This document summarizes the 2012 NMC Horizon Report Museum Edition. It discusses key trends in museums including the abundance of online resources, use of rich media, collaboration, and expectations for civic engagement. Significant challenges include lack of support for technology from boards, need for digital strategies, and lack of educator training. The report highlights mobile apps, social media, augmented reality, and open content/licensing as important technologies for the next 1-3 years. It encourages feedback and participation from readers.
Relinquishing Control: Creating Space for Open Innovationfrog
The document discusses open innovation through relinquishing control and creating open systems. It argues that innovation occurs through flows of information, energy, material, and behavior within networks of people and things. True open innovation involves open delivery systems that allow others to build upon your work, open experiences that let users build their own ideal path across channels, and open design processes that include users or let them design themselves. Fully open systems maximize innovation potential by combining open social and technological networks.
Peter Morville gave a presentation on ubiquitous information architecture and cross-channel strategies. He discussed how fragmentation across sites and platforms creates usability issues for users. He advocated for a unified "one library" approach and mapping the customer journey across channels to improve findability. Morville also covered designing for continuity across devices and contexts like location. The talk emphasized taking a holistic view of the user experience across the physical and digital to create coherent, connected experiences.
This document discusses the changing nature of journalism in a digital age. It describes how newsrooms have transformed from analogue to converged digital spaces. It also outlines new types of multimedia jobs that have emerged. Additionally, it discusses the implications of mobility, speed and user-generated content for journalism. Challenges around ethics, privacy and credibility in a digital world are also examined.
This document discusses emerging trends in media and technology. It notes that paradigms are shifting as broadcast media integrates with social media to create personal media. It also discusses how Moore's Law is driving increases in speed, connectivity, mobility and lowering costs. Finally, it suggests next generation thinkers value technology, expression, peer production and critical thinking over stored knowledge.
The document discusses forming missionary disciples in a digital age through an event sponsored by CSCC at the Emmaus Retreat Centre in Trinidad. It covers various topics related to using digital tools and social media for faith formation and ministry at the parish level, including collaboration, interaction, addressing different learning styles, and removing barriers. It also provides examples of specific digital tools that can be used, such as social networking, blogging, photo sharing, and meeting management platforms.
Open web platform talk by daniel hladky at rif 2012 (19 april 2012 moscow)AI4BD GmbH
The document discusses the Open Semantic Web Platform and the role of the W3C. It summarizes that the W3C is working to develop standards like HTML5 to transform the web across devices. HTML5 in particular is becoming the cornerstone for building applications that can work across desktops, mobile devices, and televisions. The document gives examples of how major industries are using or planning to use the Open Web Platform.
This document discusses critical literacies and new technologies. It defines key concepts like literacy and new literacies. It describes characteristics of Web 2.0 technologies like user-generated content and social mediation. The document maps various digital skills frameworks to pedagogical approaches and proposes developing literacy skills through a reflective, design-based approach that encourages learning with and through others using visualization and new metaphors.
Relinquishing Control: Creating Space for Open Innovationfrog
The document discusses open innovation through relinquishing control and creating open systems. It argues that innovation occurs through flows of information, energy, material, and behavior within networks of people and things. True open innovation involves open delivery systems that allow others to build upon your work, open experiences that let users build their own ideal path across channels, and open design processes that include users or let them design themselves. Fully open systems maximize innovation potential by combining open social and technological networks.
Peter Morville gave a presentation on ubiquitous information architecture and cross-channel strategies. He discussed how fragmentation across sites and platforms creates usability issues for users. He advocated for a unified "one library" approach and mapping the customer journey across channels to improve findability. Morville also covered designing for continuity across devices and contexts like location. The talk emphasized taking a holistic view of the user experience across the physical and digital to create coherent, connected experiences.
This document discusses the changing nature of journalism in a digital age. It describes how newsrooms have transformed from analogue to converged digital spaces. It also outlines new types of multimedia jobs that have emerged. Additionally, it discusses the implications of mobility, speed and user-generated content for journalism. Challenges around ethics, privacy and credibility in a digital world are also examined.
This document discusses emerging trends in media and technology. It notes that paradigms are shifting as broadcast media integrates with social media to create personal media. It also discusses how Moore's Law is driving increases in speed, connectivity, mobility and lowering costs. Finally, it suggests next generation thinkers value technology, expression, peer production and critical thinking over stored knowledge.
The document discusses forming missionary disciples in a digital age through an event sponsored by CSCC at the Emmaus Retreat Centre in Trinidad. It covers various topics related to using digital tools and social media for faith formation and ministry at the parish level, including collaboration, interaction, addressing different learning styles, and removing barriers. It also provides examples of specific digital tools that can be used, such as social networking, blogging, photo sharing, and meeting management platforms.
Open web platform talk by daniel hladky at rif 2012 (19 april 2012 moscow)AI4BD GmbH
The document discusses the Open Semantic Web Platform and the role of the W3C. It summarizes that the W3C is working to develop standards like HTML5 to transform the web across devices. HTML5 in particular is becoming the cornerstone for building applications that can work across desktops, mobile devices, and televisions. The document gives examples of how major industries are using or planning to use the Open Web Platform.
