June 16 (Tuesday)
1:30 pm SLT-2:15pm
http://slurl.com/secondlife/
Health Care New Media Marketing Conference: Connecting to Consumer's
in Today's Healthcare Environment
Second Life: The Key to Futuristic Communication and Patient Care
Health Care Collaboration & Community in Virtual Worlds & Second Life
Second only to the general concept of Web 2.0, virtual worlds are the
source of more articles in PubMed than any other emerging social
technology.
Of the many virtual worlds, Second Life (a free, open
source 3d virtual world platform) is the one with the strongest
presence in health care communities, from patient groups and medical
education to research and professional meetings.
Second Life can
enable health systems to create either public or secure private spaces
for functions from patient education, outreach, staff training, remote
meetings, or more. As with any social technology, understanding the
context and norms of the online space are essential to making
institutional engagement a success.
In this session, we will look at
case studies illustrating how some organizations have used Second Life
for communication, collaboration and community engagement.
Perplexity Peccable, also known as Patricia Anderson, is the Emerging
Technologies Librarian for the Health Sciences at the University of
Michigan, focusing on social technologies and Science 2.0.
In this
role she serves as the community manager for Wolverine Island, the
University's home in Second Life.
Ms. Anderson is also the senior
author of the Medical Library Association Encyclopedic Guide to
Searching and Finding Health Information on the Web, with significant
expertise in systematic review methodologies.
Taken from email of Patricia F. Anderson To SL & HealthCare Google List
Monday, June 15, 2009
Second Life: The Key to Futuristic Communication and Patient Care Health Care Collaboration & Community in Virtual Worlds & Second Life
Posted by Guus van den Brekel at Monday, June 15, 2009
Labels: Health care, Second Life, University of Michigan, Virtual reality, Virtual World, Web 2.0
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