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.
3. The NMC Horizon Report > 2013 Museum Edition is a publication of the New
Media Consortium and the Marcus Institute for Digital Education in the Arts
The research behind the NMC Horizon Report >
2013 Museum Edition is a collaboration between
the New Media Consortium (NMC) and the Marcus
Institute for Digital Education in the Arts.
4. 38Editions
12 Reports in 2013
50+ Translations
12 Years of Global Research into Emerging Technology Uptake
7. Badging / Microcredit
Learning Analytics
Mobile Learning
MOOCs
Online Learning
Open Content
Open Licensing
Personal Learning Environments
Remote Labs
Virtual Labs
Learning
Technologies
8. Mobile Apps
3D Video
Tablet Computing
Telepresence
Quantified Self
BYOD
Digital Preservation
Flipped Classroom
Gamification
Location Intelligence
Consumer
Technologies
Digital
Strategies
10. Internet of Things
Cloud Computing
Real-Time Translation
Semantic Applications
Single Sign On
RSS
3D Printing
InfoViz
Visual Data Analysis
Volumetric Displays
Internet
Technology
Visualization
Technology
11. Open Hardware
Next-Gen Batteries
Speech-to-Speech
Virtual Assistants
Wireless Power
Affective Computing
Cellular Networks
Electrovibration
Flexible Displays
Geolocation
Location-Based Services
Machine Learning
Mobile Broadband
Natural User Interfaces
Near Field Communications
Enabling
Technologies
14. 1Cross-institution collaboration is growing as an important way
to share resources.
2Collection-related rich media are becoming increasingly
valuable assets in digital interpretation.
3Digitization and cataloguing projects continue to require a
significant share of museum resources.
4Expectations for civic and social engagement are profoundly
changing museums' scope, reach, and relationships.
5Increasingly, visitors and staff expect a seamless experience
across devices.
6More and more, people expect to be able to
work, learn, study, and connect with their social networks
wherever and whenever they want.
7The need for data literacy is increasing in all museum-related
fields.
15. 1. Cross-institution collaboration is growing as an important way to
share resources.
http://3.bp.blogspot.com/-T6fwAb_-
E0g/US97mj2hZqI/AAAAAAAAT48/uYamNI3J5zo/s640/100_0384.JPG
16. 2. Collection-related rich media are becoming
increasingly valuable assets in digital interpretation.
http://cyrilu.files.wordpress.com/2012/05/new-media.jpg
17. 3. Digitization and cataloguing projects continue to
require a significant share of museum resources.
http://0.s3.envato.com/files/1559824/NewBookScanLoop_preview.jpg
18. 4. Expectations for civic and social engagement
are profoundly changing museums' scope, reach,
and relationships.
http://curitibainenglish.com.br/wp-content/uploads/2013/03/crowds.jpg
19. 5. Increasingly, visitors and staff expect a seamless
experience across devices.
http://frederickcountymd.gov/images/pages/N5383/sledding-girl.jpg
20. 6. More and more, people expect to be able to work,
learn, study, and connect with their social networks
wherever and whenever they want.
http://www.etown.edu/offices/marketing-and-communications/images/brushing-teeth-phone.jpg
21. 7. The need for data literacy is increasing in all
museum-related fields.
http://www.greenbookblog.org/wp-content/uploads/2012/03/big-data.jpg
22. 1Greater understanding is needed of the relationships, differences,
and synergies between technology intended to be used within the
museum and public-facing technology such as websites, social media,
and mobile apps.
2Museums of all sizes are struggling to adapt to how technology is
redefining staff roles and organizational structures.
3A comprehensive digital strategy has become a critically important
part of planning for long-term institutional stability.
4In many cases, museums may not have the necessary technical
infrastructure in place to realize their vision for digital learning.
5As our disabled population increases as a percentage of overall
population, and as a percentage of our active, engaged, museum-
attending population, accessibility cannot be an afterthought.
6Museums are not doing a sufficient job of creating a sustainable
environment to manage and deploy collection information and digital
assets.