This document discusses critical literacies and new technologies. It defines key concepts like literacy and new literacies. It describes characteristics of Web 2.0 technologies like user-generated content and social mediation. The document maps various digital skills frameworks to pedagogical approaches and proposes developing literacy skills through a reflective, design-based approach that encourages learning with and through others using visualization and new metaphors.
Devices are becoming more portable and connected, allowing social networking and sharing to be embedded into media and activities. Location-based services and applications are emerging that integrate social networking and user location. Cloud computing is providing on-demand access to shared computing resources from networks, servers and applications. Gamification techniques are being applied in education, consumer experiences and games to increase user engagement. Healthcare technologies are being developed to help clinicians and improve quality of life.
The document announces a workshop on becoming a digital disciple to be held on October 20, 2012 and sponsored by the Office for Women Religious in the Diocese of San Diego. The workshop will be led by Sr. Caroline Cerveny and Claudia McIvor and will explore how to use various Web 2.0 tools like social networking, blogging and online photo sharing to enhance ministry. Attendees will learn about specific tools like Twitter, Flickr, WordPress and more to help with collaboration, outreach and faith formation in a digital age.
29 March 2019 Presentation on the relation of digital and virtual heritage to digital humanities, issues, some projects..at Curtin University Perth Australia
This document discusses trends in technology and their impact on organizations. It covers the evolution of networks, content, and personal technologies. Networks have evolved from one-way communication to being more networked and social. Content has shifted from being authoritative and top-down to being more user-generated and dynamic. Personal technologies have also evolved rapidly from desktop computers to mobile devices. The document discusses implications for organizations, including considering a mobile mindset, apps versus mobile websites, responsive design, and mobile contexts like location, motion, and device capabilities. It also briefly introduces cloud computing models.
presentation given to Essex centre of the CIOB (Chartered Institute of Building) on Wednesday 14 November 2012. A lot of information crammed into one presentation.
Towards user co-creation of value on the Internet-of-Things (IoT)trappenl
With the promise of an Internet-of-Things, an abundance of connected smart objects around us will collaborate to deliver us novel services that we couldn’t have dreamt of before. But, how should we, as an industry, prepare for this? How can we create (new) value for our customers?
Let’s start with some history. In the last years, the general availability of creation tools and distribution mechanisms for digital media has resulted in a so-called long tail of user created digital artefacts complementing the commercial offering of online media. Everyone can now create movies and put them on YouTube. A similar trend is ongoing for web resources where toolkits for creating mash-ups are complemented with online communities for sharing APIs and code.
I will present some inhibiting factors that prevent this wave of mass creativity to start in the world of connected Internet-of-Things (IoT) devices. How can people trust services delivered by the IoT? How can they understand the services delivered to them by the smart environment? And, finally, how can users actively participate in this Internet-of-Things, as they do now on the Web?
I will zoom into this last aspect by addressing the required tools and sharing mechanisms for non-technical users to participate and co-create value on the Internet-of-Things. I will use SenseTale.com as one example trying to fill this gap. SenseTale is a live research prototype resulting from multi-disciplinary research that offers an online marketplace for IoT applications, real-time data and user created high-level abstractions thereof. SenseTale offers a first glimpse of a 3-sided marketplace where creative users, developers, and device manufacturers meet.
A day off in the cyberpark – how the growing synergies between nature and tec...Dr Sue Thomas
A day off in the cyberpark – how the growing synergies between nature and technology will soon affect our workplaces and leisure time
Keynote presentation by Dr Sue Thomas, Visiting Fellow, The Media School, Bournemouth University www.suethomas.net
Seminar 11: ''Affective Digital Economy: Intimacy, Identity and Networked Realities''
ESRC Seminar Series: Digital Policy: Connectivity, Creativity and Rights
Friday November 29 2013, University of Leicester
EXPERIMEDIA: Experiments in live social and networked mediaexperimedia
The document describes a project called EXPERIMEDIA that aims to conduct experiments in live social and networked media using future internet technologies. The project will explore new forms of social interaction and experiences enabled by future media internet. It will engage users from diverse communities through the research and development cycle. A variety of experiments are proposed, including personalized entertainment, social communities using 3D environments, capturing real world environments in 3D, and ensuring perceptual congruity between real and virtual worlds. The project calls for additional partners to join and conduct experiments starting in May 2012 and May 2013. It concludes that the SMAP workshop is well suited to join the project and conduct relevant experiments given its focus on media, semantics and personalization.
This presentation was developed to help a client address best practices for building an online community within the workplace. It was based upon a great deal of research and study of the topic and should help those who are seeking information or wish to start an online community, as it pulls together a great amount of data and resources on the topic.
The document discusses how teenagers view and interact with technology differently than older generations. It notes that for teenagers, technology enables their desired lifestyle and experiences, with the actual technology being secondary. Teenagers expect openness, sharing, and for technology to seamlessly enable what they want, when they want it. This represents a major cultural shift from the controlled, predetermined systems of the past. The document suggests businesses need to understand this new cultural approach in order to develop effective future technologies and strategies.
The document discusses introducing social media and cloud-based tools to organizations. It begins with an introduction and outlines the agenda which includes introductions, learning about social media and the cloud, planning social media use, and demonstrating tools like SurveyMonkey, MailChimp, and Eventbrite. It then provides information on social media trends, the benefits of social media for organizations, and examples of how tools can help with tasks like finding out information, letting people know about events, and running events. The document concludes with discussing other useful online tools and ways to measure social media success.
