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NMC Horizon Report > Museum 2013 Presentation
 

NMC Horizon Report > Museum 2013 Presentation

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NMC Horizon Report > Museum 2013 Presentation NMC Horizon Report > Museum 2013 Presentation Presentation Transcript

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  • 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. 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
  • 38Editions 12 Reports in 2013 50+ Translations 12 Years of Global Research into Emerging Technology Uptake
  • Higher Education K-12 Education Museums European Union (K-12) Latin America (Higher Ed) Australia / New Zealand / Brazil UK / Norway / Singapore Training / eLearning STEM+ / Community Colleges
  • Badging / Microcredit Learning Analytics Mobile Learning MOOCs Online Learning Learning Open Content Technologies Open Licensing Personal Learning Environments Remote Labs Virtual Labs
  • 3D Video Mobile Apps Consumer Tablet Computing Technologies Telepresence Quantified Self BYOD Digital Preservation Digital Flipped Classroom Strategies Gamification Location Intelligence
  • Collaborative Environments Crowd Funding Social Media Technologies Digital Identity Crowd Sourcing Tacit Intelligence Collective Intelligence Social Graph
  • Internet Technology Visualization Technology Cloud Computing Internet of Things Real-Time Translation Semantic Applications Single Sign On RSS 3D Printing InfoViz Visual Data Analysis Volumetric Displays
  • Affective Computing Cellular Networks Electrovibration Flexible Displays Geolocation Next-Gen Batteries Open Hardware Speech-to-Speech Virtual Assistants Wireless Power Location-Based Services Machine Learning Enabling Mobile Broadband Technologies Natural User Interfaces Near Field Communications
  • 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.
  •  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, museumattending 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.
  • Technologies to Watch • BYOD ONE YEAR OR LESS: • Crowdsourcing TWO TO THREE YEARS: • Location-Based Services • Electronic Publishing FOUR TO FIVE YEARS: • • Creative Commons flickr photo by Mads Boedker Natural User Interfaces Preservation and Conservation Technologies
  • NMC Horizon Report Shortlist NMC Horizon Report Shortlist NMC Horizon Report Shortlist 2013 Higher Ed Edition 2013 Museum Edition 2013 K12 Edition Time-to-Adoption Horizon: One Year or Less Flipped Classroom BYOD BYOD Massive Open Online Courses Crowdsourcing Cloud Computing Mobile Apps Open Content Mobile Learning Tablet Computing Social Media Online Learning Time-to-Adoption Horizon: Two to Three Years Augmented Reality 3D Printing Electronic Publishing Game-based Learning Augmented Reality Learning Analytics The Internet of Things Electronic Publishing Open Content Learning Analytics Location-Based Services Personalized Learning Time-to-Adoption Horizon: Four to Five Years 3D Printing The Internet of Things 3D Printing Flexible Displays Natural User Interfaces Augmented Reality Next Generation Batteries Preservation & Conservation Virtual and Remote Labs Technologies Wearable Technology Wearable Technology Wearable Technology
  • Creative Commons flickr photo by *JRFoto*
  • 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 they answer correctly for each tour. go.nmc.org/mid one 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 one year or less: Creative Commons flickr photo by benbohmer
  • Creative Commons photo by Bosc d'Anjou
  • 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 two to three years: Creative Commons flickr photo by Mads Boedker
  • LED light bulbs from the Massachusetts-based company ByteLight 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 two to three years: Photo source: ByteLight.com
  • Creative Commons flickr photo by Northern Lights over Tromsø
  • 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 four to five years:
  • Tate’s time-based media department is responsible for a number of conservation activities including documenting artist intention via interviews, along with planning and preparing for future obsolescence of the technologies incorporated in each work. go.nmc.org/tat four to five years:
  • Tag Articles or Reports Twitter, Facebook, Instagram: #NMCHz Comment on the 2013 Report Twitter: #NMCHz Facebook: www.facebook.com/TheNMCHorizonProject Sign up for the Advisory Board go.nmc.org/horizon-nominate Submit Your Projects go.nmc.org/projects Creative Commons flickr photo by Marina Cast