NMC Horizon Report-2011 Museum Edition(1)

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    Horizon Report>2011 Museum EditionNMC

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    The NMC Horizon Report: 2011 Museum Edition is a coproduction with the Marcus Institute for Digital

    Education in the Arts (MIDEA), and examines emerging technologies for their potential impact on and use ineducation and interpretation within the museum environment.

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    1

    Executive Summary 3

    Time-to-Adoption Horizon: One Year or Less> Mobile Apps 10> Tablet Computing 14

    Time-to-Adoption Horizon: Two to Three Years> Augmented Reality 18> Electronic Publishing 22

    Time-to-Adoption Horizon: Four to Five Years> Digital Preservation 26> Smart Objects 30

    Methodology 34

    The NMC Horizon Project: 2011 Museum Advisory Board 36

    Contents >Clickonatopicorpagenumbertojumptothatpage.

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    NMC

    The Edward and Betty Marcus Institute for Digital Education in the

    Arts (MIDEA) provides timely, succinct and practical knowledge

    aboutemergingtechnologiesthatmuseumscanusetoadvancetheir

    missions.Learnmoreatmidea.nmc.org

    2011,TheNewMediaConsortium.

    ISBN978-0-9846601-1-7

    PermissionisgrantedunderaCreativeCommonsAttributionLicenseto

    replicate,copy,distribute,transmit,oradaptthisreportfreelyprovided

    thatattributionisprovidedasillustratedinthecitationbelow.Toview

    a copy of this license, visit creativecommons.org/licenses/by/3.0/ or

    sendalettertoCreativeCommons,559NathanAbbottWay,Stanford,

    California94305,USA.

    Citation

    Johnson,L.,Adams,S.,andWitchey,H.(2011).

    The NMC Horizon Report: 2011 Museum Edition.Austin,Texas:TheNew

    MediaConsortium.

    Cover photograph

    wxin/123RF

    InsideFront and Back Cover Photograph

    globalphoto/123RF

    Designbyemgusa.com

    The NMC Horizon Report: 2011 Museum Edition isapublicationofthe

    NewMediaConsortiumandtheMarcusInstituteforDigitalEducationintheArts.

    http://www.creativecommons.org/licenses/by/3.0/http://www.emgusa.com/http://www.emgusa.com/http://www.creativecommons.org/licenses/by/3.0/
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    he internationally recognized series of NMC

    Horizon Reports are part of the New MediaConsortiums Horizon Project, a comprehensive

    research venture established in 2002 that

    identiesanddescribesemergingtechnologies

    likely to have a large impact over the coming ve

    years in a variety of sectors around the globe. This

    volume, the NMC Horizon Report: 2011 Museum

    Edition,isacoproductionwiththeMarcusInstitutefor

    Digital Education in the Arts (MIDEA), and examinesemerging technologies for their potential impact on

    and use in education and interpretation within the

    museum environment. The hope is that the report is

    useful to museums worldwide, and the international

    compositionoftheadvisoryboardreectsthecarewith

    whichaglobalperspectivewasassembled.Whilethere

    aremanylocalfactorsaectingtheadoptionanduse

    ofemergingtechnologiesin museums, thereare alsoissuesthattranscendregionalboundariesandquestions

    weallface.Itwaswiththeseinmindthatthisreportwas

    created.The NMC Horizon Report: 2011 Museum Edition

    isthe secondin anannual seriesof museum-focused

    reportscoproducedbytheNMCandMIDEA.

    Tocreatethereport,aninternationalbodyofexpertsin

    museums,education,technology,andothereldswasconvenedasanadvisoryboard.Thegroupengagedin

    discussionsaroundasetofresearchquestionsintended

    to surface signicant trends and challenges and to

    identifyawidearrayofpotentialtechnologiesforthe

    report. This dialog was enriched by a wide range of

    resources,currentresearch,andpracticethatdrewon

    the expertise of both the NMC community and the

    communities of the members of the advisory board.

    These interactions among the advisory board are the

    focus of the NMC Horizon Report research, and this

    reportdetailstheareasinwhichtheseexpertswerein

    strongagreement.

    EacheditionoftheNMC Horizon Report highlights six

    emerging technologies or practices that are likely toentermainstream use within threeadoption horizons

    overthenextveyears.Keytrendsandchallengesthat

    willaectcurrentpracticeoverthesameperiodframe

    thesediscussions.Overthecourseofjustafewweeks,

    theadvisoryboardcametoaconsensusaboutthesix

    topicsthatappearhereintheNMC Horizon Report: 2011

    Museum Edition.Theexamplesandreadingsundereach

    topic area are meant to provide practical models as

    wellasaccesstomoredetailedinformation.Wherever

    possible,aneortwasmadetohighlighttheinnovativeworkgoingonamongmuseumsaroundtheworld.The

    preciseresearchmethodologyemployedisdetailedin

    theclosingsectionofthisreport.

    Thereportsformat isconsistent fromyearto yearand

    editiontoedition,andopenswithadiscussionofthe

    trendsandchallengesidentiedbytheadvisoryboard

    asmost importantfor the next ve years. The format

    ofthe main section ofthiseditionclosely reects the

    focus of the NMC Horizon Project itself, centering on

    theapplicationsofemergingtechnologies,inthiscase

    formuseumsettings.Eachsectionisintroducedwithan

    ExecutiveSummary

    3

    TEach edition o the NMC HorizonReporthighlights six emergingtechnologies or practices that are

    likely to enter mainstream usewithin three adoption horizons overthe next fve years.

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    overviewthatdescribeswhatthetopicis,followedby

    adiscussionoftheparticularrelevanceofthetopictomuseumeducationandinterpretation.Severalconcrete

    examples of how the technology is being used are

    given. Finally, each section closes with an annotated

    listofsuggestedreadingsandadditionalexamplesthat

    expandonthediscussioninthereport.Theseresources,

    along with countless other helpful projects and

    readings,canallbefoundintheglobal,socialdatabase

    theNMCHorizonProjectNavigator(navigator.nmc.org).AlltheephemeraoftheNMC Horizon Report: 2011

    Museum Edition, includingtheresearch questions and

    preview,canbedownloadedforfreeoniTunesU( go.

    nmc.org/itunes-u).

    Key TrendsThe technologies featured in each edition of theNMC

    Horizon Report are embedded within a contemporarycontextthatreectstherealitiesofthetime,bothinthe

    sphereofmuseumeducationandintheworldatlarge.

    Toassurethiscontextwaswellunderstood,theadvisory

    board engaged in an extensive review of current

    articles,interviews,papers,andnewresearchtoidentify

    and rank trends that were currently aecting the

    practiceofmuseumeducationandinterpretation.Once

    detailed,thelistoftrendswasthenrankedaccordingtohowsignicanteachwaslikelytobeformuseumsin

    thenextveyears.Thehighestrankedofthosetrends

    had signicant agreement amongthe advisory board

    members, who considered them to be key drivers of

    museum technology adoptions for the period 2011

    through2016.Theyarelistedhereintheorderinwhich

    theadvisoryboardrankedthem.

    1Increasingly, visitors and sta expect a seamless

    experience across devices.Whetherviewingobjects

    ingalleryspaces,orderingtickets,interactingwiththe

    onlinestore,orsimplybrowsingthemuseumswebsite,

    visitors expect museums to provide a wide range of

    digitalresourcesandcontent,andwanttheexperience

    ofinteractingwiththatcontenttobeconsistentacross

    theirdevices.Virtualvisitorsinparticularexpecttobe

    abletoperformtypicaltasksonlinequicklyandeasily

    irrespectiveofthedevicetheymayhaveathandbut

    this is especially true of visitors to the physical space

    aswell,whereitiscommontoseepeopleinteracting

    withtheirsmartphonesastheydecidewhichpartofthe

    gallerytovisitnext.

    2Collection-related rich media are becoming

    increasingly valuable assets in digital

    interpretation. Museums are beginning to see the

    valueindevelopingformalstrategiesforcapturinghigh-

    quality media documentation at every opportunity.

    Curators and content specialists are working more

    closelythaneverwitheducatorsandtechnologiststoembrace the opportunities provided by using digital

    resourcestoenhancemultimodallearningbothonline

    and in the galleries. Video, audio, and animations are

    no longer seen as afterthoughts in interpretation

    but increasingly as necessary components of an

    interpretive plan. This trend is benecial to museum

    professionalsandvisitorsalikeasitencouragesadeeper

    understandingofobjects,ideas,andaudiences.