Bryan Alexander's: Emerging technologies for teaching and learning: a tour of...Alexandra M. Pickett
SLN SOLsummit 2010
http://slnsolsummit2010.edublogs.org
February 25, 2010
Bryan Alexander, Director of Research, National Institute for Technology in Liberal Education.
Emerging technologies for teaching and learning: a tour of the 2010 horizon
How is the landscape for teaching and learning with technology changing this year? We begin with an overview of current methods for apprehending emergent technologies, including Delphi, futures markets, networks, and scenarios. Drawing on those methods we identify a series of emerging trends, from interface changes to open content to gaming. Next we delve into several high-impact fields. Social media has already transformed the general cybercultural world, and is reshaping the academy. Mobile devices have begun to revolutionize many levels of our technological interactions.
I research and develop programs on the advanced uses of information technology in liberal arts colleges. My specialties include digital writing, weblogs, copyright and intellectual property, information literacy, wireless culture and teaching, project management, information design, and interdisciplinary collaboration. I contribute to a series of weblogs, including NITLE Tech News, MANE IT leaders, and Smartmobs, when not creating digital learning objects (like Gormenghast). I’ve taught English and information technology studies at the University of Michigan and Centenary College.
http://blogs.nitle.org/let
http://twitter.com/BryanAlexander
http://www.slideshare.net/BryanAlexander
The document discusses social media and its relevance for NASA projects. It begins with an introduction to social media, defining it as internet-based applications that allow for rapid creation and sharing of user-generated content. It then shows that there is significant interest in NASA's use of social media, as NASA has over 1.8 million Twitter followers and 116,000 Facebook followers across its accounts. Finally, it suggests that social media can provide benefits both for NASA projects and for people by engaging audiences and sharing information.
051207 Commonsense Geography Meets Web Technology andrea huang
The document discusses online community mapping and proposes a model for collaborative geospatial mapping using open source technologies. It outlines how social software tools like wikis, blogs, social bookmarking and tagging can be combined with geographic information systems and open standards like GML and SVG to allow public participation in mapping and sharing of user-generated geospatial data. Mechanisms like permalinks, trackbacks, and RSS/Atom feeds enable social interaction and discourse around geo-located content. Examples show how social software is being used to facilitate collaborative geospatial mapping online.
Co-creation and crowd sourcing: more than just a digital practice! Off- and o...Het Huis van Alijn
In this presentation Sylvie Dhaene will be elaborate on the organisational process of setting up a crowdsourcing project. How can you manage such a project towards a meaningful and useful end result? How did users react and interact with the tagging tool. What can we do with the aggregated information of the visitors?
This document describes a research project that aims to map and analyze how Australians use social networks like Twitter. The researchers plan to identify Australian Twitter users, collect their public tweets and follower/followee networks, and analyze the formation and interaction of hashtag-based publics and communities. So far they have identified around 950,000 Australian Twitter accounts and observed thematic clusters in the follower network related to topics like politics, media, sports and entertainment. Their analysis also tracks participation in hashtags over time like #ausvotes and #qldfloods to understand different public dynamics.
Developer-user social distance changes over time as a social media service evolves. Early on, the distance between developers and users of Habbo was small, as developers actively participated in the service. But as Habbo grew with more features, users, and geographic expansion, differences increased between developers and younger users. Developer participation in communities decreased as volunteer user participation in development declined. Fansites also changed roles as forums allowed more direct discussion between developers and users. The relationship shifted from close involvement to requiring more bridging activities as uncertainty between the groups grew with the service's success and complexity.
Social Innovation across the digital platform with semantic web, conference presentation in Glasgow, Scotland
Leveraging knowledge through OpenSource technology on websites via a CMS
Miguel, thank you for sharing this presentation. Digital citizenship is an important topic, and I appreciate you taking the time to explore it with students.
Presentation of BOURBON Horizon 2012 strategic plan, which continues and prolongs the Horizon 2010 outlook : becoming the leader in modern offshore oil and gas marine services.
The document discusses various topics related to emerging technologies and their potential impact on higher education, including online and hybrid learning models, challenges to traditional education, shifts toward more active learning, and difficulties in evaluating new forms of scholarship. Key methods of exploration mentioned are environmental scanning, interviews, literature reviews, and brainstorming potential applications. Iteration and ranking of ideas are emphasized.
Devices are becoming more portable and connected, allowing social networking and sharing to be embedded into media and activities. Location-based services and applications are emerging that integrate social networking and user location. Cloud computing is providing on-demand access to shared computing resources from networks, servers and applications. Gamification techniques are being applied in education, consumer experiences and games to increase user engagement. Healthcare technologies are being developed to help clinicians and improve quality of life.
The document announces a workshop on becoming a digital disciple to be held on October 20, 2012 and sponsored by the Office for Women Religious in the Diocese of San Diego. The workshop will be led by Sr. Caroline Cerveny and Claudia McIvor and will explore how to use various Web 2.0 tools like social networking, blogging and online photo sharing to enhance ministry. Attendees will learn about specific tools like Twitter, Flickr, WordPress and more to help with collaboration, outreach and faith formation in a digital age.
