students “see and be inside” the relationships between and among ideas. For Metaphor, learning, thinking, and interpreting are not linear practices. They are instead multi-dimensional living metaphors that Second Life can animate, while simultaneously encouraging the students to be part of the construction of the ideas and the environment.
One of the courses that Metaphor teaches at Texas A&M is called Contemporary Visual Culture. This semester, his students were all given apartments in Second Life which they were encouraged to decorate themselves. The students then had to create and display ads from magazines that they interpreted following a methodology from the class. In each ad was a notecard explaining their interpretation. Their work then became part of the landscape in which they live. In addition, Metaphor’s classes are held in a wide variety of places including rooftops, sandboxes, and auditoriums. This creative atmosphere allows the students to be active participants in the construction of the physical and pedagogical landscape. It helps his students change and challenge the ways we think about teaching and learning in real life. Indirectly, the students learn about marketing as well, but the focus is on the interdisciplinary discourse of visual culture. In addition, because all of the work is at all times available to the public, the students can view and assess each others work, which is an essential component of constructivist learning and guided inquiry.
In order to get and keep his students in Second Life, Metaphor dedicates the first few weeks of the course just to navigating SL. He wants to ensure that none of this students drop the course due to technophobia. Before the semester even begins, Metaphor sends his incoming students some basic information via email and encourages them to log 20 hours of SL time before the semester starts. On the first day of class, all of the students are asked to log-in and meet Metaphor in the classroom. By that time, Metaphor and his students have been emailing back and forth about the basics of Second Life for quite a while. Once in SL with his students, Metaphor demonstrates some Second Life tricks and moves, but otherwise, they are fairly comfortable at that point. He makes sure that his students understand that his course is not “about” Second Life, but instead merely uses the SL environment, just as a biology course would use an auditorium. In fact, most of Metaphor’s students are not distance learners – they are students he meets weekly face-to-face. By the second week of class, Metaphor’s students have to meet a set of expectation and have mastered some basic skills within the context of assignments. The first assignment is due the third week, and so by that time students need to know how to upload images and make notecards.
In addition to teaching in Second Life, Metaphor also uses SL for personal causes. Metaphor hopes to use SL to combat the global water crisis with the help of the TAMU Water Project. There are 5,000 children worldwide who die every day from water-related diseases. Metaphor works on appropriate technology, using clay, sawdust, and silver, that kills 99% of water-borne bacteria. The filter uses a clay bowl, and a five-gallon bucket that sits inside it. One to two liters of water are filtered through the clay per hour, rending water-borne bacteria inert. This device is used all over the world, including Texas. There are 50,000 people in Texas who do not have adequate access to clean water in their homes, and so this project is even being implemented in Texas A&M’s backyard. He uses SL to beta test the design of the filter and to bring awareness to the cause. TAMU’s sister facility is in the Dominic Republic where filters are being created and driven to Haiti. Metaphor works on TAMU with several people worldwide, with the help of the interdisciplinary team working on it at Texas A&M, and consultants at other universities.
If you ever have the chance to meet Metaphor Voom in SL, you will see that he tends to ware a black t-shirt with the name “Henry Box Brown” written across his chest. Henry Brown as a slave in 19th century Virginia. One day, his wife and kids were sold and sent to various places around the country. Naturally upset by these events, Henry decided he would do anything to stop being a slave, especially now that he would never see his family again, and so he and a white man that he knew devised a plan. The white man package Henry in a box and mailed him from Richmond, VA to Philadelphia, PA. It took 29 hours on train, boat, and cart, ½ of which Henry was upside down. Despite the odds, Henry arrived safely; he mailed himself to freedom. This touching and innovative story always inspired Metaphor and so he wears that t-shirt in homage to this hero.
TracyR96 Sorbet’s primary work in Second Life involves a project called Hungry Decisions. The project was inspired by one of her master’s degree students, and today involves more than one student and another faculty member. The project provides students with the opportunity to see what differences exist in student perceptions of third world countries. Some of the students will experience Hungry Decisions via a “static” web site, while others will experience the concept in Second Life.
Hungry Decisions is TracyR96′s pioneer program for a USDA-CSREES (Cooperative State Research, Education, and Extension Service) grant project that she is leading which will use Second Life to teach crisis communications. Texas Tech teaches a graduate level crisis communications course each fall semester. Crisis communications is the process of planning how to share information in the event of a disaster related situation. Organizations and communities develop crisis communication plans to prepare for working with the media and sharing information with the pubic. The ultimate goal is to determine if virtual worlds can provide students with a better “experience” related to globalization and international work. So many of TracyR96′s students just read case studies or listen to others experiences, but they don’t get to participate in cost-prohibitive international travel. Hungry Decisions provides experiential learning for the international journalist on a budget! The hope is that Hungry Decisions will create a stronger emotional and psychological response for students as compared to video or static case studies. These types of opportunities can also bolster general student interest in traveling abroad.