    3The abundance of resources and relationships

    made easily accessible via the Internet is

    increasingly challenging us to revisit our roles as

    educators.Accesstoeducationalmaterialsofallkinds

    hasneverbeensoeasyorsoopenasitistoday,and

    thistrendisonlyincreasing.Themodelofthemuseum

    curatorormuseumeducatorwhostandsinfrontofanobjectandinterpretsmeaningforapassiveaudienceis

    simplynolongerrealisticinthisworldofinstantaccess.

    Museum professionals must respond by changing

    theirrolestoreectthenewneedtoguideandcoach

    visitors innding, interpreting,and makingtheir own

    connections with collections and ideas. Museums are

    also more willing now to see themselves as learners,

    takingadvantageofuser-generatedcontenttoenhancetheoverallunderstandingofcollections.

    4There is a growing chorus of voices advocating

    a more active role for visitors in shaping what

    museums do.Aspeoplebecomeaccustomedtotools

    thatallowthemtodothingsthatpreviouslyrequireda

    greatdealofexpertise(i.e.,videoediting,orpublishing

    totheweb),theybegintoappreciatethecreativeskills

    involvedinactuallyproducingscienceorartorthelike.

    Makersareanemergingcategoryofmuseumvisitors,

    especiallyforsciencemuseums,whowanttonotonly

    appreciatewhattheyseeintechnical,historicalorother

    The NMC Horizon Report: 2011 Museum Edition4

    http://navigator.nmc.org/http://navigator.nmc.org/http://go.nmc.org/itunes-uhttp://go.nmc.org/itunes-uhttp://go.nmc.org/itunes-uhttp://go.nmc.org/itunes-uhttp://navigator.nmc.org/http://navigator.nmc.org/
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    contexts, but to also understand how it was created.

    Makerexperiences,whichengagevisitorsofallagesin individual and collective experiences of tinkering,

    making,anddiscoveryareagrowingtrend,andthereis

    aroleforallcategoriesofmuseumsinsupportingand

    encouragingsuchexperiences.

    5Digitization and cataloging projects continue to

    require a signicant share of museum resources.

    Museumsaredistinguishedbythecontenttheykeepand interpret. There is an increasing understanding

    among museum professionals that visitors expect

    to be able to readily access accurate and interesting

    information and high-quality media. This requires

    museumstoplanstrategicallyforthedigitizationand

    cataloging of collections. These projects frequently

    requiresacricesintermsofscarceresources(money,

    personnel,andtime)inordertomeetlong-termgoals.

    6Expectations for civic and social engagement are

    profoundly changing museums scope, reach, and

    relationships.Moreandmore,museumsareintegrating

    emerging technologies and approaches such as social

    media, open content, and crowd sourcing as a means

    of engaging their communities both internally and

    externallyonadeeperlevel.Embracingtheseinnovationsmeansthatmuseumsareprovidingpatronswithmore

    immersive opportunities to become part of the art.

    Increasingly,peoplewhoareunabletomakeaphysical

    triptoamuseumareabletoaccessitscollectionsand

    respond and contribute meaningfully to conversations

    about what may be happening in the physical space,

    redeningwhatitmeanstobeamuseumpatron.

    Signicant ChallengesAny discussion of technology adoption must also

    consider important constraints and challenges, and

    theadvisoryboarddrewdeeplyfromacarefulanalysis

    ofcurrentevents,papers,articles,andsimilarsources,

    aswellasfrompersonalexperienceindetailingalong

    list ofchallenges museums face inadopting any new

    technology.Severalimportantchallengesaredetailed

    below, but it was clear that behind them all was a

    pervasive sense that individual museum constraints

    arelikelythemostimportantfactorsinanydecisionto

    adoptornottoadoptagiventechnology.

    Even institutions that are eager to adopt new

    technologies may be critically constrained by thelack of necessary human resources and the nancial

    wherewithal to realize their ideas. Still others are

    locatedwithinbuildingsthatsimplywerentdesigned

    to provide the radio frequency transparency that

    wirelesstechnologiesrequire,andthusndthemselves

    shutoutofmanypotentialtechnologyoptions.While

    acknowledging that local barriers to technology

    adoptionsaremanyandsignicant,theadvisoryboardfocuseditsdiscussionsonchallengesthatarecommon

    tomuseumsandthemuseumcommunityasawhole.

    Thehighestrankedchallengestheyidentiedarelisted

    here,intheorderinwhichtheadvisoryboardranked

    them.

    1Content production has failed to keep up with

    technology in an era when audiences expect toconsume information whenever and wherever they

    want. Museums too often face additional costs to

    repurposeinformationcreatedformuseumcatalogsor

    evenwebsitesastheytrytomeetdemandsofcontent

    fromthegrowingarrayofpotentialmediaformats.Itis

    notenoughtodayforamuseumtoputcontentintoweb

    andprintformsalsoneededareelectronicversionsof

    majorpublicationscraftedforKindles,iPadsandotherelectronic publication readers. Added to that is the

    need for social mediacontent, whichis oftenin short

    videoformat,orshortmultimediapieces.Thechallenge,

    one that faces content producers inevery sector, not

    justmuseums,is torevamp productionworkowsand

    content licenses so that they simultaneously support

    anypossibleuse.Thepressureonmuseumstodothis

    willincreaseasthecommercialpublisherscontinueto

    solvetheirownsimilarissues,creatingexpectationsfor

    otherpartsoftheeconomy,includingmuseums.

    2A comprehensive digital strategy has become

    a critically important part of planning for long-

    term institutional sustainability. Such a strategy

    should include not only traditional elements of a

    technologyplan(e.g.,hardware,software,networks,etc.)

    but also e-forms of marketing, philanthropy, revenue

    generation,aswellascriticaltaskslikedigitization,digital

    preservation,andlongtermtechnologyinfrastructure.

    This plan should future-proof the museum to every

    5ExecutiveSummary

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    extentpossible,by ensuringthattheyhaveaccounted

    forallinfrastructureneeds.Additionally,itisclearthatamuseumcannotsimplyplanawebpresenceasitmight

    abrochureorcatalogamuseumsdigitalpresence

    today includes not only a web site, but also social

    media,mobiletoolsandapps,interactionwithonline

    communities, electronic fundraising, online sales, and

    muchmore.Allmustbeaddressed,whichmeansnew

    skillsetswilloftenberequired.

    3Funding for technology projects, even those

    for interpretation and exhibition, continues to

    fall outside core operational budgets. The recent

    recession virtually brought to an end what had been

    a promising trend in museums allocating ongoing

    operationalfunds(asopposedtocapitalorprojectfunds)

    forbothexperimentalandongoingtechnologyprojects.

    Museums need institutionalized strategic planninginitiativesfortechnologyinfrastructureandtechnology-

    relatedprojects,andinformationtechnologystaneed

    better skills and opportunities to communicate the

    importanceofaproperdigitalstrategy.Openlinesof

    communicationanda commonvocabularymightgive

    administratorsaclearerunderstandingofexactlywhat

    should be operationalized rather than left to project

    funds.

    4Boards of Trustees and executive management

    too often do not recognize the importance of

    technology in generating nancial or mission return

    on investment. Integratingandrecognizingtheroleof

    technologyingarneringvisitors,keepingtheirinterest,

    and in nancial support of the enterprise is critical

    to every museums success in the world today. There

    is a prominent fear amongst Boards of Trustees and

    executivemanagementteamsthatthecostofinvesting

    in emerging technologies (training, implementation,

    etc.)willnotberepaid.However,practicalandcreative

    applications such as distance learning courses, digital

    collections,apps,andmorehavetheprovenabilityto

    generate new audiences and potential new revenue

    streamsandthecostsoftrainingarefallingatthe

    sametimeasnew,easier-to-usedevicesbecomemore

    thenorm.

    5In many cases, museums may not have the

    necessary technical infrastructure in place torealize their vision for digital learning.IntheUnited

    Statesalonetherearecloseto17,000institutionsthat

    self-identify as museums; many of these institutions

    havefewstaandfewerresources.Whileitispractically

    impossiblenottorecognizethevalueofdigitallearning

    in todays connected world, the reality for museums

    is that the vast majority of institutions do not have

    the necessary technical infrastructure to successfullypursuegoalsfordigitallearning,andoftenhavelittle

    timetodedicatetoarticulating,muchlessrealizingtheir

    vision. Museums that do have resources may have to

    choosetoreallocatefundsfromnon-digitaleducation

    eorts inorder to implementthe necessary technical

    infrastructure.