29 March 2019 Presentation on the relation of digital and virtual heritage to digital humanities, issues, some projects..at Curtin University Perth Australia
This document discusses trends in technology and their impact on organizations. It covers the evolution of networks, content, and personal technologies. Networks have evolved from one-way communication to being more networked and social. Content has shifted from being authoritative and top-down to being more user-generated and dynamic. Personal technologies have also evolved rapidly from desktop computers to mobile devices. The document discusses implications for organizations, including considering a mobile mindset, apps versus mobile websites, responsive design, and mobile contexts like location, motion, and device capabilities. It also briefly introduces cloud computing models.
presentation given to Essex centre of the CIOB (Chartered Institute of Building) on Wednesday 14 November 2012. A lot of information crammed into one presentation.
Towards user co-creation of value on the Internet-of-Things (IoT)trappenl
With the promise of an Internet-of-Things, an abundance of connected smart objects around us will collaborate to deliver us novel services that we couldn’t have dreamt of before. But, how should we, as an industry, prepare for this? How can we create (new) value for our customers?
Let’s start with some history. In the last years, the general availability of creation tools and distribution mechanisms for digital media has resulted in a so-called long tail of user created digital artefacts complementing the commercial offering of online media. Everyone can now create movies and put them on YouTube. A similar trend is ongoing for web resources where toolkits for creating mash-ups are complemented with online communities for sharing APIs and code.
I will present some inhibiting factors that prevent this wave of mass creativity to start in the world of connected Internet-of-Things (IoT) devices. How can people trust services delivered by the IoT? How can they understand the services delivered to them by the smart environment? And, finally, how can users actively participate in this Internet-of-Things, as they do now on the Web?
I will zoom into this last aspect by addressing the required tools and sharing mechanisms for non-technical users to participate and co-create value on the Internet-of-Things. I will use SenseTale.com as one example trying to fill this gap. SenseTale is a live research prototype resulting from multi-disciplinary research that offers an online marketplace for IoT applications, real-time data and user created high-level abstractions thereof. SenseTale offers a first glimpse of a 3-sided marketplace where creative users, developers, and device manufacturers meet.
A day off in the cyberpark – how the growing synergies between nature and tec...Dr Sue Thomas
A day off in the cyberpark – how the growing synergies between nature and technology will soon affect our workplaces and leisure time
Keynote presentation by Dr Sue Thomas, Visiting Fellow, The Media School, Bournemouth University www.suethomas.net
Seminar 11: ''Affective Digital Economy: Intimacy, Identity and Networked Realities''
ESRC Seminar Series: Digital Policy: Connectivity, Creativity and Rights
Friday November 29 2013, University of Leicester
EXPERIMEDIA: Experiments in live social and networked mediaexperimedia
The document describes a project called EXPERIMEDIA that aims to conduct experiments in live social and networked media using future internet technologies. The project will explore new forms of social interaction and experiences enabled by future media internet. It will engage users from diverse communities through the research and development cycle. A variety of experiments are proposed, including personalized entertainment, social communities using 3D environments, capturing real world environments in 3D, and ensuring perceptual congruity between real and virtual worlds. The project calls for additional partners to join and conduct experiments starting in May 2012 and May 2013. It concludes that the SMAP workshop is well suited to join the project and conduct relevant experiments given its focus on media, semantics and personalization.
This presentation was developed to help a client address best practices for building an online community within the workplace. It was based upon a great deal of research and study of the topic and should help those who are seeking information or wish to start an online community, as it pulls together a great amount of data and resources on the topic.
The document discusses how teenagers view and interact with technology differently than older generations. It notes that for teenagers, technology enables their desired lifestyle and experiences, with the actual technology being secondary. Teenagers expect openness, sharing, and for technology to seamlessly enable what they want, when they want it. This represents a major cultural shift from the controlled, predetermined systems of the past. The document suggests businesses need to understand this new cultural approach in order to develop effective future technologies and strategies.
The document discusses introducing social media and cloud-based tools to organizations. It begins with an introduction and outlines the agenda which includes introductions, learning about social media and the cloud, planning social media use, and demonstrating tools like SurveyMonkey, MailChimp, and Eventbrite. It then provides information on social media trends, the benefits of social media for organizations, and examples of how tools can help with tasks like finding out information, letting people know about events, and running events. The document concludes with discussing other useful online tools and ways to measure social media success.
Bryan Alexander's: Emerging technologies for teaching and learning: a tour of...Alexandra M. Pickett
SLN SOLsummit 2010
http://slnsolsummit2010.edublogs.org
February 25, 2010
Bryan Alexander, Director of Research, National Institute for Technology in Liberal Education.
Emerging technologies for teaching and learning: a tour of the 2010 horizon
How is the landscape for teaching and learning with technology changing this year? We begin with an overview of current methods for apprehending emergent technologies, including Delphi, futures markets, networks, and scenarios. Drawing on those methods we identify a series of emerging trends, from interface changes to open content to gaming. Next we delve into several high-impact fields. Social media has already transformed the general cybercultural world, and is reshaping the academy. Mobile devices have begun to revolutionize many levels of our technological interactions.