23. 1. Greater understanding is needed of the relationships, differences,
and synergies between technology intended to be used within the
museum and public-facing technology such as websites, social media,
and mobile apps.
http://images3.wikia.nocookie.net/__cb20120306020719/uncyclopedia/images/f/fa/Cat
_using_computer.jpg
24. 2. Museums of all sizes are struggling to adapt to
how technology is redefining staff roles and
organizational structures.
http://theelementaleye.files.wordpress.com/2013/04/five-silos.jpg
25. 3. A comprehensive digital strategy has become a
critically important part of planning for long-term
institutional stability.
http://4.bp.blogspot.com/-BEfm6gT4eY4/T3XXQVw2cTI/AAAAAAAAAuc/uBPR8SmTwRo/s1600/Stability.jpg
26. 4. In many cases, museums may not have the necessary technical
infrastructure in place to realize their vision for digital learning.
http://hgtv.sndimg.com/HGTV/2009/09/25/JI-5810840_Extension-cords-in-wall_s4x3_lg.jpg
27. 5. As our disabled population increases as a percentage of overall
population, and as a percentage of our active, engaged, museum-
attending population, accessibility cannot be an afterthought.
http://everybody.si.edu/sites/default/files/styles/overlay/public/T19.jpg?itok=7xK10VVB
28. 6. Museums are not doing a sufficient job of
creating a sustainable environment to manage and
deploy collection information and digital assets.
http://betterwrappedinbacon.files.wordpress.com/2012/03/lego1.jpg
29. Technologies to
Watch ONE YEAR OR LESS:
TWO TO THREE YEARS:
FOUR TO FIVE YEARS:
• BYOD
• Crowdsourcing
• Location-Based Services
• Electronic Publishing
• Natural User Interfaces
• Preservation and Conservation
Technologies
Creative Commons flickr photo by Mads Boedker
30. NMC Horizon Report Shortlist
2013 Higher Ed Edition
NMC Horizon Report Shortlist
2013 Museum Edition
NMC Horizon Report Shortlist
2013 K12 Edition
Time-to-Adoption Horizon: One Year or Less
Flipped Classroom BYOD BYOD
Massive Open Online Courses Crowdsourcing Cloud Computing
Mobile Apps Open Content Mobile Learning
Tablet Computing Social Media Online Learning
Time-to-Adoption Horizon: Two to Three Years
Augmented Reality 3D Printing Electronic Publishing
Game-based Learning Augmented Reality Learning Analytics
The Internet of Things Electronic Publishing Open Content
Learning Analytics Location-Based Services Personalized Learning
Time-to-Adoption Horizon: Four to Five Years
3D Printing The Internet of Things 3D Printing
Flexible Displays Natural User Interfaces Augmented Reality
Next Generation Batteries Preservation & Conservation
Technologies
Virtual and Remote Labs
Wearable Technology Wearable Technology Wearable Technology
32. one year or less:
Tate Britain’s “QuizTrail” app
guides visitors through the
London gallery on themed
trails ranging from “Animals”
to “Myths and Legends,” and
they can earn prizes and
discounts based on the
number of questions they
answer correctly for each tour.
go.nmc.org/mid
34. one year or less:
In July 2013, the Marina
Abramovic Institute kicked off a
campaign to crowdfund the
$600k needed to construct a
building to house what
renowned performance artist
Abramovic calls the joining of
art, science, technology, and
spirituality.
go.nmc.org/abram
Creative Commons flickr photo by benbohmer
38. two to three years:
Electronic museum collection
catalogs can include more
conservation documentation
than previously possible in print
versions. SFMOMA’s
Rauschenberg Research Project
provides worldwide access to
scholarly research and
documentation.
go.nmc.org/rau
Creative Commons flickr photo by Mads Boedker
40. two to three years:
LED light bulbs from the
Massachusetts-based company
ByteLight send location-specific
information to visitors in the
Museum of Science, Boston by
interacting with their devices’
camera, using signals that are
invisible to the human eye.
go.nmc.org/mob
Photo source: ByteLight.com
43. four to five years:
Highlands University programming
students are using Kinect to create
3D representations of marionettes
owned by the New Mexico Museum
of Art. Users will be able to virtually
manipulate the marionettes through
body gestures, and the 3D models
will also be available in the
museum’s online database.
go.nmc.org/mari
44.
45. four to five years:
Tate’s time-based media
department is responsible for
a number of conservation
activities including
documenting artist intention
via interviews, along with
planning and preparing for
future obsolescence of the
technologies incorporated in
each work.
go.nmc.org/tat
47. Tag Articles or Reports
Twitter, Facebook, Instagram: #NMCHz
Comment on the 2013 Report
Twitter: #NMCHz
Facebook: www.facebook.com/TheNMCHorizonProject
Sign up for the Advisory Board
go.nmc.org/horizon-nominate
Submit Your Projects
go.nmc.org/projects
Creative Commons flickr photo by Marina Cast