nmc horizon report > museum 2013 presentation
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NMC Horizon Report >2013 Museum Edition
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Acknowledgements
The NMC Horizon Report > 2013 Museum Edition is a publication of the New Media Consortium and the Marcus Institute for Digital
Education in the Arts
The research behind the NMC Horizon Report > 2013 Museum Edition is a collaboration
between the New Media Consortium (NMC) and the Marcus Institute for Digital Education
in the Arts.
38Editions12 Reports in
201350+ Translations12 Years of Global Research into Emerging Technology
Uptake
The NMC Horizon Project
Horizon ReportsHigher Education K-12 Education
MuseumsEuropean Union (K-12)
Latin America (Higher Ed)
Regional/Sector Technology OutlooksAustralia / New Zealand / Brazil
UK / Norway / SingaporeTraining / eLearning
STEM+ / Community Colleges
www.nmc.org/horizon-project
Badging / Microcredit
Learning Analytics
Mobile Learning
MOOCs
Online Learning
Open Content
Open Licensing
Personal Learning Environments
Remote Labs
Virtual Labs
LearningTechnologies
Mobile Apps 3D Video
Tablet Computing
Telepresence Quantified Self
BYOD
Digital Preservation
Flipped Classroom
Gamification
Location Intelligence
ConsumerTechnologies
Digital Strategies
Collaborative EnvironmentsCrowd Funding
Digital Identity
Crowd Sourcing
Tacit Intelligence
Collective Intelligence
Social MediaTechnologies
Social Graph
Internet of Things Cloud Computing
Real-Time Translation
Semantic Applications
Single Sign On
RSS
3D Printing
InfoVizVisual Data Analysis
Volumetric Displays
InternetTechnology
VisualizationTechnology
Open HardwareNext-Gen Batteries
Speech-to-SpeechVirtual Assistants
Wireless Power
Affective Computing
Cellular Networks
Electrovibration
Flexible Displays Geolocation
Location-Based Services
Machine Learning
Mobile Broadband
Natural User InterfacesNear Field Communications
EnablingTechnologies
http://museum.wiki.nmc.org/
Cross-institution collaboration is growing as an important way to share resources.
Collection-related rich media are becoming increasingly valuable assets in digital
interpretation.
Digitization and cataloguing projects continue to require a significant share of museum resources.
Expectations for civic and social engagement are profoundly changing museums' scope, reach, and
relationships.
Increasingly, visitors and staff expect a seamless experience across devices.
More and more, people expect to be able to work, learn, study, and connect with their social networks
wherever and whenever they want.
The need for data literacy is increasing in all museum-related fields.
Key
Trend
s
Greater understanding is needed of the relationships, differences, and synergies between technology intended to
be used within the museum and public-facing technology such as websites, social media, and mobile apps.
Museums of all sizes are struggling to adapt to how technology is redefining staff roles and organizational
structures.
A comprehensive digital strategy has become a critically important part of planning for long-term institutional
stability.
In many cases, museums may not have the necessary technical infrastructure in place to realize their vision for
digital learning.
As our disabled population increases as a percentage of overall population, and as a percentage of our active, engaged, museum-attending population, accessibility
cannot be an afterthought.
Museums are not doing a sufficient job of creating a sustainable environment to manage and deploy collection
information and digital assets.
Sig
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Challe
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Technologies to Watch ONE YEAR OR LESS:
TWO TO THREE YEARS:
FOUR TO FIVE YEARS:
• BYOD• Crowdsourcing
• Location-Based Services• Electronic Publishing
• Natural User Interfaces• Preservation and Conservation Technologies
Creative Commons flickr photo by Mads Boedker
Time to Adoption:One Year or Less
Creative Commons flickr photo by *JRFoto*
BYODone year or less:
Tate Britain’s “QuizTrail” app guides visitors through the London gallery on themed trails ranging from “Animals”to “Myths and Legends,” and they can earn prizes and discounts based on the number of questions theyanswer correctly for each tour.
go.nmc.org/mid
CROWDSOURCINGone year or less:
In July 2013, the Marina Abramovic Institute kicked off a campaign to crowdfund the $600k needed to construct a building to house what renowned performance artist Abramovic calls the joining of art, science, technology, and spirituality.
go.nmc.org/abram
Creative Commons flickr photo by benbohmer
Time to Adoption:Two to Three Years
Creative Commons photo by Bosc d'Anjou
ELECTRONIC PUBLISHINGtwo to three years:
Electronic museum collection catalogs can include more conservation documentation than previously possible in print versions. SFMOMA’s Rauschenberg Research Project provides worldwide access to scholarly research and documentation.
go.nmc.org/rau
Creative Commons flickr photo by Mads Boedker
LOCATION-BASED SERVICEStwo to three years:
LED light bulbs from the Massachusetts-based companyByteLight send location-specific information to visitors in the Museum of Science, Boston by interacting with their devices’ camera, using signals that are invisible to the human eye.
go.nmc.org/byte
Photo source: ByteLight.com
Time to Adoption:Four to Five Years
Creative Commons flickr photo by Northern Lights over Tromsø
NATURAL USER INTERFACESfour to five years:
Highlands University programming students are using Kinect to create 3D representations of marionettes owned by the New Mexico Museum of Art. Users will be able to virtually manipulate the marionettes through body gestures, and the 3D models will also be available in the museum’s online database.
go.nmc.org/mari
PRESERVATION AND CONSERVATION TECHNOLOGIES
four to five years:
Tate’s time-based media department is responsible for a number of conservation activities includingdocumenting artist intention via interviews, along with planning and preparing for future obsolescence of the technologies incorporated in each work.
go.nmc.org/tat
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Jump In! Creative Commons flickr photo by Marina Cast