I research and develop programs on the advanced uses of information technology in liberal arts colleges. My specialties include digital writing, weblogs, copyright and intellectual property, information literacy, wireless culture and teaching, project management, information design, and interdisciplinary collaboration. I contribute to a series of weblogs, including NITLE Tech News, MANE IT leaders, and Smartmobs, when not creating digital learning objects (like Gormenghast). I’ve taught English and information technology studies at the University of Michigan and Centenary College.
http://blogs.nitle.org/let
http://twitter.com/BryanAlexander
http://www.slideshare.net/BryanAlexander
The document discusses social media and its relevance for NASA projects. It begins with an introduction to social media, defining it as internet-based applications that allow for rapid creation and sharing of user-generated content. It then shows that there is significant interest in NASA's use of social media, as NASA has over 1.8 million Twitter followers and 116,000 Facebook followers across its accounts. Finally, it suggests that social media can provide benefits both for NASA projects and for people by engaging audiences and sharing information.
051207 Commonsense Geography Meets Web Technology andrea huang
The document discusses online community mapping and proposes a model for collaborative geospatial mapping using open source technologies. It outlines how social software tools like wikis, blogs, social bookmarking and tagging can be combined with geographic information systems and open standards like GML and SVG to allow public participation in mapping and sharing of user-generated geospatial data. Mechanisms like permalinks, trackbacks, and RSS/Atom feeds enable social interaction and discourse around geo-located content. Examples show how social software is being used to facilitate collaborative geospatial mapping online.
Co-creation and crowd sourcing: more than just a digital practice! Off- and o...Het Huis van Alijn
In this presentation Sylvie Dhaene will be elaborate on the organisational process of setting up a crowdsourcing project. How can you manage such a project towards a meaningful and useful end result? How did users react and interact with the tagging tool. What can we do with the aggregated information of the visitors?
This document describes a research project that aims to map and analyze how Australians use social networks like Twitter. The researchers plan to identify Australian Twitter users, collect their public tweets and follower/followee networks, and analyze the formation and interaction of hashtag-based publics and communities. So far they have identified around 950,000 Australian Twitter accounts and observed thematic clusters in the follower network related to topics like politics, media, sports and entertainment. Their analysis also tracks participation in hashtags over time like #ausvotes and #qldfloods to understand different public dynamics.
Developer-user social distance changes over time as a social media service evolves. Early on, the distance between developers and users of Habbo was small, as developers actively participated in the service. But as Habbo grew with more features, users, and geographic expansion, differences increased between developers and younger users. Developer participation in communities decreased as volunteer user participation in development declined. Fansites also changed roles as forums allowed more direct discussion between developers and users. The relationship shifted from close involvement to requiring more bridging activities as uncertainty between the groups grew with the service's success and complexity.
Social Innovation across the digital platform with semantic web, conference presentation in Glasgow, Scotland
Leveraging knowledge through OpenSource technology on websites via a CMS
Miguel, thank you for sharing this presentation. Digital citizenship is an important topic, and I appreciate you taking the time to explore it with students.
Presentation of BOURBON Horizon 2012 strategic plan, which continues and prolongs the Horizon 2010 outlook : becoming the leader in modern offshore oil and gas marine services.
The document discusses various topics related to emerging technologies and their potential impact on higher education, including online and hybrid learning models, challenges to traditional education, shifts toward more active learning, and difficulties in evaluating new forms of scholarship. Key methods of exploration mentioned are environmental scanning, interviews, literature reviews, and brainstorming potential applications. Iteration and ranking of ideas are emphasized.
The document summarizes an upcoming procurement conference called "Horizon 2012" that will take place from October 21-23, 2012 at the Ritz-Carlton Hotel in New Orleans, Louisiana. Over 350 procurement executives, experts, and analysts will gather to share ideas and strategies, build professional connections, and define the future roadmap for improving procurement performance and innovation. The conference will feature keynote speeches, panel discussions, and training sessions focused on increasing the business impact of procurement through best practices, technology, and benchmarking data.
El documento habla sobre el Informe Horizon, un informe elaborado por el New Media Consortium (NMC) que identifica y describe las tecnologías emergentes más relevantes que pueden tener un impacto en la educación mundial en los próximos cinco años. Explica que hay varias ediciones del informe como la edición de educación superior, ediciones regionales, edición K-12 y de museos. También explica los conceptos de horizonte de adopción que clasifica las tecnologías en corto, medio y largo plazo para su adopción educativa.
NMC Horizon Report: 2013 Museum Edition PresentationAlex Freeman
This Museum Computer Network 2013 session showcased emerging technologies and their applications in interpretation and museum education as cited in the NMC Horizon Report > 2013 Museum Edition from the New Media Consortium.
Highlights from the NMC Horizon Report > 2012 Museum Edition v.2Alex Freeman
The NMC Horizon Report > 2012 Museum Edition focuses on emerging technology and its applications to museum education and interpretation, and introduces six emerging technologies or practices that are likely to enter mainstream use in museums over the next one to five years. This talk will provide an overview of the six emerging technologies and their relevance to museums.
A primary school teacher can bring playfulness and movement to university lectures through simple activities like "Simon Says" to engage students and help them practice concepts like squatting. The document provides image sources for stock photos related to its suggestions.
