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The museum as network

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What are the emerging trends in technology shaping the visit experience at the museum? How can museums harness their collection and displays to create a playful inviting immersive environments? How can museums encourage new forms of storytelling by blending digital technologies and the physical realm?

Keynote at the ICOM conference "The visitor experience in museums in the digital age."
Playlist available - https://www.youtube.com/playlist?list=PLlM0ESI_brIWnOO2XlTf3dWEh7wEAqbtc

Publicado en: Tecnología
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The museum as network

  1. 1. THE MUSEUM AS NETWORK The Visitor Experience in Museums in the Digital Age Romi Mikulinsky (Ph.D.) Jerusalem April 2016
  2. 2. THE PRESENT
  3. 3. THE PRESENT A visitor at the Frye Museum in Seattle photo by Joe Wolf (Flickr)
  4. 4. THE PRESENT
  5. 5. THE PRESENT
  6. 6. THE MUSEUM OF THE FUTURE PRESENT IS: social open co-produced personalized beyond the venue Measured and data-informed Based on Jim Richardson “The Museum of the Future is...” (2010)
  7. 7. THE PRESENT VISIT EXPERIENCE AT THE MUSEUM Participatory and augmented exhibitions Apps and game Digitized collection iBeacons (contextual, location based, personalized experience)
  8. 8. THE MUSEUM WITHOUT WALLS Maps Places Mobile Augmented Reality
  9. 9. OPENING UP THE PHOTOGRAPHIC ARCHIVES The Powerhouse Museum Sydney
  10. 10. OPENING UP THE PHOTOGRAPHIC ARCHIVES The Powerhouse Museum Sydney
  11. 11. OPENING UP THE PHOTOGRAPHIC ARCHIVES The Powerhouse Museum Sydney
  12. 12. IBEACON
  13. 13. IBEACON
  14. 14. EMERGING TRENDS Play the visitor as an active agent, participating and contributing to his / her / educational, playful experience New forms of storytelling instead of just sight and sound, the next wave of storytelling will better immerse people by catering to all senses. Enhance the physical experience with digital technologies immersive environments (incl. wearables) present the opportunity to blend the line between online and offline worlds.
  15. 15. PLAY “Play is a simulator that allows us to imagine different scenarios with little risk” Anthropologist Robin Dunbar University of Oxford
  16. 16. PLAY
  17. 17. PLAY Objects with source code
  18. 18. PLAY Inanimate to animate objects
  19. 19. PLAY  Art Tracks from Pittsburgh’s Carnegie Museum of Art (CMOA)
  20. 20. STORYTELLING “The physical museum is about the experience of objects. the online museum has given access to the data cloud that surrounds objects. Museums are a form of (collective) storytelling” Seb Chan, Chief Experience Officer ACME, Melbourne
  21. 21. NEW FORMS OF STORYTELLING
  22. 22. NEW FORMS OF STORYTELLING The Next Rembrandt - Computational thinking + scientific future storytelling (speculative aspect) - Big Data thinking - digital humanities
  23. 23. NEW FORMS OF STORYTELLING “The Other Nefertiti” is an artistic intervention by the two German artists Nora Al-Badri and Jan Nikolai Nelles 
  24. 24. ENHANCE THE PHYSICAL EXPERIENCE WITH DIGITAL TECHNOLOGIES “Sites which prevent the sharing of such content amongst readers may look like ways to protect the commercial interest of that content, but in fact, they kill it, destroying its value as a cultural resource within networked communities, and insuring that the public will look elsewhere” Henry Jenkins, Media Theorist, University of Southern California
  25. 25. ENHANCE THE PHYSICAL EXPERIENCE WITH DIGITAL TECHNOLOGIES
  26. 26. PLEASE TOUCH! Touching the PradoInteractive display
  27. 27. Autonomy Cube by Trevor Paglen and Jacob Appelbaum
  28. 28. Bed Down Location. Part of Laura Poitras: Astro Noise. Credit: Jake Naughton for The New York Times
  29. 29. A streaming infrared video of the Bed Down Location part of Laura Poitras: Astro Noise. Credit: Jake Naughton for The New York Times
  30. 30. WEARABLES Apple watchGoogle Glass (RIP)
  31. 31. VIRTUAL REALITY Control VR
  32. 32. Key trends, challenges, and developments in technology for museums (NMC Horizon report, 2015)
  33. 33. IMPORTANT DEVELOPMENTS IN TECHNOLOGY FOR MUSEUM EDUCATION AND INTERPRETATION Time-to-Adoption Horizon: One Year or Less Bring Your Own Device (BYOD) Games and Gamification Time-to-Adoption Horizon: Two to Three Years Location-Based Services Makerspaces Time-to-Adoption Horizon: Four to Five Years Natural User Interfaces The Internet of Things
  34. 34. New knowledge Narrative context 2d/3d Images Metadata Objects
  35. 35. rominating.tumblr.com THANKS!

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