NMC and Edward and Betty Marcus Foundation partnership Began in 2005 with goals of providing:Systemic Support to Art MuseumsProfessional DevelopmentLearning within an entire region
In 2010, MIDEA (Marcus Institute for Digital Education in the Arts) was formed to be a digital hub where:People IdeasTools and Resources come together
The Edward and Betty Marcus Institute for Digital Education in the arts provides TIMELY, SUCCINCT AND PRACTICAL knowledge about emerging technologies that museums can use to advance their missions.
LIKE TO TAKE A MOMENT TO ACKNOWLEDGE the ADVISORY BOARD FOR THIS YEAR’S REPORT as well as my fellow P.I.’s : Larry Johnson, Chief Executive Officer, The New Media Consortium and Koven Smith, Director of Technology at the Denver Art Museum. ,
We (all of us) are prolific creators of content-- photographs, audio, and video are uploaded to the cloud by the billions. Producing, commenting, and classifying these media have become just as important as the more passive tasks of searching, reading, watching, and listening.
ArtClix, created by the High Museum of Art, Atlanta, brings together photo-recognition and social media to provide visitors with an interactive experience. Artworks are automatically recognized and the comments and photos taken by visitors are shared as part of an online community: go.nmc.org/azman. The Danish National Gallery along with nine other museums in Denmark is adopting Twitter as the platform to actively engage patrons while they view artwork: go.nmc.org/reayx.
Information is everywhere; the challenge is to make effective use of it. Open content embraces not only the sharing of information, but the sharing of pedagogies and experiences as well. The movement toward open content reflects a growing shift in the way academics in many parts of the world are conceptualizing education to a view that is more about the process of learning than the information conveyed in their courses. Part of the appeal of open content is that it presents a cost-effective alternative to textbooks and other materials. In this sense, the open content movement has fostered the exploration of alternative licensing. As new forms of publication and scholarship begin to take hold, educators are examining standard forms of licensing and rights management and finding them lacking. Traditional copyright and intellectual property laws focus on restricting use of materials, authors are beginning to explore new models that center on enabling use while still protecting the academic value of a publication.
The aim of the GLAM WikiProject is to involve museum professionals and archivists in the contribution and revision of articles on this open-content platform: go.nmc.org/fpomh.Google Art Project allows users to virtually explore museum content from partner museums. Images of the artwork are accompanied by supplementary information. Users compile their favorite pieces from different places into their own virtual museum: go.nmc.org/affom.
The Internet of Things is a sort of shorthand for network-aware smart objects that connect the physical world with the world of information. A smart object has four key attributes: it is small, and thus easy to attach to almost anything;it has a unique identifier; it has a small store of data or information; and it has a way to communicate that information to an external device on demand. The Internet of Things extends that concept by using TCP/IP as the means to convey the information, thus making objects addressable (and findable) on the Internet. Objects that carry information with them have long been used for the monitoring of sensitive equipment or materials, point-of-sale purchases, passport tracking, inventory management, identification, and similar applications. Smart objects are the next generation of those technologies — they “know” about a certain kind of information, such as cost, age, temperature, color, pressure, or humidity — and can pass that information along easily and instantly upon electronic request. They are ideal for digital management of physical objects, monitoring their status, tracking them throughout their lifespan, alerting someone when they are in danger of being damaged or spoiled — or even annotating them with descriptions, instructions, warranties, tutorials, photographs, connections to other objects, and any other kind of contextual information imaginable. The Internet of Things would make access to these data as easy as it is to use the web.
Cosm is a platform that connects devices and apps so they can store and exchange data. Developers are using it to create their own smart products: go.nmc.org/kzhep. In the Interactive Storytelling exhibit at The Brighton Fishing Museum, patrons participate by searching for 'time keys' that are linked to historical data in order to complete the narrative: go.nmc.org/ufyrk.