This license document summarizes the key terms of the GNU Lesser General Public License version 2.1. It is designed to guarantee users' freedom to share and modify libraries and other specially designated software, while allowing them to be linked with non-free programs under more permissive terms than the ordinary GNU GPL. The license places restrictions on distributors to protect users' rights and responsibilities, and provides legal permission to copy, distribute, and modify covered works.
Makalah perubahan sosial masyarakat terhadap pendidikan symons120
Makalah ini membahas pengaruh perubahan sosial budaya terhadap pendidikan. Perubahan sosial budaya adalah perubahan struktur sosial dan pola budaya masyarakat yang disebabkan oleh faktor komunikasi, teknologi, dan interaksi dengan budaya lain. Perubahan sosial berpengaruh terhadap pendidikan karena pendidikan merupakan bagian dari masyarakat yang juga mengalami perubahan. Sistem pendidikan perlu beradaptasi dengan perubahan
Jawdat Teknologi Indonesia aims to transform Indonesian companies and people to be globally competitive through technology. Their vision is to transform customer IT from legacy systems to SDN to achieve better business outcomes. They offer services to simplify, standardize, and automate networks by transforming customers from legacy systems to SDN and NFV innovation. This includes network audits, design standards, service automation, and SDN/NFV solutions using network abstraction, cloud-based managed services, and service orchestration.
El documento resume el Informe Horizon, una serie de informes que describen las tecnologías emergentes para la enseñanza y el aprendizaje a escala mundial. Explica que el proyecto se centra en las tecnologías emergentes y sus aplicaciones en la educación superior de América Latina. Además, detalla las diferentes ediciones del informe, incluyendo quién lo publica y los conceptos clave de horizonte de adopción.
Orientasi baru pendidikan terhadap perubahan sosial Rasmitadila Mita
1) Dokumen tersebut membahas tentang orientasi baru pendidikan terhadap perubahan sosial budaya, meliputi hubungan antara pendidikan dan budaya, penemuan, difusi budaya, akulturasi, asimilasi, dan inovasi.
2) Pendidikan memainkan peran penting dalam pengajaran nilai-nilai budaya secara kreatif melalui proses interaksi antara individu dan budaya.
3) Perkembangan teknologi dan komunikasi mempercepat proses difusi, akultur
Bersaing Dengan Menggunakan Teknologi InformasiWisnu Dewobroto
Dokumen tersebut membahas strategi dasar penggunaan teknologi informasi (TI) dalam bisnis, yaitu untuk menurunkan biaya, mendiferensiasikan produk dan layanan, mendorong inovasi, mendukung pertumbuhan bisnis, dan membangun aliansi strategis. TI dapat diimplementasikan untuk mencapai tujuan tersebut dengan berbagai cara seperti meningkatkan efisiensi proses, membangun hubungan dengan pelanggan dan mitra, serta merekayasa
This document summarizes a research study that examined perceptions of polytechnic lecturers regarding the application of communication skills through co-curricular activities in Malaysian polytechnics. The study involved 291 co-curricular lecturers from six randomly selected polytechnics who responded to a survey. Overall, respondents provided positive feedback on developing communication skills through co-curricular programs. There were no significant differences in perceptions between male and female respondents or different types of co-curricular programs. However, significant differences existed between certain programs in applying specific communication skills like conveying information accurately and interpreting symbols correctly. The study concluded that co-curricular activities can help build communication skills among polytechnic students in Malaysia.
Presentation from Symposium on Mobile Technologies in Library Services (22 Nov 2012, Dublin), organised by the Acquisitions Group of Ireland (AGI) and the LIR HEAnet User Group for Libraries.
This document summarizes the NMC Horizon Report 2013 Museum Edition, which explores emerging technologies for museums. It is a collaboration between the New Media Consortium and the Marcus Institute for Digital Education in the Arts. The report identifies technologies that will impact museums within the next 1, 2, or 3-5 years. These include BYOD, crowdsourcing, and location-based services (1 year), electronic publishing and learning analytics (2-3 years), and 3D printing, natural user interfaces, and preservation technologies (3-5 years). It also discusses challenges, trends, and implications for museums in adopting new technologies.
Geeks bearing gifts: Unwrapping New Technologies, Version April12ayoungkin
Andrew Youngkin presented information on emerging technologies including QR codes, cloud computing, near field communication (NFC), augmented reality, and screencasting. He discussed each technology's uses and implications as well as providing examples and opportunities for hands-on practice. The overall goals were to enhance awareness of select technologies and how they can be used in libraries and education.
Digital literacies and digital identities were discussed. Key points included:
1) Digital literacies involve social practices and meaning making with digital tools, going beyond just skills to include competence and participation.
2) Digital identity involves how one presents and interacts online through facets like reputation, impact, and openness. Issues around privacy, interpretation, and vulnerability were raised.
3) The future will involve challenges around disaggregation of education, needing new digital literacies, business models, and pedagogies as boundaries continue to blur with technology advancement.
Slides for Culture Hack panel @SXSW2013 : http://schedule.sxsw.com/2013/events/event_IAP4580
Some slides re-used from Harry Verwayen (http://www.slideshare.net/hverwayen/business-model-innovation-open-data) and Julia Fallon
Engage on the go:Mastering Mobile Content Delivery (presentation at the Ameri...Layla Masri Soares
This document summarizes a presentation about mastering mobile content delivery for museums. It discusses knowing the audience and their mobile habits, defining engagement, using various tech tools to create content that can be deployed across platforms, and examples of mobile strategies from different institutions. Metrics of success discussed include accessibility, quality, relevance, sustainability and accountability. The presentation emphasizes making content portable and reusable across different devices and interfaces.