    6Greater understanding is needed of therelationships, dierences, and synergies

    between technology intended to be used within

    the museum and public-facing technology such

    as websites, social media, and mobile apps. Too

    few in museum administration see the opportunities

    that virtual museum visitors might be bringing for

    fundraising, philanthropy, and specialized marketing.

    The dichotomy between the physical and virtualmuseumvisitorisblurringrapidly,andbothaudiences

    havehighexpectationswithregardtoonlineaccessto

    servicesandinformation.Still,thenotionthatmuseums

    mustprovidecomprehensiveinformationandservices

    online is a genuine challenge, especially for smaller

    museums. For larger institutions, however, providing

    such services has risen to an expectation from the

    visitingpublic.

    7Improving the ability to measure impact using

    new digital technologies is a largely unmet

    but critical need. Museums are good at traditional

    program evaluation, but determining the impact of

    newtechnologiesonknowledge,attitudes,andskillsis

    morechallenging,especiallywhenmuseumeducators

    areattemptingtomeasurethesuccessoftechnologies

    that may be as yet unfamiliar to them. At the same

    time,thereisalsoabitofthechickenandtheeggin

    understanding the rapidly changing technological

    environment. A balance must be struck between

    The NMC Horizon Report: 2011 Museum Edition6

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    tryingnew things, and the very prudent and sensible

    desire to invest in proven strategies. There must bedemonstrationprojectstoevaluate;insomecases,the

    datatoestablishecacyaresimplynotyetavailable,

    andothercriteria,suchasadesiretobersttomarket

    withanewidea,mustbeallowedroominthedecision

    framework.

    These trends and challenges are a reection of the

    impact of technology in almost every aspect of ourlives.Theyareindicativeofthechangingnatureofthe

    waywecommunicate,accessinformation,connectwith

    peersand colleagues,learn, andevensocialize. Taken

    togetherinthecontextoftheHorizonProjectresearch,

    they provided the advisory board a frame through

    which to consider the potential impacts of nearly 50

    emergingtechnologiesandrelatedpracticesthatwere

    analyzed and discussed for potential inclusion in thiseditionoftheHorizon Report.Sixofthosewerechosen

    askey;theyaresummarizedbelowanddetailedinthe

    mainbodyofthereport.

    Technologies to WatchThe six technologies featured in the NMC Horizon

    Report: 2011 Museum Edition are placed along three

    adoption horizons that indicate likely time framesfor their entrance into mainstream use for museum

    education and interpretation. The near-term horizon

    assumesthelikelihoodofentryintothemainstreamfor

    museumswithinthenexttwelvemonths;themid-term

    horizon, within two to three years; and the far-term,

    withinfourtoveyears.Itshouldbenotedattheoutset

    thattheNMCHorizon Reportisnotapredictivetool.Itis

    meant,rather,tohighlightemergingtechnologieswith

    considerablepotentialforourfocusareasofeducation

    andinterpretation.Eachofthesixisalreadythetarget

    ofworkatanumberofinnovativeorganizationsaround

    theworld,andtheprojectsweshowcasehererevealthe

    promiseofawiderimpact.

    Near-term Horizon

    On the near-term horizon that is, within the next

    12monthsaremobileappsandtablets.Thesetwo

    topicshavebecomepervasiveineverydaylife,atleast

    inthedevelopedworld,andmuseumaudienceshave

    ever-increasingexpectationsofbeingabletolearnon

    these devices whenever and wherever they may be.

    Thisyear,forthersttime,tabletshavebeenseparatedfrommobilesasadistinctcategory,preservingmobiles

    asacategoryfortypicalhand-helddevicesdesignedto

    makecalls.

    > Mobile Apps are the most relevant features of

    mobiles for museums rightnow. Mobiles appeared

    onthenear-termhorizonintheNMC Horizon Report:

    2010 Museum Edition, with an emphasis on always-connected Internet devices using 3G and similar

    cellularnetworks.Thisyear,thedrivinginterestisin

    apps particularly apps that take advantage of

    recentdevelopmentsinlocationawarenessandGPS.

    Museumsandgalleriesarenowabletodesignmobile

    experiencestailoredto thephysicallocationof their

    visitors.Theintroductionofneareldcommunication

    (NFC) capabilities to some new mobile devicesensuresthatthistechnologywillremaininteresting

    forsometime.

    > Tablets present new opportunities to enhance in-

    and out-of-gallery experiences in ways simply not

    possiblewithotherdevices.High-resolutionscreens

    allowusersoftabletssuchastheiPadtoeasilyshare

    content with each otherand pore over images and

    videosonthescreen.Aspeopletendtousetabletsto

    supplementandnotreplacesmartphones,tabletsare

    viewedaslessdisruptivetoolsnophoneringing,

    no incoming text messages, etc. which makes

    themidealtoolsforlearningopportunities.Docents,

    for example, are beginning to use tablets on small

    grouptoursinsteadofrelyingoninformationkiosks,

    andmuseumsareexperimentingwithiPadappsthat

    arechild-friendlyforfamilydays.

    Mid-term Horizon

    Thesecondadoptionhorizonissettwo tothreeyears

    out,wherewewillbegintoseewidespreadadoptions

    of two technologies that are growing in popularity

    within the museum community: augmented reality

    andelectronicpublishing.Museumeducatorsarguably

    havealwaysbeeninthebusinessofaugmentingreality,

    creating bridges between objects, ideas, and visitors,

    butaugmentedrealitytechnologiesarenowallowing

    this to happen more uidly and easily than ever.

    7ExecutiveSummary

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    Electronicpublishingallowsmuseumstosharecontent

    withtheirpatronswhilereachinganentirelydierentaudience. By establishing e-publishing workows,

    museumscaneasilyupdatetheire-booksandrelease

    dierentversionsofpublicationswithouthavingtogo

    throughthecostlyandarduousprintcycle.

    > Augmented Reality has become something

    anyonecanuse,thankstotheconvergenceofthree

    technologies GPS, video,andpatternrecognition and the application opportunities seem endless.

    Already on a path of convergence with mobile

    technology, augmented reality is not bound to the

    desktop,butisalsoaportabletoolfordiscovery-based

    learningthatcan enhancethe informationavailable

    topatronswhenvisitinggalleries,exploringoutdoor

    installations,orinteractingwithreal-worldobjects.

    > Electronic Publishing has fostered both new

    opportunitiesandnewchallengesformuseums.New

    digitalformatssuchasHTML5areenablingmuseums

    todisseminatedynamic,multimediacontentacross

    a wide variety of devices, alleviating the time

    and resources it takes to create multiple formats.

    Museums are increasingly expected to experiment

    withthesenewforms,andwiththesortsofpublishing

    workowsthatarepartofthecommercialpublishing

    world.

    Far-term Horizon

    Onthefar-termhorizon,setatfourtoveyearsaway

    from widespread adoption, are digital preservation

    and smart objects. For years, museum professionals

    havebeenexploringwaystoconservedigitalobjects

    anddocumentsthatareinperilofbecomingobsolete,

    due to rapidly changing technologies. While the

    theory of digital preservation is increasingly well

    established,thepracticeisslowintakingrootamong

    cultural heritage institutions. Smart objects the

    mechanismsbehindVintCerfsInternetofThingsarealreadywellestablishedin thecommercialsector

    andrangealongacontinuumfromQRcodesonthe

    simplest end to near eld communication (NFC) on

    themorecomplexend.Theentirespectrumhasclear

    applications for museums, and itis only a matter of

    timebeforetheInternetofThingsbeginstoinclude

    objects in museum collections. These technology

    topics do not yet have well documented projectexamples or museum-specic research,but the high

    levelofinterestfoundinbothareasindicatesthatthey

    areworthfollowingclosely.

    > Digital Preservation is not a new subject, but

    its systematic application in practice is. A good

    deal of research in the 1990s served to provide a

    solid theoretical basis for the eld, but museumprofessionals stillface majorchallenges in not only

    keeping up with technology as it evolves, but also

    in taking steps to future-proof digital objects,

    documents, and works of art. Over the next ve

    years,asmoreprofessionalsbecomebettereducated

    inthisareaofconservation,museumswillbeginto

    systematically incorporate preservation metadata

    when they digitize their collections, so that each

    piece of digital content is supported by important

    detailsthatwillfacilitateitslong-termpreservation.