A “typical” experience for a student first logging into Hungry Decisions is a tree-based simulation. Most students will only go through 2-3 times, faced with various choices, and each choice will have difference consequences. The crisis communication project will involve students throughout the semester. Basically the students will be given some information and they have to choose a role – male or female. Then they are told a portion of their life story, which ends with a choice. That choice is made by touching an object which will teleport them to the next decision. For example, if a student begins in the village, and chooses to leave their community and move to the city, they will be teleported to the city section of the sim. This is where the next part of their experience will begin.
When TracyR96 first came to Second Life, she was just an interested observer for the first 6-8 months. Her university does currently have a program that introduces faculty to Second Life and one of the speakers, Metaphor Voom, teaches a photo class and uses SL as a component of the course. Since TracyR96 also teaches digital photography, she was interested in how she could get involved as well. Thanks to Metaphor introduction, TracyR96 became involved with both Second Life and the Educators Coop.
Another concern that TracyR96 has about bringing students into Second Life is that her technology-based students will be turned off slightly with the education component. People today are so used to the 3-D effects and extreme graphical capabilities of games and movies. If Hungry Decisions appears “cartoonish” then the learning experience may be devalued. This is a concern that is shared by TracyR96′s colleagues as well. Either way, TracyR96 is looking forward to the variability in the avatars reflecting her students’ personalities. They will get to show their classmates how they see themselves, which could lead to greater self-confidence in the “classroom” and with assignments. On this topic, TracyR96 and her team are hoping to work with our educational psychology department as we develop instruments for our research.
Veritas Raymaker first logged in to Second Life in 2006 to coincide with the first Virtual Worlds Best Practices in Education conference. This is where he met Bluewave Ogee and North Lamar who ushered him into the Educators Coop. Though the time difference makes it extremely difficult to meet with other members of the Coop (Veritas hails from Singapore) he remains loyal and inspired by Bluewave and North’s vision.
The interview for this article took place on Veritas’ sim, a former Celtic roleplay location that he purchased for its geomorphological authenticity. The sim is presently designed to be a Field Studies Centre for geography. Veritas did a bit of terraforming, but has tried to keep the sim as-is, honoring the original efforts. While Veritas’ primary interest in Second Life was geography, he was quickly able to see how the third dimension (plus other affordances such as social collaboration and user-generated content, and ease of visualization) would help overcome many challenges which geography teachers face, such as problems of scale, field-trip logistics, etc.
Although Veritas’ roots are in classroom teaching geography, he is presently a researcher in the Learning Sciences at Sinagpore’s (presently sole) teacher-training institute. Right now, his education work in Second Life is primarily due to a $70,000 grant that he was thankfully able to secure with several schools in Singapore to help with curricular development using SL for several subject domains, such as chemistry, geography, and mother-tongue languages. While studying for his EdM, Veritas undertook David Perkins’ notion of affordances and disaffordances. This understanding of affordances has driven his approach to curricular development in Second Life, with respect to different subject domains. For example, although he doesn’t directly advice them on this, the Department of Education in Singapore (called the Ministry of Education) leverages scalar visualization for chemistry and immersive roleplay to promote authentic communicative opportunities, for mother-tongue languages. For geography, there are several ways in which the affordances may be leveraged, which can be viewed via videoclips on Veritas’ blog.
In addition to his formal education pursuits in Second Life, Veritas also wears the hat of a greeter. He co-designed and helps out at an orientation area for newcomers to Second Life. Most newbies come through Orientation Island, but for some time now Linden Labs have allowed private estate owners to design and manage their own orientation experiences, called Community Gateways. Veritas helped design and volunteers at the Gateway to the SS Galaxy, which is a full-scale, full-service cruise liner in Second Life spanning three sims. The orientation gateway is off limits to avatars older than 30 days, in order to provide the newbies with a safe environment.
Larry first became involved with Second Life about a year and a half ago, directly via the Educators Coop. After joining the program at UT, he heard about their involvement in SL and was ushered in by North Lamar and Bluewave Ogee. They suggested he join the coop to see what others were doing with education in Second Life. As a former Apple employee, Larry has always been a fan of exploring new technologies, so he was eager to explore.
TOLC Mountain Campus hosts the Texas Regional Collaboratives (TRC) for Excellence in Science and Mathematics Teaching, which is a state-wide teacher professional development program at the University of Texas (UT) at Austin. The TRC initiative is a program of the UT Science and Mathematics Education Center.