The Web, The User and the Library (and why to get in between)Guus van den Brekel
Keynote delivered at ICLAM2011 Conference at India International Centre, New Delhi, India on Februari 15th 2011.
http://www.nift.ac.in/ICLAM_2011/index.htm
An examination of the emerging technologies that are expected to have a large impact in the museum world during the coming five years. Looking at the 2010 and 2011 Museum Edition of the Horizon Report. I give insights into which of these technologies I think are best suited to Arkansas museums given key trends and significant challenges.
Slides from an urban informatics presentation and workshop organized by Arup in San Francisco in September 21 2010, as part of the AIA Architecture and the City Festival 2010. The case study was the Mid-Market District in San Francisco, focusing on enhanced quality of life, city management and environmental sustainability via street-level data collection and visualization.
Forethoughts (or Four Provocations) on Linked Data and Digital ScholarshipDavid De Roure
This document discusses several topics related to digital scholarship including SALAMI, a project for structural analysis of large amounts of music information using 23,000 hours of recorded music and student annotations. It also discusses semantic media projects that aim to integrate metadata throughout the content production process. Additional topics covered include social machines and computational research objects that allow machines to act as users and assist with tasks like automatic re-runs and notifications of new research.
This document discusses incorporating technology into disaster volunteer management. It provides an introduction to using social media and technology to engage volunteers pre-disaster and enhance volunteer programs. It also discusses incorporating technology into the Volunteer Reception Center (VRC) model and establishing virtual VRCs. The document covers various technology trends like social networking, mobile apps, and crowdsourcing that can be leveraged. It identifies opportunities for organizations to use technology to promote their work, store data securely, and keep volunteers informed and engaged during disasters. Challenges of inaccurate information and privacy issues when using technology are also addressed.
This document contains notes on visualization and digital humanities topics. It discusses visualization failures due to lack of communication, funding, and training. It also lists tools for data analysis, interactive maps and timelines, 3D modeling of heritage sites, and creating remixable games. Open data initiatives and using free government data for new applications are mentioned. Digital humanities centers are surveyed and questions about the field are posed. A variety of digital tools for humanities research are listed.
Data Citizen Driven City at IoT London Meetup 6Cesar Garcia
At IoT London Meetup 6, Sara Alvarellos (@trecedejunio) and I (@elsatch) introduced the project Data Citizen Driven City, that are currently developing at Medialab Prado. Big Thanks to Marcos Garcia (@marcosgcm) for some of the contents of Medialab-Prado presentation.
From Headphones to Microphones: Mobile 2.0 and the Museum as Distributed NetworkNancy Proctor
The document discusses how mobile devices are transforming museums from physical spaces into distributed networks. It notes that over half of museum platforms are already mobile. Mobile allows museums to meet audiences where they are and take them to new places. While apps may not be profitable, mobile offers new tools for communication, learning, and content distribution. The document advocates for using mobile to recruit the world and increase knowledge diffusion by enlisting global collaborators. It presents the Smithsonian's mobile strategy of integrating mobile into all efforts to achieve strategic goals of accessibility, quality, relevance, sustainability and accountability.
Second Life in Education especially in MinnesotaAnn Treacy
The document discusses applications of immersive technologies like virtual worlds and 3D environments. It summarizes a breakout session that introduced Second Life and demonstrated how it can be used for education. Specific examples discussed include using virtual worlds to recreate a college campus, hold international meetings, and create a virtual tutoring center.
The document discusses the data era of massive information production and challenges of extracting knowledge from data. It describes the growth of digital data and potential economic value of big data. Both syntactic approaches like visualizations and semantic approaches using structured data are needed to help humans and machines understand and make use of large amounts of data. Linked open data and open government data initiatives are helping to make large data sources structured and interconnected on the web.
Into the Night - Technology for citizen scienceMuki Haklay
Current citizen science seems effortless...just download an app and start using it. However, there are many technical aspects that are necessary to make a citizen science project work. In this session, we will provide an overview of all the technical elements that are required - from the process of designing an app., to designing and managing a back-end system, to testing the system end to end before deployment. Participants will have the opportunity to engage in a short exercise to consider the design of an app for a citizen science project that addresses light pollution.
Keynote presentation for Conference: Vounteering in a Digital Age Sangeet Bhullar
The document discusses the opportunities and challenges of digital citizenship in the 21st century. It notes that internet and digital technologies are transforming how people access information, learn, interact, and socialize. While these changes provide many benefits, they also pose risks regarding privacy, control, and digital literacy that organizations and individuals must navigate. The document provides an overview of key topics around social media use, viral content, legal issues, and strategies for non-profits to leverage digital tools while mitigating risks.
