Acknowledgements 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. 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 NMC Horizon Project 38Editions 12 Reports in 2013 50+ Translations 12 Years of Global Research into Emergin ing Technology Uptake
Hor Horiz izon Reports High High er Education K-12 Educ duc at at ion Museums European Union (K-12) Latin America (Higher Ed)
Regio gional/ l/Sect ctor or Tech chnology O g u y Outlooks oks Australia ralia / Ne N w ew Zealan a d nd / Brazil UK K / Norway / Singapore Training / eLear ear ning STE TE M+ / Communit unit y Colleg Colle es ges www.nmc.org/horizon-project
Badging / Microcredit Learning Analytics Mobile Learning MOOCs Learning Online Learning Open Content Technologies Open Licensing Personal Learning Environments Remote Labs Virtual Labs
3D Video Mobile Apps Consumer Tablet Computing Technologies Telepresenc e Quantified Self BYOD Digital Preservation Flipped Classroom Digital Gamification Strategies Location Intelligence
Collaborative Environments Crowd Funding Digital Identity Social Media Crowd Sourcing Technologies Tacit Intelligence Collective Intelligence Social Graph
Cloud Computing Internet of Things Internet Real-Time Translation Tec Se hnology mantic Applications Single Sign On RSS 3D Printing Visualization InfoViz Visual Data Analysis Technology Volumetric Displays
Affective Comput N ing ext
-Gen Batteries Cellular Networks Open Hardware Electrovibratio Speech-to-Speech n Flexible Displays Virtual Assistants Geolocation Wireless Power Location-Based Services Machine Learning Enabling Mobile Broadband Technologies Natural User Interfaces Near Field Communications
Cross-institution collaboration is growing as an important way to share resources. Collection-related rich media are becoming increasingly valuable assets in digital s interpretation. d Digitization and cataloguing projects continue to n require a significant share of museum resources. Expectations for civic and social engagement are re profoundly changing museums' scope, reach, and relationships. y T Increasingly, visitors and staff expect a seamless experience across devices. e
K More and more, people expect to be able to work, learn, study, and connect with their social networks wherever and whenever they want. The need for data literacy is increasing in all museum-related fields.
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.
Museums of all sizes are struggling to adapt to how technology is redefining staff roles and organizational structures.
A comprehensive digital strategy has become a critically s important part of planning for long-term institutional t stability. n eg In many cases, museums may not have the necessary a technical infrastructure in place to realize their vision for n digital learning. ific
lle As our disabled population increases as a percentage of overall population, and as a percentage of our active, n a engaged, museum-attending population, accessibility h cannot be an afterthought. ig S C
Museums are not doing a sufficient job of creating a sustainable environment to manage and deploy collection information and digital assets.
Technologies to Watch ONE YEAR OR LESS: • BYOD • Crowdsou o rc urcing TWO TO THREE YEARS: • Loc Location-Based Services • Electronic ic Publishing FOUR TO FIVE YEARS: • Natural User Interfaces • Pre Preservation and Cons and Conservation Technologies Creative Commons flickr photo by Mads Boedker
NMC Horizon Report Shortlist NMC Horizon Report Shortlist NMC Horizon Report Shortlist 2013 Higher Ed Edition 2013 Museum Edition 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 Bat eries Preservation & Conservation Virtual and Remote Labs Technologies Wearable Technology Wearable Technology Wearable Technology
Time to Adoption: One Year Y or Less Creative Commons flickr photo by *JRFoto*
Tate Britain’s “QuizTrail” app guides visitors through the London gal ery 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 one year or less: BYOD
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 cal s the joining of art, science, technology, and spirituality. go.nmc.org/abram one year or less: CROWDSOURCING Creative Commons flickr photo by benbohmer
Time to Adoption: Two to Three Years Creative Commons photo by Bosc d'Anjou
Electronic museum col ection 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 two to three years: ELECTRONIC PUBLISHING Creative Commons flickr photo by Mads Boedker
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/byte two to three years: LOCATION-BASED SERVICES Photo source: ByteLight.com
Time to Adoption: Four F to Five Years Y Creative Commons flickr photo by Northern Lights over Tromsø
Highlands University programming students are using Kinect to create 3D representations of marionettes owned by the New Mexico Museum of Art. Users wil be able to virtual y manipulate the marionettes through body gestures, and the 3D models wil also be available in the museum’s online database. go.nmc.org/mari four to five years: NATURAL USER INTERFACES
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 four to five years: PRESERVATION AND CONSERVATION TECHNOLOGIES
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 Jump In! Creative Commons flickr photo by Marina Cast