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.
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.