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NMC Horizon Report >
 2012 Museum Edition
           MCN 2012


       Photo credit: http://www.flickr.com/photos/usnationalarchives/4272427598/
Acknowledgements




The Horizon Report >2012 Museum Edition is a publication of the
                   New Media Consortium.
49 Members
www.midea.nmc.org
Expert Bloggers
Hands-on Workshops
Webinars
NMC Horizon Report
                  >
2012 Museum Edition
Minigrants for Texas Members
27 Editions / 37 Translations


       2011
       2007
       2006
       2010
       2009
       2008
       2005
       2004
Higher Education
             K12 Education
               Museums
        Australia/New Zealand
         Latin America/Brazil
            Singapore/Asia
          UK/Central Europe
                Africa

A Global Audience
NMC Horizon Report>
       2012 Museum Edition
http://museum.wiki.nmc.org/
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
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
The
Technologies That Didn’t
     Make the Cut
Alex’s Pick
3D Printing
Holly’s Pick
Super-Rich
Online
Repositories
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
ONE YEAR OR LESS:

   Mobile Apps
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
ONE YEAR OR LESS:

   Social Media
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
TWO TO THREE
      YEARS:
Augmented
   Reality
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
TWO TO THREE
        YEARS:
Open Content/
   Alternative
    Licensing
Galleries, Archives, Libraries, and Museums
         http://outreach.wikimedia.org/wiki/GLAM




Google Art Project
www.googleartproject.com
FOUR TO FIVE YEARS:

     Natural User
       Interfaces
Vancouver Aquarium - Interactive
Multi-Touch Table
http://ideum.com/blog/2011/01/fi
eld-study-on-multitouch-tables-at-
vancouver-aquarium/
FOUR TO FIVE YEARS:

       Internet of
           Things
COSM- Where the Internet of Things is
                                          Being Built
                                          https://cosm.com/
The Brighton Fishing Museum
http://www.brightonfishingmuseum.org.uk
/museum.html
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.
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.
Next Steps




  Photo credit http://flickr.com/photos/mybigtrip/74665861/
We need your help!




communications@nmc.org   Open content / alternative
                            licensing – WHAT?
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/
MCN 2012 Horizon Report Preview

More Related Content

MCN 2012 Horizon Report Preview

  • 1. NMC Horizon Report > 2012 Museum Edition MCN 2012 Photo credit: http://www.flickr.com/photos/usnationalarchives/4272427598/
  • 2. Acknowledgements The Horizon Report >2012 Museum Edition is a publication of the New Media Consortium.
  • 8. NMC Horizon Report > 2012 Museum Edition
  • 10. 27 Editions / 37 Translations 2011 2007 2006 2010 2009 2008 2005 2004
  • 11. Higher Education K12 Education Museums Australia/New Zealand Latin America/Brazil Singapore/Asia UK/Central Europe Africa A Global Audience
  • 12. NMC Horizon Report> 2012 Museum Edition
  • 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
  • 20. ONE YEAR OR LESS: Mobile Apps
  • 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
  • 22. ONE YEAR OR LESS: Social Media
  • 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
  • 24. TWO TO THREE YEARS: Augmented Reality
  • 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
  • 28. FOUR TO FIVE YEARS: Natural User Interfaces
  • 29. Vancouver Aquarium - Interactive Multi-Touch Table http://ideum.com/blog/2011/01/fi eld-study-on-multitouch-tables-at- vancouver-aquarium/
  • 30. FOUR TO FIVE YEARS: Internet of Things
  • 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/

Editor's Notes

  1. Photo credit: http://www.flickr.com/photos/usnationalarchives/4272427598/
  2. 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
  3. 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
  4. 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.
  5. 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. ,
  6. http://horizon.nmc.org/wiki
  7. 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.
  8. 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. 
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. Photo credit http://flickr.com/photos/mybigtrip/74665861/