    > Smart Objects are a category of small devices or

    methodsthatenablethreethings:rst,theyallowan

    objecttobeassignedauniqueidentier;second,they

    areabletoattachsmallbitsofinformation,suchasits

    age,shelf life, environmental data like temperature

    or humidity, and much more. Third, they are able

    to communicate the status of that information on

    demand, whether optically or via electromagnetic

    frequencies. Advancements in smart object

    technology are bringing very low cost sensors and

    proximity-basedcommunicationsintothespotlight.

    Asthesenewmicro-devicesbecomecommonplace,

    museums will be able to easily monitor conditions

    in the gallery, in storage, and in real time. Smart

    objecttechnologyisbecomingmoreintegratedwith

    mobilephones,andtheecommercepotentialofnear

    eldcommunicationwillallowvisitorstoseamlessly

    The NMC Horizon Report: 2011 Museum Edition8

    Digital preservation is not anew subject, but its systematicapplication in practice is.

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    make a purchase from the gift shop, and even have

    it shipped home with a click on their NFC-enabledmobiles.

    Each of these technologies is described in detail in the

    main body of the report, where a discussion of what

    the technology is and why it is relevant to museum

    education and interpretation may also be found. Given

    the practical focus of the report, a listing of examples of

    the technology in use, especially in museums, is a keycomponent of each of the six main topics. Our research

    indicates that all six of these technologies, taken

    together, will have a signicant impact on museums

    and other cultural institutions within the next ve years.

    The NMC Horizon ProjectSince March 2002, under the banner of the NMC

    Horizon Project, the New Media Consortium hasheld an ongoing series of conversations and dialogs

    with hundreds of technology professionals, campus

    technologists, faculty leaders from colleges and

    universities, museum professionals, teachers and other

    school professionals, and representatives of leading

    corporations from dozens of countries. In the ensuing

    years, these conversations have provided the insights

    on emerging technology that are published annually in

    the NMC Horizon Reportseries.

    In 2008, the NMC embarked on a new series of regional

    and sector-based companion editions of the NMC

    Horizon Report, with the dual goals of understanding

    how technology is being absorbed using a smaller lens,

    and also noting the contrasts between technology

    use in one area compared to another. This report,

    the NMC Horizon Report: 2011 Museum Edition, is the

    second in the series focusing on museum education

    and interpretation. To date, companion editions have

    been prepared that center on Australia and New

    Zealand, tertiary education in the UK, Iberoamerica,

    the K-12 sector, and small- to medium-sized businesses.

    The agship NMC Horizon Report, focused on higher

    education, is translated into multiple languages every

    year. Over all editions, the readership of the reports is

    estimated at more than one million worldwide, with

    readers in some 100 countries.

    Like the university-focused eort from which it

    emerged, the museum project used qualitative researchmethods to identify the technologies selected for

    inclusion in the report. The process began with a survey

    of the work of other organizations, a close examination

    of topics previously detailed in the NMCHorizon Report

    series, and a review of the literature with an eye toward

    spotting interesting emerging technologies.

    The 42 members of this years advisory board werepurposely chosen to represent a broad spectrum of the

    museum sector; key writers and thinkers from education,

    business and industry rounded out the group. They

    engaged in a comprehensive review and analysis

    of research, articles, papers, blogs, and interviews;

    discussed existing applications, and brainstormed

    new ones; and ultimately ranked the items on the list

    of candidate technologies for their potential relevanceto museum education and interpretation. This work

    took place entirely online and may be reviewed on the

    project wiki at museum.wiki.nmc.org.

    The eort to produce the NMC Horizon Report: 2011

    Museum Edition began in August 2011 and concluded

    when the report was released in November 2011, a

    period of just over four months. The six technologies

    and applications that emerged at the top of the nal

    rankings two per adoption horizon are detailed in

    the chapters that follow.

    Each of those chapters includes detailed descriptions,

    links to active demonstration projects, and a wide

    array of additional resources related to the six proled

    technologies. Those proles are the heart of the NMC

    Horizon Report: 2011 Museum Edition, and will fuel the

    work of the NMC Horizon Project throughout 2011-

    2012. For those wanting to know more about the

    processes used to generate the NMC Horizon Report

    series, many of which are ongoing and extend the work

    in the reports, we refer you to the reports nal section

    on the research methodology.

    9Executive Summary

    http://museum.wiki.nmc.org/http://museum.wiki.nmc.org/
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    obile phones distinct from new sorts

    of larger format mobile devices such astablets have as a category proven

    more interesting and more capable with

    each passing year. According to a report

    from mobile manufacturer Ericsson, by 2015 80% of

    people accessing the Internet worldwide will be doing

    so from a mobile device. At the 2011 Mobile World

    Congress, Google CEO Eric Schmidt noted that for

    every baby born that year, 30 Android phones would

    be activated. Mobiles are becoming better understood

    by museums; there has been a signicant amount

    of time spent nding creative ways to incorporate

    them both in the physical space and as a tool to help

    patrons stay connected to exhibits from a distance.

    As museums become more adept at developing and

    using mobile apps, their utility and pervasiveness is

    only due to increase. Current examples of mobile apps

    used in museums span functions from interpretation

    and education, to marketing and promotion, to

    specialized apps tied to specic exhibitions.

    OverviewOver 1.2 billion newphones are produced every year

    in what has proven to be an unprecedented ow

    of continuous enhancement and innovation in the

    capabilities of handheld devices. With each passing

    year, mobiles have become more convenient, more

    powerful, and more useful; their communication

    capabilities include the Internet, multimedia, games,

    sensor and motion technologies, and location

    awareness. An outgrowth of this explosion of new

    devices is that museum visitors expect to be able to

    usethemanywhereincludingthepublicspacesand

    galleries at museums. Indeed, practically every visitor

    who walksinto amuseum orgallerytoday iscarrying

    asmartphone.

    The new classes of mobiles are increasingly always-

    connecteddevicesthatmakeaccessingwebresourceson the Internet as simple as sending a text message,

    and it was their ability to seamlessly connect via 3G

    andsimilarcellularnetworksthatplacedthemonthe

    near-term horizon in lastyears report.This year, they

    reappearbecausetheircapabilitiesarebeingexpanded

    ingeometrictermsthroughtheproliferationofmobile

    applicationsappsthatextendthecapabilityand

    utilityofmobilesinaseeminglyinnitevariety.

    Distinct from tablets such as the iPad and Samsung

    Galaxy,mobilesareinmanywaysamaturetechnology,

    but they keep evolving and converging with other

    devices. Museum professionals have long explored

    creative applications of mobiles, at times lamenting

    therelativelysmallscreens,butrecognizingthathigher

    resolution displays have alleviated much of the early

    concerns related to screen size. With the advent of

    apps, there has been a burst of truly creative energy

    as museums use mobiles to extend the museum

    experience to locations both within and beyond the

    gallery. The ease with which a developer can access

    toolslikevideo,locationsensing,motionawareness,and

    moreisgeneratingawidevarietyofmuseum-specic

    applicationsthatareverydierentthanthetraditional

    audio tour. One of the earliest of these, Streets of

    London,alloweduserstotakeavideoofalocationand

    seehistorical facts, photos, and more overlaid on the

    screenatlocationsalloverthecity.

    Newappsareusinglocationawarenesstoreachoutto

    patronswhomaybenearbythemuseum,atacoee

    shop or other location, to let them know about new

    exhibits or other timely news. A new collaboration

    between Google and the Getty museums uses the

    photographic and search capabilities of mobiles to

    provideusersasimplewaytoaccessandsavedetailed

    The NMC Horizon Report: 2011 Museum Edition10

    MobileAppsTime-to-Adoption Horizon: One Year or Less

    M

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    Apps that utilize location awareness help personalize

    theexperiencefortheuser,providinginsightandnewinformation around every corner. The Powerhouse

    Museumrecentlylaunchedaprojecttobuildanindoor

    mobileappwithlocation-basedtracking(go.nmc.org/

    xdeke) thatwill deliver customizedcontentto visitors

    based on their location, as well as providing spatial

    analyticsto themuseumfor consideration whenthey

    plantheirnextexhibits.

