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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.
38Editions
12 Reports in 2013
50+ Translations
12 Years of Global Research into Emerging Technology Uptake
Higher Education
K-12 Education
Museums
European Union (K-12)
Latin America (Higher Ed)
Australia / New Zealand / Brazil
UK / Norway / Singapore
Training / eLearning
STEM+ / Community Colleges
Badging / Microcredit
Learning Analytics
Mobile Learning
MOOCs
Online Learning
Open Content
Open Licensing
Personal Learning Environments
Remote Labs
Virtual Labs
Learning
Technologies
Mobile Apps
3D Video
Tablet Computing
Telepresence
Quantified Self
BYOD
Digital Preservation
Flipped Classroom
Gamification
Location Intelligence
Consumer
Technologies
Digital
Strategies
Collaborative Environments
Crowd Funding
Digital Identity
Crowd Sourcing
Tacit Intelligence
Collective Intelligence
Social Media
Technologies
Social Graph
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
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
http://museum.wiki.nmc.org/
 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.
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
2. Collection-related rich media are becoming
increasingly valuable assets in digital interpretation.
http://cyrilu.files.wordpress.com/2012/05/new-media.jpg
3. Digitization and cataloguing projects continue to
require a significant share of museum resources.
http://0.s3.envato.com/files/1559824/NewBookScanLoop_preview.jpg
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
5. Increasingly, visitors and staff expect a seamless
experience across devices.
http://frederickcountymd.gov/images/pages/N5383/sledding-girl.jpg
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
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
 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.
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
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
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
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
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
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
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
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
Creative Commons flickr photo by *JRFoto*
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
go.nmc.org/quiz
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
go.nmc.org/abram
http://go.nmc.org/coop
Creative Commons photo by Bosc d'Anjou
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
http://go.nmc.org/annosc
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
http://go.nmc.org/artlen
Creative Commons flickr photo by Northern Lights over Tromsø
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
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
http://go.nmc.org/haber
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

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NMC Horizon Report: 2013 Museum Edition Presentation

  • 1.
  • 2. å
  • 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
  • 5. Higher Education K-12 Education Museums European Union (K-12) Latin America (Higher Ed) Australia / New Zealand / Brazil UK / Norway / Singapore Training / eLearning STEM+ / Community Colleges
  • 6.
  • 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
  • 9. Collaborative Environments Crowd Funding Digital Identity Crowd Sourcing Tacit Intelligence Collective Intelligence Social Media Technologies Social Graph
  • 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
  • 13.
  • 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
  • 31. Creative Commons flickr photo by *JRFoto*
  • 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
  • 37. Creative Commons photo by Bosc d'Anjou
  • 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
  • 42. Creative Commons flickr photo by Northern Lights over Tromsø
  • 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

Editor's Notes

  1. 28 languages in Europe60 countries
  2. http://vitalsims.com/
  3. http://go.nmc.org/cmaalp