NMC Horizon Report – 2013 Museum Edition
The NMC Horizon Report > 2013 Museum Edition, is a co-production with the Marcus Institute for Digital Education in the Arts (MIDEA), and examines emerging technologies for their potential impact on and use in education and interpretation within the museum environment.
From the first round of advisory board rankings (“Short List”) :
Time-to-Adoption Horizon: One Year or Less
BYOD in Practice
- ArtLens, by the Cleveland Museum of Art, is a mobile app that allows visitors to explore their artworks further. Visitors can choose a lens that delves into layers of interpretive content: go.nmc.org/artl.
- Tate Britain’s QuizTrail app allows visitors to explore the London gallery on themed trails, ranging from animals to myths and legends. They can earn prizes and discounts based on the number of questions they answer correctly on each tour: go.nmc.org/mid.
- The Victoria & Albert Museum offers a variety of ways for patrons to engage with the museum’s content using their own iOS and Android devices, including the Hollywood Camera app where patrons can virtually dress up in costumes from blockbuster films: go.nmc.org/vam.
Crowdsourcing in Practice
- Calbug is a project that crowdsources information on more than one million insects and spiders contained in nine California natural history museums. Participants earn badges as they help transcribe data that informs researchers about changes in biodiversity: go.nmc.org/cal.
- In the open data project Map the Museum, people place objects from the collections of the Brighton & Hove’s Royal Pavilion and Museums on an online map of the community, creating new data that becomes a part of each object’s permanent catalog record: go.nmc.org/mapm.
Open Content in Practice
- The Europeana Foundation is home to an expansive network of European cultural institutions that have contributed their digital assets to an archive that is openly accessible: go.nmc.org/europ.
- A new Open Content Program at The Getty museum has made over 4,600 pieces of their art free to download and searchable online with the Getty Search Gateway tool. The highresolution images can all be used for commercial and non-commercial purposes so long as they are properly attributed to the museum: go.nmc.org/gett.
- The Open Culture Data Network is a Dutch coalition of heritage institutions, museums, archives, and libraries that share and promote access to cultural data: go.nmc.org/nether.
Social Media in Practice
- The Children’s Museum in Indianapolis is sharing 6-second micro-videos via Vine with its patrons to show off the highlights of their programming: go.nmc.org/vine:
- A growing number of museums are signing onto the photo-centric social media platform Instagram. The most popular are The Metropolitan, Brooklyn Museum, Musée du Louvre, and the Guggenheim, among many others: go.nmc.org/insta.
- LinkedIn is becoming a hub for museum professionals to connect with each other based on interests and expertise, as well as join groups and earn credentials that can be displayed on their profiles: go.nmc.org/linkm.
Time-to-Adoption Horizon: Two to Three Years
3D Printing in Practice
- Fujifilm is working with the Van Gogh Museum in Amsterdam to develop a 3D scanning and printing process that accurately reproduces the artist’s most famous pieces, including the frames, canvases, and individual brush strokes: go.nmc.org/ams.
- Hang@MFAH is a weekly meet-up for teens at the Museum of Fine Arts, Houston where they are encouraged to use digital and analog tools as well as participate in mentor-led skillbuilding workshops on topics including 3D modeling and Makerbot printing: go.nmc.org/mfa.
- Two artists from a residency project called Project 387 created the world’s largest 3D-printed art installation in California’s Redwood forest. The structure mimics a sequoia tree’s cells and comprises over 500 unique 3D-printed parts: go.nmc.org/387.
Augmented Reality in Practice
- The Asian Art Museum in San Francisco developed a new AR app for its Terracotta Warriors exhibit so that visitors can scan placards that display 3D content in real space: go.nmc.org/asi.
- The McNay’s Reality Check app for the iPad uses augmented reality software to recognize works of art as markers, encouraging visitors to cast votes, mix soundtracks, and hear from artists when they approach the pieces: go.nmc.org/mcn.
- The Natural History Museum of Los Angeles County used the Bilppar mobile app to create interactive posters displayed around the city. Patrons are encouraged to take and share photos of themselves with a 3D T. Rex to receive discounts and win prizes: go.nmc.org/mark.
Electronic Publishing in Practice
- The Dallas Museum of Art’s digital publication DallasSITES: A Developing Art Scene, Postwar to Present traces the development of the contemporary art scene in seven neighborhoods through images, chapter essays, and scholarly pieces: go.nmc.org/dmg.
- The Metropolitan Museum of Art launched a collection of MetPublications, which offer access to books and journals in addition to 375 free art books and catalogs: go.nmc.org/metro
- The OSCI Toolkit facilitates the publishing and wide dissemination of online scholarly catalogs for art history: go.nmc.org/osci.
Location-Based Services in Practice
- At the Art Institute of Chicago, an indoor GPS system takes visitors on customized tours organized by occasion, theme, collection, or time. Each tour showcases six to ten works of art, with descriptions, turn-by-turn directions and maps: go.nmc.org/indo.
- The Timken Museum of Art launched a prototype of a mobile app that serves information about works of art based on a visitor’s location in the museum’s galleries: go.nmc.org/bal.
- Wikimedia Foundation introduced a “Nearby” page that works with its mobile site to surface articles based on a user’s location: go.nmc.org/wikip.
Time-to-Adoption Horizon: Four to Five Years
The Internet of Things in Practice
- At the Royal British Columbia Museum in Canada, the adult learning team has implemented a mobile app called Wifarer that locates museum patrons within the building and sends them information via their mobiles about exhbits in their surroundings: go.nmc.org/bcwif.
- The Vasa Museum in Sweden has implemented a wireless monitoring and control system that maintains the indoor climate system to ensure the physical preservation of museum objects: go.nmc.org/vasa.
Natural User Interfaces in Practice
- An exhibit at the Louvre Museum allows visitors to view and manipulate a centuries old Greek tapestry with Microsoft Kinect’s gesture-based sensors: go.nmc.org/lourv.
- The Cleveland Museum of Art installed an array of touch screens in their ground floor gallery, establishing an interactive experience that leverages facial recognition technology, multimedia, and social apps: go.nmc.org/clev.
- The Universe of Sound installation at the London Science Museum uses 3D motion sensors, 360 degree projections, and sound to let visitors conduct the Philharmonic Orchestra: go.nmc.org/univer
Preservation and Conservation Technologies in Practice
- Aperio ePathology has digitized over 550 slides of Einstein’s brain that were originally donated to the National Museum of Health and Medicine. This will enable researchers, scientists and enthusiasts around the world to view the original slides prepared by Dr. Thomas Harvey, the pathologist who conducted the autopsy of Albert Einstein in 1955: go.nmc.org/ape.
- The Canadian Heritage Information Network conducted a survey amongst its members to identify digital preservation issues facing museums, and will soon release its Digital Preservation Toolkit, a suite of documents that offer concrete steps to identify the potential risk and impact of lost material and how to get started in the development of preservation policies, plans and procedures: go.nmc.org/chi.
Wearable Technology in Practice
- At the Discovery Museum in the UK, an exhibit called “Our Cyborg Future” features the Hug Shirt by CuteCircuit and prototype designer dresses: go.nmc.org/hugs.
- A neuroscientist inspired by her fascination for data, decided to track her self using a lifelogging device and created artwork to visualize what she captured: go.nmc.org/frick.
- The Tech, a science museum in Silicon Valley, launched a program called Open Make which allows people of all ages to collaborate with local makers and design wearable technology such as programmable LED wristbands: go.nmc.org/thetech.