    Though many museums now have several years of

    experiencewithmobilesbehindthem,thetechnology

    continues to evolve rapidly. Most museums are still

    experimentingwithwaystoutilizemobileapps,evenas

    otherindustrieshavefoundmyriadwaystodoso. The

    emergenceofawidevarietyofapps,alongwithsome

    notably creative initial experiences, have opened the

    thinking in many museums to the potential of the

    device for other sorts of experiences beyond simply

    accessing deeper information about an exhibition or

    object. Museums need strategies for mobile content,

    just as they have strategies in place for use of the

    galleries, programming, marketing, and web content.

    Intheshortterm,museumsmaystruggletondgood

    developersconversantinthepotentialofmobiles,but

    one thing is clear: the more robust mobile devices

    andappsbecome,themoreimportanttheywillbefor

    museums.

    A sampling of mobile applications includes the

    following:

    > Education and Interpretation. Mobile games

    are increasingly seen as an engaging way to foster

    learningexperiencesoutsidethemuseumthatrelate

    to current exhibits or collections therein. The rst

    11Time-to-AdoptionHorizon:OneYearorLess

    background information by taking a photo of a

    painting,sculpture,orotherartwork.Similarly,theappcantranslatewalllabelsfromaphotoaswell.Theapp,

    GoogleGoggles,isfree,andcurrentlyincludesmore

    than350piecesofart.

    Relevance for Museum Education andInterpretationConversations surrounding mobiles and the utility

    of smartphones for museums are often less aboutthe devices themselves and more about the variety

    of content and services that they deliver. The range

    of technologies converging in mobile devices is very

    broad, as is the variety of ways they can be applied:

    GPS and compasses allow sophisticated location and

    positioning;accelerometersandmotionsensorsenable

    completelynewformsofcontrolandinteraction;digital

    captureandeditingbringrichtoolsforhigh-resolution

    video,audio,andimagecaptureandevenediting.More

    andmore,mobileappsmakeuseofallthistechnology,

    and the apps that museums are creating are no

    exception.

    Overthepastcoupleofyears,museumshaveprimarily

    seenmobileappsasservingoneoftwopurposes:to

    providesupplementalinformationaboutanexhibitor

    the museum itself; or as a mobile guide through the

    collectionorgalleryspace.Bothserveasextensionsof

    thephysicalspace;creatingopportunitiesforpeopleto

    becomepatronsnomatterwheretheymaybe.Muse

    du Louvres free iPhoneapp isa good example of an

    appthatcontainsextremelydetailedinformationabout

    manyoftheirexhibits,andincludesrobustimages( go.

    nmc.org/gddts). Not only is it informative, but it also

    serves as compelling promotion for people to visit.

    London National Gallerys app (go.nmc.org/vnzvd)

    allows users to browse by artistic themes, including

    lightandvanity,andcontains250videoandaudioclips.

    Museumsarejustbeginningtoexplorewaystoweavein

    moreinteractiveandsocialfeatures,likeallowingusers

    torecommendspeciccollectionsorworksofarttotheir

    friends.Whilemuchemphasishasbeenplacedonapps

    that expand the experience outside of the museum,

    there has also been considerable thought on how to

    use them in-gallery, especially in science museums.

    As museums become more adept

    at developing and using mobile apps,their utility and pervasiveness isonly due to increase.

    http://go.nmc.org/xdekehttp://go.nmc.org/xdekehttp://go.nmc.org/gddtshttp://go.nmc.org/gddtshttp://go.nmc.org/vnzvdhttp://go.nmc.org/vnzvdhttp://go.nmc.org/gddtshttp://go.nmc.org/gddtshttp://go.nmc.org/xdekehttp://go.nmc.org/xdeke
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    The NMC Horizon Report: 2011 Museum Edition12

    foraysintothishavetypicallyusedScavengr,which

    is a tool for developing quests or alternate realitygames,toextendthemuseumbeyonditswalls.

    > Exhibits and Collections. Museums are exploring

    howmobilescanbeusedtoestablishandrecognize

    the identity of visitors and provide location-based

    services that anticipate the wants and needs of

    visitors,suchas allowing themaccess to additional

    content, or even simple tasks such as making

    paymentsorndingtheirwaytoanexhibit.

    > Marketing and Communications. Multimedia

    mobileappshavebecomeanincreasinglyusefultactic

    to promote a new collection or wing of a museum.

    They oer a more interactivepeek at whats new to

    driveinterestincurrentandprospectivepatrons,and

    ultimately, more trac to their physical spaces. The

    Explorer app by the American Museum of Natural

    History,forexample,iscomprisedofallthemuseums

    collections and provides users with recommended

    tours.

    Mobile Apps in PracticeThefollowinglinksprovideexamplesofmobileappsin

    useinmuseumsettings.

    Balboa Parks Mobile Apps

    go.nmc.org/zievx

    Balboa Parks collection of mobile apps contains

    everything from turn-by-turn directions to immersive

    adventure games. Using location awareness, the

    BalboaParkontheMeridianappguidesuserstoother

    similarculturaldestinationsaroundtheU.S.

    Explore 9/11

    go.nmc.org/ehhkfThis app from the National September 11th Memorial

    andMuseumisamobileguidetounderstanding9/11

    through the eyes ofthosewho witnessedit.The app

    featuresasevenstopwalkingtouroftheareaaround

    the World Trade Center, accompanied by audio and

    photonarration.

    Mobile Guide

    go.nmc.org/lcqme

    Aided by the IMLS Museums for America grant, The

    Nelson-Atkins Museum of Art created a mobile-

    optimized website that allows users to more easily

    browsecollectionsandotherpertinentinformationon

    theirsmartphones.

    MuseumMobile

    go.nmc.org/efgzf

    An outgrowthofTateModerns Handheld Conference

    Wiki, The MuseumMobile Wiki is a free, public space

    for museumprofessionals to share bestpractices and

    newideasontheuseofmobiles.Italsoincludeshelpful

    MobileInterpretation&Strategyworksheets.

    A Picture Worth a Thousand Links

    go.nmc.org/urtlu

    GoogleGoggleshaspartneredwiththeGettyMuseums

    toenablevisitorstosnappicturesofpaintingsontheir

    smartphones to access insightful information on the

    work of art. This new tool is intended to supplement

    audioguides.

    For Further ReadingThefollowingarticlesandresourcesarerecommended

    forthosewhowishtolearnmoreaboutmobiles.

    Mobile for Museums

    go.nmc.org/tnltm

    (Sharon Leon, George Mason University, 2010.) The

    directorofpublicprojectsattheCenterforHistoryand

    NewMediaassessesthecurrentstateofthemobilefor

    museums eld. The articlealso makesresearch-based

    suggestions for museum professionals considering

    mobileintegration.

    With the advent o apps, there hasbeen a burst o truly creative energyas museums use mobiles to extendthe museum experience to locations

    both within and beyond the gallery.

    http://go.nmc.org/zievxhttp://go.nmc.org/ehhkfhttp://go.nmc.org/lcqmehttp://go.nmc.org/efgzfhttp://go.nmc.org/urtluhttp://go.nmc.org/tnltmhttp://go.nmc.org/tnltmhttp://go.nmc.org/urtluhttp://go.nmc.org/efgzfhttp://go.nmc.org/lcqmehttp://go.nmc.org/ehhkfhttp://go.nmc.org/zievx
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    13Time-to-AdoptionHorizon:OneYearorLess

    Mobile Media for Cultural and Historical Heritage,

    Guidelines and Pilot Projectsgo.nmc.org/jokod

    (JasperVisser,TheMuseumoftheFuture,2May2010.)

    Thisblog post describes some guidelines formuseum

    statoconsiderwhenplanningamobileproject.The

    guidelines emerged from a brainstorming meeting

    oftheEuropeanstafromDutchDigitalHeritage,the

    Dutch Museum Association, the Stedelijk Museum

    (Denmark)andtheBeeldenGeluid.

    Monterey Bay Aquariums Integrated Mobile

    Strategy

    go.nmc.org/olpit

    (Beth Kanter, Beths Blog, 26 January 2011.) Beth

    Kanters interview of the Senior Manager of Online

    Communications at the Monterey Bay Aquarium.The

    aquariumworkedcloselywithfoodservicecompanies

    andrestaurateurstodevelopaniPhoneapppromoting

    sustainableseafood.

    Multimedia Tour Guides on Your Smartphone

    go.nmc.org/wpkee

    (Sam Grobart, The New York Times, 16 March 2011.)

    Thisarticlediscussesthesuccessfultransitionsofsome

    museums from kiosks to multimedia tours optimized

    for smartphones for visitors who are seeking more

    informationoncollections.