Public Libraries and Academic Libraries: Digital Partners?"James Neal
The growth and development of technology, computers, software, and the internet have changed the ways in which libraries function, operate, and are being used by the communities they serve. Public libraries have been playing a bit of catch-up in many ways related to the growth of digital services due to the fact that public libraries are also still serving users whose information needs include more traditional resources. Is there a common ground in mission and scope that public libraries and academic libraries serve together? In what ways are these services complementary and what are the ways in which each of these institutions can learn from and share with one another? Audio available: http://scholarslab.org/podcasts/podcast-james-neal/
Modernising learning carnegie 26th oct (print)Jisc Scotland
Modernising Learning
The document discusses how pedagogies need to change for the 21st century learner. Learners today are digital natives who are used to multitasking, social learning, and instant gratification. Constructivism and connectivism are more relevant learning theories. Technology solutions like virtual learning environments, eportfolios, and social media can support more collaborative, reflective, and interactive learning. However, digital literacy goes beyond just skills - learners need support developing academic practices for a digital world.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
14. 3D Printing
3D Video
Board Work Alternative Licensing
Augmented Reality
Cloud Computing
Collaborative Environments
Review Press Clippings Collective Intelligence
Crowd Funding
Digital Identity
RQ1: Discuss Topics Electronic Publishing
Game-Based Learning
Geolocation
RQ2: Add New Topics Information Visualization
Internet of Things
Learning Analytics
RQ3: Identify Key Trends Location-Based Services
Massively Open Online Courses
Mobile Apps
RQ4: Identify Critical Challenges Natural User Interfaces
Next Generation Batteries
Open Badges
First Round Voting Open Content
Personal Learning Environments
Semantic Applications
Second 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
15. 2012 Shortlist
Time-to-Adoption Horizon: One Year or Less
• Electronic Publishing
• Mobile Apps
• Social Media
• Tablet Computing
Time-to-Adoption Horizon: Two to Three
Years
• 3D Printing
• Augmented Reality
• Game-Based Learning
• Open Content and Alternative Licensing
Time-to-Adoption Horizon: Four to Five Years
• The Internet of Things
• Natural User Interfaces
• Super-Rich Online Repositories
• Wearable Technology
19. 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
21. Denver Art Museum – DAM Scout
https://itunes.apple.com/us/app/dam-
scout/id440280859?mt=8
Guggenheim Museum –
Maurizio Cattelan: All
MoMA – Art Lab http://www.guggenheim.org/new-
http://www.youtube.com/watch?v=FM4P4 york/exhibitions/past/exhibit/3961/2
2ChR2o
23. Participatory Museum of Denmark
http://openglam.org/2012/10/23/the-
participatory-museum-of-denmark/
ARTCLIX – High Museum of Art
https://itunes.apple.com/us/ap
p/artclix/id455839525?mt=8
MFA Boston
http://www.mfa.org/explore/mfa-social-media
25. Museum of London – StreetMuseum
http://www.museumoflondon.org.uk/
Resources/app/you-are-here-
LACMA Project-O-Rator by Will app/home.html
Pappenheimer
http://www.getty.edu/art/exhibitions/nor
th_pavilion/cabinet/index.html
Getty Museum – Augsburg Display Cabinet
http://www.getty.edu/art/exhibitions/north
_pavilion/ar/index.html
26. TWO TO THREE
YEARS:
Open Content/
Alternative
Licensing
27. Galleries, Archives, Libraries, and Museums
http://outreach.wikimedia.org/wiki/GLAM
Google Art Project
www.googleartproject.com
31. COSM- Where the Internet of Things is
Being Built
https://cosm.com/
The Brighton Fishing Museum
http://www.brightonfishingmuseum.org.uk
/museum.html
32. KEY
•The abundance of resources and relationships made easily accessible via the Internet is increasingly
challenging 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, and
relationships.
•Increasingly, visitors and staff expect a seamless experience across devices.
•Many of the trends and technologies listed separately are interdependent, and this
convergence' is only going to continue and increase.
•More and more, people expect to be able to work, learn, study, and connect with their social networks
wherever and whenever they want to.
33. SIGNIFICANT
•Boards of Trustees and executive management too often do not recognize the importance of technology
in generating financial or mission return on investment.
CHALLENGES
•A comprehensive digital strategy has become a critically important part of planning for longterm
institutional sustainability.
•Content production has failed to keep up with technology in an era when audiences expect to consume
information whenever and wherever they want.
•Funding for technology projects, even those for interpretation and exhibition, continues to fall outside
core operational budgets.
•Greater understanding is needed of the relationships, differences, and synergies between technology
that is intended to be used within the museum and public-facing technology such as websites, social
media, and mobile apps.
•Museum educators do not have the training, resources or support to address the technological
opportunities and challenges they face.
34. Next Steps
Photo credit http://flickr.com/photos/mybigtrip/74665861/
35. We need your help!
communications@nmc.org Open content / alternative
licensing – WHAT?
36. Send us your great projects!
hhttp://www.nmc.org/news/submit-your-projects-horizon-report-2012-museum-edition
Short list and preview
http://www.nmc.org/publications/2012-horizon-report-museum
Sign up for 2013 Advisory Board
http://go.nmc.org/horizon-nominate
Tweet Resources
#NMChz
Share your feedback
http://facebook.com/TheNMCHorizonProject
Jump In!
Find the Report at http://www.nmc.org/publications/2012-horizon-report-museum
cc licensed flickr photo by Marina Cast.: http://flickr.com/photos/marinacast/3878053449/
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. ,
http://horizon.nmc.org/wiki
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.