Avatar Larry Klugman is the island administrator. All others who would like to use the island meeting areas to address STEM education issues are welcome to sign up for events which will be marketed to their TRC state-wide science/math community as well as to others. If you are interested in using TOLC Mountain, contact Larry Klugman.
Larry built the TOLC Mountain Campus with a “retreat feel” to act as home base for K12 teachers exploring professional development opportunities. Paid for using industry dollars from organizations such as Toyota, AT&T, El Paso, and Shell, the TOLC Mountain Campus is actually just one smaller part of a larger online community. TOLC even has a NING network that members are encouraged to join. They use the NING network to post announcements and support resources. TOLC’s NING network has over 1400 teachers sharing effective practice and other web based tools.
Participants in TOLC’s opportunities have one of several meeting areas to choose from, three of which are nestled in the mountains. To keep costs down, many of the areas are created entirely from modified freebies from Zebra and the New Media Consortium. Vistas include TOLC’s West Mountain, the Emerald Forest, and a cozy campfire. TOLC even has a sandbox 700 meters up for attendees to learn how to build.
Black Kelley has been in Second Life for almost three and a half years. He originally came to SL because he needed a past-time that was quiet enough to do while his daughter was sleeping. However, he quickly became involved with scripting and has since found many other SL interests, including live music.
Some of his SL building and scripting designs include an object that will move along the phase space of a differential equation and an Acorn Launcher. The latter is an acorn bazooka that will shoot an acorn at a target. As the once elected target of Black’s device, I was able to experience the Acorn Launcher first hand. The Acorn Launcher was created via a project for a combined calculus and physics course. The idea was that the students had to figure out the velocity necessary to hit an object. Black appreciates the freedom SL gives him to find both fun and serious mathematical applications. He works to show his undergraduate students how math can be applied in Second Life. Two of his students, that are engaged in an independent study in SL, are currently doing a statistics project with a focus on the economics of Second Life.
When Black first decided that he wanted to bring students into Second Life, he didn’t even worry about what his administration would think and dove right in. His colleagues simply were not interested, and so he piloted the project alone. His colleagues had difficulty understanding that the strength of teaching in Second Life is the ability to transform the environment; to create. It is not simply yet another social software tool or a “fun” way to share power point presentations. In Second Life you need to let the students explore and “do their own thing.” You cannot control people in Second Life, and that can be scary for some teachers. There is a large body of work on experiential learning and mathematics, yet math is sadly often left out of the more creative lesson planning opportunities. Black recognizes that the extra work necessary to make mathematics engaging and applicable is hard, but its definitely worth it.
Eggshell Burks came to Second Life in early January of 2007. After being in Second Life for about a year, she began looking for fellow educators in SL and found the Educators Coop. At the time, the Educators Coop was offering land parcels and many opportunities to learn more about teaching in Second Life. Eggshell joined because, although she was teaching for a small school district in Washington State, the school wasn’t quite ready to add Second Life into their curriculum. Eggshell was implementing Second Life into the classroom on her own and could use some support, which the Educators Coop members were more than happy to supply. With the help of the Educators Coop, she was able to continue doing her research and tap their resources of teaching and learning in virtual worlds.
To begin, she went through the University of Washington’s virtual worlds certification series last year. She then went on to learn to design immersive learning environments and today she teaches Second Life skills to students so they can create their own learning.
In addition to her work in Second Life, Eggshell Burks also works in Teen Second Life with the World Affairs Council by teaching building skills and designing an immersive environment based on Afghanistan. Eggshell got her start in Teen Second Life by first working with a company called Red Llama who hired her to teach SL skills to teens in a community center in Seattle. Red Llama had been working off a Gates Grant for technology in low income communities. So, Eggshell underwent the rigorous screening process to get her avatar into Teen Second Life. In order to teach in Teen Second Life, one must be affiliated with an education group, submit to a background check, and are limited to only one sim. After her work with Red Llama, Eggshell went on to work with Youth Ventures on Global Kids island working with incarcerated youth on individual projects before finally ending up with the World Affairs Council working with youth on council topics.
Eggshell’s favorite part about teaching in Second Life is the amazement expressed by students when they seen the potential for their own learning in Second Life and the potential for their own creativity. For example, Eggshell met a student who was doing his senior project in Second Life. His teacher had set him up on Ed Tech Island where he’s building above the sim a futuristic hydroponic greenhouse to show eco/food sustainability. By manipulating the environment, this student can test all of the variables affecting the greenhouse without having to build it in RL.