    The Museum Is Mobile: Cross-Platform Content

    Design for Audiences on the Go

    go.nmc.org/edekv

    (NancyProctor,Museums and the Web 2010: Proceedings.

    Toronto: Archives & Museum Informatics, 31 March

    2010.)Thispaper,presentedatMuseumsandtheWeb

    2010, takes an in-depth look at how museums can

    designmobileprojectsfortheirinstitutions.

    Smartphones and Apps Research Findings

    go.nmc.org/anyeh

    (Lynda Kelly, AustralianMuseum.net, 12 August 2011.)

    The Australian Museum conducted research on their

    visitors use of smartphones and apps to gain insight

    intothedemographicsofpeoplewhoareusingmobiles

    andhowtheyarebeingused.Oneinterestingnding

    waspeoplesdierentdenitionsofasmartphone.

    Museums are just beginning toexplore ways to weave in moreinteractive and social eatures,like allowing users to recommend

    specifc collections or works o artto their riends.

    http://go.nmc.org/jokodhttp://go.nmc.org/olpithttp://go.nmc.org/wpkeehttp://go.nmc.org/edekvhttp://go.nmc.org/anyehhttp://go.nmc.org/anyehhttp://go.nmc.org/edekvhttp://go.nmc.org/wpkeehttp://go.nmc.org/olpithttp://go.nmc.org/jokod
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    n the past year, advances in tablet computers

    have captured the imagination of educators and

    museum professionals around the world. Led by

    the incredible success of the iPad, which in 2011

    was selling at the rate of more than 3 million units

    a month, other similar devices such as the Samsung

    Galaxy and Sonys Tablet S also have begun to enter this

    rapidly growing new market. In the process, tablets (a

    form that is distinct from tablet PCs) have come to be

    viewed as not just a new category of mobile devices,

    but indeed a new technology in their own right, one

    that blends features of laptops, smartphones, and

    earlier tablet computers with always-connected

    Internet, and thousands of apps with which to

    personalize the experience. As these new devices have

    become more used and understood, it is clear that

    they are independent and distinct from other mobile

    devices such as smartphones, eReaders, or tablet PCs.

    With signicantly larger screens and richer gestured-

    based interfaces than their smartphone predecessors,

    they are ideal tools for sharing content, videos, images

    and presentations because they are easy for anyone

    to use, visually compelling, and highly portable.

    OverviewLedbythecategory-deningphenomenonthatisthe

    Apple iPad, tablets have earned their own emerging

    niche, completelydistinct frommobiles. Accordingto

    arecentstudyfromcomScore,theiPadnowaccounts

    for97%ofalltablet-basedwebtracintheU.S.and

    46.8%ofallmobilewebtrac.Similarstatisticsshow

    tablets are increasingly the device of choice not just

    for web browsing, but also social networking and

    news. Competing models, including Motorolas Xoom

    and Samsungs Galaxy Tab have not yet enjoyed the

    success of the iPad, but together, these companies

    havesolidiedtabletsasthenewfamilyofdevicesto

    watch.Immenselyportable,tabletsarewellpositioned

    toreplacemagazinesinprint,andiOS5evenincludes

    a newsstand that allows quick and easy access to

    newspapersandmagazinesandnewsubscriptions

    withameretouch.Tabletsservease-readers,photoand

    videorepositories,webbrowsers,andgameplatforms

    withinstantaccesstothousandsofappsallinaslim,

    lightweight,portablepackagethateasilytsinapurse

    orbriefcase.

    Screentechnologyhasadvancedtothepointthattablets

    areexceptionally eectiveat displayingvisualcontent

    such as photographs and video; similar advances in

    gesture-based computing have moved tablets far

    beyondthepointandclickcapabilitiesoftouchscreens,

    and tablets are engagingly intuitive devices to use.

    These combinationsoffeaturesare especially enticing

    tomuseums,andagrowingnumberofinstitutionsare

    experimentingwithtablet-basedideas.

    San Francisco Museum of Modern Arts Rooftop

    Gardenapp(go.nmc.org/nnfqu),forexample,provides

    360-degree views of the garden, commentary about

    the sculptures, plandrawings, remarks fromSFMOMA

    DirectorNealBenezraonthenishedspace,andmuch

    more the app even lets users tweet about their

    experienceastheyarehavingit.Thesetypesofsocial

    media enhanced experiences allow users to share

    their thoughts on the experience they are having,

    and generate word of mouth for the museum at the

    sametime.Theportabilityandrichfeaturesettablets

    bringoersmuseumsafreshnewwaytothinkabout

    supplementingphysicalexhibits.

    Relevance for Museum Education andInterpretationWhilemuchoftheemphasiswithmobilesiscurrently

    on creating opportunities for patrons outside of the

    physicalspace,theappealoftabletsistheirpotential

    The NMC Horizon Report: 2011 Museum Edition14

    TabletComputingTime-to-Adoption Horizon: One Year or Less

    I

    http://go.nmc.org/nnfquhttp://go.nmc.org/nnfqu
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    toenhancein-galleryexperiences.Tabletsaredesigned

    tobeeasilypassedaround,andtheirlargerscreensizes

    lend themselves as excellent tools for small-group

    experiences. Whenusers viewcontent on tablets, the

    technology tends to disappear and what remains is

    clear,high-resolutionedge-to-edgeimagery.

    Tablets are excellent for docent tours in particular

    andtheyarechild-friendly.Built-ingeolocationcanhelp

    visitors with waynding and provide proximity-based

    linkstocontent;largedisplayareasandapplicationsmake

    thedevicesidealforaddressingissuesofaccessibility;

    and, with an evolving set of features developed with

    each new release of the devices and their operating

    systems,thelistofpotentialbenetscontinuestogrow

    steadily.The devices provide a comparativelyelegant,

    smallwaytodelivervideopreciselywhereitisneeded,

    and can easily hold a considerable library of content.

    Therangeofinterpretivepossibilitiesfortheserelatively

    inexpensive, dependable, easy-to-use multimedia

    deliverydevicesisonlybeginningtobeexplored,but

    thepotentialiseasytosee.

    Addingtotheirinterpretivepromise,theeasilyportable

    tabletscansupportindividualexhibitsandthemuseum

    asawholeatonce.Thedesignandinstallationindustry

    hasbeenquickothemarktorecognizethepotential

    formuseums,andtherearealreadydozensofdierent

    commercial mounts available for installing these

    devicesinmuseums,suchastheiPadKioskMount(go.

    nmc.org/rzqmj).

    MuseumsarecurrentlyinvestigatingwaystoutilizeiPads

    to create productsthat supplement their exhibitsand

    makethemfeelmorepersonal.TheSouthwestSchoolof

    Artiscreatingamobilepodcastingstudiowiththehelp

    ofaniPadandaniPadcameraadapterkit.Thepodcasts

    will include conversations with the artists behind the

    exhibits and provide viewers with a more intimate

    perspectiveoftheirwork.TheSidRichardsonMuseum

    isalsotakingadvantageoftheusefulnessof tabletsby

    creatingiPadvideosthatserveastourguidesforselect

    paintings.Visitorscaneasilycarrythehand-helddevice

    withthemastheymovethroughthespacetolearnnew

    informationabouttheartworkinfrontofthem.

    A sampling of tablet computingapplications includes

    thefollowing:

    > Education and Interpretation. Tablets present

    museums with new avenues for interpretive and

    educational media that take advantage of their

    large screens and gesture-based interfaces. The

    AmericanMuseumofNaturalHistorysDinosaurapp,

    forexample,usesthehigh-resolutioncapabilitiesof

    theiPadtosharesomeofitsextensivecollectionof

    dinosaurfossilsandrenderingsofprehistorictimes.

    > Exhibitions and Collections.Anumberofmuseums

    are experimenting with the use of iPads and other

    tabletsasin-galleryresourcesthateitherextendthe

    exhibitoraddwaysforvisitorstoexploretheconcepts

    ondisplayinmoredepth.TheNewWalkMuseum&

    ArtGalleryinLeicester,England,forexample,isusing

    iPadstoprovidevisitorstoanexhibitionofworksby

    Gerhard Richter with visual interpretations by four

    digitalartists.

    > Marketing and Communications.Appsthathighlight

    aspectsofmuseumscollectionsorupcomingexhibitions

    areincreasinglybeingseenasawaytogenerateinterest

    andvisits.TheMuseumofModernArt,forexample,

    hascreatedanappthatallowsuserstondoutabout

    currentandupcomingexhibitions,lmschedules,and

    program dates, plan a tour, or browse or search the

    thousandsofartworksinthecollection.