3D Printing 3D VideoBoard Work Alternative Licensing Augmented Reality Cloud Computing Collaborative EnvironmentsReview Press Clippings Collective Intelligence Crowd Funding Digital IdentityRQ1: Discuss Topics Electronic Publishing Game-Based Learning GeolocationRQ2: Add New Topics Information Visualization Internet of Things Learning AnalyticsRQ3: Identify Key Trends Location-Based Services Massively Open Online Courses Mobile AppsRQ4: Identify Critical Challenges Natural User Interfaces Next Generation Batteries Open BadgesFirst Round Voting Open Content Personal Learning Environments Semantic ApplicationsSecond Round Voting Social Media Statistical Machine Translation Super Rich Online Repositories Syndication Tools Tablet Computing Telepresence Time-Based Media Conservation Virtual Assistants Virtual Worlds Wireless Power
2012 ShortlistTime-to-Adoption Horizon: One Year or Less• Electronic Publishing• Mobile Apps• Social Media• Tablet ComputingTime-to-Adoption Horizon: Two to Three Years• 3D Printing• Augmented Reality• Game-Based Learning• Open Content and Alternative LicensingTime-to-Adoption Horizon: Four to Five Years• The Internet of Things• Natural User Interfaces• Super-Rich Online Repositories• Wearable Technology
2010 2011 2012 • Mobile Apps & • Mobile Apps & • Mobile Apps & Social Media Social Media Tablets • Augmented Reality • Augmented Reality • Augmented Reality & Location Based & Open & Location Based Services Content/Alternative Computing • Gesture Based Licensing • Digital Preservation Computers & The • Internet of Things & & Smart Objects Semantic Web Natural User Interfaces
Denver Art Museum – DAM Scouthttps://itunes.apple.com/us/app/dam-scout/id440280859?mt=8 Guggenheim Museum – Maurizio Cattelan: AllMoMA – Art Lab http://www.guggenheim.org/new-http://www.youtube.com/watch?v=FM4P4 york/exhibitions/past/exhibit/3961/22ChR2o
Participatory Museum of Denmark http://openglam.org/2012/10/23/the- participatory-museum-of-denmark/ARTCLIX – High Museum of Arthttps://itunes.apple.com/us/app/artclix/id455839525?mt=8MFA Bostonhttp://www.mfa.org/explore/mfa-social-media
Museum of London – StreetMuseum http://www.museumoflondon.org.uk/ Resources/app/you-are-here-LACMA Project-O-Rator by Will app/home.htmlPappenheimerhttp://www.getty.edu/art/exhibitions/north_pavilion/cabinet/index.html Getty Museum – Augsburg Display Cabinet http://www.getty.edu/art/exhibitions/north _pavilion/ar/index.html
TWO TO THREE YEARS:Open Content/ Alternative Licensing
Galleries, Archives, Libraries, and Museums http://outreach.wikimedia.org/wiki/GLAMGoogle Art Projectwww.googleartproject.com
COSM- Where the Internet of Things is Being Built https://cosm.com/The Brighton Fishing Museumhttp://www.brightonfishingmuseum.org.uk/museum.html
KEY•The abundance of resources and relationships made easily accessible via the Internet is increasinglychallenging us to revisit our roles as educators. TRENDS•Collection-related rich media are becoming increasingly valuable assets in digital interpretation•Cross-institution collaboration is growing as an important way to share resources.•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, andrelationships.•Increasingly, visitors and staff expect a seamless experience across devices.•Many of the trends and technologies listed separately are interdependent, and thisconvergence is only going to continue and increase.•More and more, people expect to be able to work, learn, study, and connect with their social networkswherever and whenever they want to.
SIGNIFICANT•Boards of Trustees and executive management too often do not recognize the importance of technologyin generating financial or mission return on investment. CHALLENGES•A comprehensive digital strategy has become a critically important part of planning for longterminstitutional sustainability.•Content production has failed to keep up with technology in an era when audiences expect to consumeinformation whenever and wherever they want.•Funding for technology projects, even those for interpretation and exhibition, continues to fall outsidecore operational budgets.•Greater understanding is needed of the relationships, differences, and synergies between technologythat is intended to be used within the museum and public-facing technology such as websites, socialmedia, and mobile apps.•Museum educators do not have the training, resources or support to address the technologicalopportunities and challenges they face.
Next Steps Photo credit http://flickr.com/photos/mybigtrip/74665861/
We need your email@example.com Open content / alternative licensing – WHAT?
Send us your great projects!hhttp://www.nmc.org/news/submit-your-projects-horizon-report-2012-museum-editionShort list and previewhttp://www.nmc.org/publications/2012-horizon-report-museumSign up for 2013 Advisory Boardhttp://go.nmc.org/horizon-nominateTweet Resources#NMChzShare your feedbackhttp://facebook.com/TheNMCHorizonProjectJump In! Find the Report at http://www.nmc.org/publications/2012-horizon-report-museumcc licensed flickr photo by Marina Cast.: http://flickr.com/photos/marinacast/3878053449/