Lorri Momiji came into Second Life in 2006 – the same year that the Alliance Virtual Library started practicing librarianship in grid. Lorri is a library and information systems (LIS) educator and former librarian in RL, and so her initial interest in SL was both in terms of how she could use the environment to teach her LIS graduate students, and to understand what libraries and universities were doing in Second Life.
While not a self-proclaimed builder, Lorri does dabble and recognizes the importance of building skills in Second Life. She learns enough to teach others the basics. While on her four parcels at the Educators Coop, Lorri shared a gadget for creating sculpties that one of her student assistants is using. The gadget can, for example, take a photo and create a sculpty based on it.
The experience the students have is broken into two live class sessions. The first day is about learning the basics of Second Life, such as how to move the avatar around and how to navigate the grid. The second day is about scripting, building, and more advanced skills. When it comes time for presentations, Lorri encourages participation and assessment from all of the students. This allows the students to share and reflect on what they have learned by reviewing each others work.
In RL, people automatically trust other people that are similar to them in some way. Children trust children, adults, prefer adults, and people of the same language will tend to go to each other for help and information. It is no different in Second Life. Information providers that Lorri interviewed talked about trust and how they realized their appearance could impact trust. How they looked or how they dressed increased or decreased their approachability to the patrons in their particular community. For example, an avatar that wears glasses is assumed to be intelligent, even though no avatar ever has any need to wear them. The librarians make sure they look approachable yet professional to ensure they are taken seriously.
Sheila Yoshikawa came to Second Life in May of 2007. She attended one of the many events hosted by the Educators Coop where she met North Lamar and discussed their mutual affiliation with information schools. Already an experienced land owner by then, Sheila had no need to rent Educators Coop land, but she still joined the group and invited North Lamar to lead a discussion on her sim instead.
Providing sufficient access to the computer lab was only one obstacle Sheila Yoshikawa and her students had to overcome in order to commence learning in Second Life. Many of her students were new to SL and virtual worlds in general, so the basics of navigating Second Life had to be addressed first. Those that were used to virtual worlds found the graphics wanting, compared to the latest games on the market today. The computers available to the students were also sub-optimal to the performance requirements for Second Life, decreasing graphic presentation, and increasing lag. This led to obvious frustration for a generation used to immediacy.
In the students’ study of information literacy in Second Life, the students focused on two key elements. First they exhibited Power Point slides on models of the “7 Pillars of Information Literacy,” effectively giving lessons to the public on information literacy. The Seven Pillars of Information Literacy was the initial task of the Advisory Committee on Information Literacy (then the Task Force on Information Skills) of the Society of College, National, and University Libraries or SCONUL. As a result of the committee’s work, the “Information skills in higher education: a SCONUL position paper” briefing paper was produced in 1999. An important part of the paper dealt with the Seven Pillars model of Information Literacy, which has since been drawn upon in a number of curriculum developments. In real life, the students had learned about the 7 pillars as a 2D pantheon of information literacy, but in Second Life, Sheila was able to present it to them as a navigable 3D structure.
In addition, each student performed a “critical incident” interview with a patron. A critical incident, or CI, is a time when that person needed information in Second Life for one reason or another. It is the beginning of the information search process. Following an inquiry-based approach, the students took the information from their interviews and proceeded with original research and data gathering. The research was then analyzed as part of an assignment on information behavior theory and they were assessed on their performance as interviewers.
What the students did find the most engaging, however, were the critical incident interviews. They considered the real life interaction with patrons from around the world refreshing compared to the transmissive “pretend research” they felt they had always done in school to that point. Here in Second Life they were seeing theory in practice, candidly, and in real time.
Another interesting assignment partaken by Sheila’s students was to fill an information void regarding the swine flu epidemic. The students were to address the problem of how to “get the word out” and then orally present their findings back in the RL traditional classroom. In addition, they posted slides of their findings in Second Life which were made available to the public.
In the Educators Coop, Sheila Yoshikawa was instrumental in a project wherein different educational areas were created around the sim. Joined with Lorri Momiji, Black Kelley, and Piratelionecu Humphreys, they created a fun fair area. Sheila specifically contributed to the surrounding woodland of the area, a sky platform, and work on the ground level. While riding on the ferris wheel, Sheila explained the purpose of the project. The idea of the fun fair was learning to move and do things cooperatively. For example, to use the ferris wheel, one person has to stop it so another person can get on it. Not to mention the fact that people who are terrified of heights – as Sheila herself admitted – have the opportunity to experience the beauty and joy of a ferris wheel.
Sheila’s favorite part about Second Life are the colors and shapes of the world. The landscaping, the clothing – everything – are manipulative tools for an educational environment. A photographer in real life, Sheila sells her photography in grid. To see her photography visit,