    15Time-to-AdoptionHorizon:OneYearorLess

    Screen technology has advanced

    to the point that tablets areexceptionally eective at displayingvisual content such as photographsand video.

    http://go.nmc.org/rzqmjhttp://go.nmc.org/rzqmjhttp://go.nmc.org/rzqmjhttp://go.nmc.org/rzqmj
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    Tablet Computing in PracticeThe following links provide examples of tablet

    computinginuseinmuseumsettings.

    Drawing the Buddha

    go.nmc.org/mylbq

    As part of their Family Day series, the San Antonio

    Museum of Art designed a set of hands-on activities

    aroundtheiPadwhereparticipantsusedadrawingapp

    tocreatetheirperceptionsofBuddha.Participantsare

    then able toprint out these drawings and take them

    home.

    Go Figure

    go.nmc.org/fmjgj

    The University of Chicagos Smart Museum of Arts

    exhibit, Go Figure, incorporates several wall-mounted

    tabletsthatarepre-loadedwithcuratorialvideosthat

    featuretalksfromtheartists,enablingpatronstogeta

    morepersonalsenseofthepeoplebehindtheobjects.

    Me Draw on iPad

    go.nmc.org/omefg

    This exhibit at the Louisiana Museum of Modern Art

    features complex drawings created by artist David

    HockneyonhisiPad.Theinstallationshowcasesslides

    ofhisworkacross20iPads.Inmanyofthepieces,he

    uses only his ngers to create full-color images with

    layeredbrushstrokes.

    Tour Arctic Museum Exhibition with Student-

    Designed iPad App

    go.nmc.org/mksmx

    DesignedbytwostudentsfromBowdoinUniversity,ThePeary-MacMillanArctic Museums interactive iPad tour

    istargetedatchildrentoteachthemaboutanimalsin

    theArcticthroughgamesandquizzes.

    WaterWorx

    go.nmc.org/whnwm

    The Powerhouse Museums WaterWorx in-gallery

    interactive allows visitors to learn about managing

    urbanwatersystemsthroughagamethatisspecially

    designedfor the iPad. Usersare able tocontrol water

    managementtasksthroughthetouchscreen.

    Wikipop iPads

    go.nmc.org/vmwhw

    During Brooklyn Museums Wikipop project, they

    installed several iPads both inside and outside the

    gallerytodeterminewhereandhowvisitorspreferred

    tousethem.Theyfoundthatmanypatronsusingthe

    iPadsdidsoforlengthyperiodsoftime.

    For Further ReadingThefollowingarticlesandresourcesarerecommended

    for those who wish to learn more about tablet

    computing.

    The Avatar and the iPad

    go.nmc.org/dpijm

    (Jennifer Bantz, Brooklyn Museum, 6 July 2011.) This

    post is a behind-the-scenes look at the preparation

    andanalysisstagesforaBrooklynMuseumexhibitthat

    includesiPadkiosks.UsingtheiPads,visitorscanchoose

    andconnectwithavatarsthatbecometheiridentiers

    astheyexploretheexhibit.

    Educators Evaluate Learning Benets of iPad

    go.nmc.org/whlnr

    (IanQuillen, Education Week,15June2011.)Thisarticle

    discussestheuseofiPadsaslearningtools,anddelves

    into the ongoing discourse about whether they are

    more viable for one-to-one solutions or as part of a

    groupofshareddevices.

    Find Out How an iPad Might Get People Back into

    Museums

    go.nmc.org/znvvi

    (Douglas Britt, Houston Chronicle, 23 May 2011.)

    ThroughexploringseveralsuccessfuliPadprojects,thisarticlebuildsthecasethatthisblockbustertabletwill

    helpcreatemoreengagementamongmuseumpatrons

    andevenenticenewones.

    The NMC Horizon Report: 2011 Museum Edition16

    The portability and rich eatureset tablets bring oers museums

    a resh new way to think aboutsupplementing physical exhibits.

    http://go.nmc.org/mylbqhttp://go.nmc.org/fmjgjhttp://go.nmc.org/omefghttp://go.nmc.org/mksmxhttp://go.nmc.org/whnwmhttp://go.nmc.org/vmwhwhttp://go.nmc.org/dpijmhttp://go.nmc.org/whlnrhttp://go.nmc.org/znvvihttp://go.nmc.org/znvvihttp://go.nmc.org/whlnrhttp://go.nmc.org/dpijmhttp://go.nmc.org/vmwhwhttp://go.nmc.org/whnwmhttp://go.nmc.org/mksmxhttp://go.nmc.org/omefghttp://go.nmc.org/fmjgjhttp://go.nmc.org/mylbq
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    Using the iPad in Museum Work

    go.nmc.org/lyuxv

    (MarkWilson,WoosterGeologists,8August2011.)This

    articleexplores the benets of museum professionals

    using iPad camera apps and features to capture

    photographsofverysmallspecimens.Theauthoralso

    discusses various reading and writing programs for

    scienticpapers.

    Using the iPad with Group Tours

    go.nmc.org/tnjkv

    (ScottSayre,MIDEA,3May2011.)Onemuseumscholar

    sharescreativeideasandbestpracticeson integrating

    the iPad into docent tours. One of his best practice

    recommendations includes limiting the group size to

    10-12people.

    What Can the iPad do for Museums?

    go.nmc.org/zlzlq

    (ScottBillings,MuseumNext,4January2011.)Thisarticle

    exploreshowmuseumsandgalleriescanexploitiPad

    technologyto create moreinteractive experiences for

    patrons,bothinsideandoutsideofthephysicalspace.

    17Time-to-AdoptionHorizon:OneYearorLess

    When users view content on tablets,the technology tends to disappear

    and what remains is clear, high-resolution edge-to-edge imagery.

    Th NMC H i R 2011 M Edi i18

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    ugmented reality (AR), a capability that has

    been around for decades, is shifting from

    what was once seen as a gimmick to a tool

    with tremendous potential. The layering of

    information over 3D space produces a new

    experience of the world, sometimes referred to as

    blended reality, and is fueling the broader migration

    of computing from the desktop to the mobile device,

    bringing with it new expectations regarding access

    to information and new opportunities for learning.

    While the most prevalent uses of augmented reality so

    far have been in the consumer sector (for marketing,

    social engagement, amusement, or location-based

    information), new uses seem to emerge almost daily, as

    tools for creating new applications become even easier

    to use. Specically in the museum sector, AR provides

    patrons the opportunity to see how something is being

    done instead of listening to a docents explanation. As

    AR technologies and platforms become more readily

    available and aordable, museums will see the use

    of augmented reality and 3D technologies increase

    dramatically. Museums will need to consider how the

    level of immersion oered to patrons can be balanced

    against the desire of many visitors to have a quieter

    experience.

    Overview

    The concept of blending or augmenting what

    we see in the real world with related information,

    data, media, and even live action is a powerful one.

    Augmentedrealityaimstodojustthatasameansto

    enhance the information we can perceive with our

    senses. The rst modern application of augmented

    reality was when a cinematographer developed a

    simulatorintheearly1960sthatincorporatedvisuals,smells,andvibrations.Bythe1990s,augmentedreality

    wasbeingputtousebyanumberofmajorcompanies

    for visualization, training, and other purposes. Now,

    the technologies that make AR possible are powerful

    and compact enough to deliver augmented reality

    experiencestopersonalcomputersandevenmobile

    devices. Early mobile applications began to appear

    in2008,and now many AR applications and toolsfor

    mobilesareonthemarket.

    Augmented reality applications can either be marker-

    based, which means that the camera must perceive

    a specic visual cue in order for the software to call

    up the correct information, or markerless. Markerless

    applicationsusepositionaldata,suchasamobilesGPS

    andcompass,orimagerecognition,whereinputtothe

    cameraiscomparedagainstalibraryofimagestonda

    match.Markerlessapplicationshavewiderapplicability

    since they function anywhere without the need for

    speciallabelingorsupplementalreferencepoints.Layar

    (go.nmc.org/rfomi) has been a leader in this space

    with augmented reality applications for the Android

    and iPhone platforms. Layar Vision is a markerless

    application of AR that makes iteasy to develop apps

    that can recognize real world objects and overlay

    informationontopofthem.

    In the commercial and entertainment sectors,

    augmentedrealityhasbeenusedsoeectively,itisoften

    notevennoticedbythecasualobserver.Forexample,the oating yellow line that appears in telecasts of

    American football games is an AR application that

    represents where a team must drive to reach arst

    down.Gameswerequicktointegratethe technology,

    andearlyexamplessuchasHaloandRainbow Sixmade

    the presentation ofheads up datacommonplace. In

    bothoftheseexamples,theaddedinformationisseen

    bymostobserversassimplypartoftheexperience.

    Today,advancementsbothinARtechnologyandmobile

    capabilities are increasingly driving this technology

    The NMC Horizon Report: 2011 Museum Edition18

    AugmentedRealityTime-to-Adoption Horizon: Two to Three Years

    A

    19Time to Adoption Horizon Two to Three Years

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    into the handheld space. The cameras and screens in

    smartphones, tablets and other mobile devices now

    serve as uniquely convenient tools to combine real

    worlddatawithvirtualdata.Sensor-basedARusesGPS

    capability, image recognition, and the devices built-

    incompassestopinpointwhereamobiledeviceison

    theplanetandwhereitscameraispointing,andthen

    usesthatinformationtooverlayrelevantfacts,data,or

    visualsatappropriatepointsonthescreen.

    Augmentedrealityappearedinthemid-termhorizonin

    theNMC Horizon Report: 2010 Museum Edition primarily

    foritsconvergencewithmobiles,andremainstherefor

    2011.Whiletheuseofaugmentedrealityisincreasingly

    common in childrens and science museums where

    interacting with exhibits is an expected part of the

    visitorexperience,ithasbeenslowertondapplications

    in art and historical museums where the objects on

    display are often fragile or very rare. Nonetheless, an

    applicationthatisndingincreasingtractionistheuse

    of augmented reality to extend the museum and its

    missionbeyonditsphysicalsetting.

    Oneoftherstsuccessstoriesofthistypeofaugmented

    reality app was Museum of LondonsStreetmuseum,

    (go.nmc.org/pwpkr) which encourages users to learn

    London history simply by pointing their mobiles at

    historicalbuildingsandsites;thevideofeedfromthe

    cameraisoverlaidwithnotabletidbitsandevenarchival

    photosthatilluminatethehistoryofthecity.TheHull

    History Viewer for Android phones (go.nmc.org/zdnq)

    usesasimilarapproachtodisplayartistrenderingsof

    KingstonUponHullasitappearedbeforeitwaslargely

    destroyedintheBlitzcampaignofWorldWarII.

    Themostcommon usesofaugmentedreality currently

    are in entertainment and marketing, but museums are

    quicklyfollowingasthetechnologymaturesandbecomes

    even more simplied.The broad appeal of augmented

    realityresideswithinitsdiverseapplicationstheability

    to incorporate the technology into games, activities,

    presentations,movies,andeveninvestigativetools.

    Relevance for Museum Education andInterpretationAugmentedrealityisatechnologyperfectlysuitedfor

    oneofthekeyfunctionsofmuseums:interpretation. As

    AR technologies and platforms become more readily

    availableandaordable,historyandsciencemuseums

    are quickly nding uses for augmented reality both

    inside and outside the exhibit oor that incorporate

    additional detail and information right into the

    experience. Art museums have been slower to adopt

    augmentedreality,astheygrapplewithbalancingthe

    levelofimmersionoeredtomuseumvisitorsthrough

    AR technologies against the needs ofwhatRob Stein

    oftheIndianapolisMuseumofArthasdescribedasthe

    solace-seekingvisitorwhodesiresaquietexperience

    with art, but early experiments show tremendous

    promiseformuseumandarteducation.

    One of the easiest ways to visualize the potential of

    augmented reality istheeasewithwhich itcanmake

    invisiblethingsvisible,suchastheX-raypicturesorthe

    preparatorydrawingsofacenturies-oldpainting,orto

    restorethingstoapreviousstate,suchasillustratingthe

    waytheBerlinWallappearedbeforeitwastorndown,

    in situ. Using simple o-the-shelf tools, museums are

    easily able to provide straightforward, yet engagingvisuals and facts that are layered over objects or

    physicalsettingswhenviewedthroughtheirphonesor

    tablets.Providingvisitorslayeredinformationaboutan

    objectorexhibitionisasimple,non-invasiveapproach

    togivingusersadeeperexperience.

    A groundbreaking project by the City of Philadelphia

    Department of Public Records has used sensor-basedaugmentedrealityasawaytoshowcasesome93,000

    historicphotographsfromthecitysarchives.Working

    with geographic services company, Azavea, they

    19Time-to-AdoptionHorizon:TwotoThreeYears

    Providing visitors layeredinormation about an object orexhibition is a simple,non-invasive approach to givingusers a deeper experience.

    The NMC Horizon Report: 2011 Museum Edition20

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    mappedtheentirePhillyHistorycollectionusingsensor-

    based augmented reality. Not only did they create a

    richly detailed resource available to anyone with an

    AndroidoriOS-baseddevice,buttheyalsocapturedthe

    entiredevelopmentprocessinawhitepaper.(Seethe

    ForFurtherReadingsectionbelow.)

    ARalsohasthepotentialtoimpactmuseumresearch

    and scholarshipas researchers and students beginto

    explorethistechnologyasasimpleandeectiveway

    toputcomplexdataintocontext.Inmanyways,ARcan

    be seen as an intuitive doorway through which data

    can be easily attached toreal world objects, settings,

    and processes that facilitates a deeper meaning and

    understanding of what is being seen. Adding to the

    experience, most of the current tools do this in ways

    thattheusercancontrolandmanipulateinrealtime.

    A sampling of applications of augmented reality

    includesthefollowing:

    > Education and Interpretation. Augmented reality

    oers visitors the ability to call up structural, x-ray,

    or other scientic information related to an object

    ondemand,whilehavingalmostnoimpactonthe

    physicalspace.

    > Exhibitions and Collections. Within a culture in

    which visitors can rarely touch the objects in thecollections, augmented reality has strong potential

    to provide a form of interaction with objects that

    otherwisewouldnotbepossible.

    > Marketing and Communications. Coupled with

    location-based services, augmented reality is an

    important tool in taking a museums collections

    and content beyond the institutions walls. AR is

    progressivelybeingusedasamarketingstrategyto

    immerseaprospectivevisitorinanexhibitfromtheir

    computer or mobile to pique their interest in the

    physicalcollection.

    Augmented Reality in PracticeThe following links provide examples of augmented

    realityinuseinmuseumsandothersettings.

    Browsing the Powerhouse Museum Around Sydney

    go.nmc.org/xjety

    ThePowerhouseMuseumhasdevelopedanaugmented

    realityapplicationthatcapturesthehistoryofSydney,

    Australia, by allowing visitors to use their mobile

    phonestosnappicturesandseethecityasitappeared

    onehundredyearsago.

    Chicago Museum of Science and Industry

    go.nmc.org/tcvdd

    Anaugmentedrealitymusicalgame,featuredintheChicago

    Museum of Science and Industrys permanent exhibition

    YOU! The Experience,turnsa2Dcardintoavirtualkeyboard.

    Theuserrepeatsthreeroundsofincreasinglydicultnote

    sequences. Afterward,thecardcallsupavisualizationofthe

    brain,showingitsactivityduringthegame.

    CultureClic

    go.nmc.org/uxiqm

    CultureClic is a free iPhone augmented reality

    application that allows visitors to explore more than

    500 paintings, photographs, and engravings in Paris,Bordeaux,Lyon,andMarseilleswhilestandinginthe

    locationdepictedintheartwork.

    A Future for the Past (Video)

    go.nmc.org/dcmiz

    In 2009, the Allard Pierson Museum in Amsterdam

    presented an exhibition entitledA Future for the Past

    which included two prototype augmented realityapplications:AvirtualreconstructionofSatricum,and

    an annotated landscape on an 1855 photograph of

    ForumRomanum.Thisvideodescribestheexhibition.

    The NMC Horizon Report: 2011 Museum Edition20

    AR can be seen as an intuitivedoorway through which data canbe easily attached to real world

    objects, settings, and processes thatacilitates a deeper meaning andunderstanding o what is being seen.

    21Time-to-Adoption Horizon: Two to Three Years

    http://go.nmc.org/xjetyhttp://go.nmc.org/tcvddhttp://go.nmc.org/tcvddhttp://go.nmc.org/uxiqmhttp://go.nmc.org/dcmizhttp://go.nmc.org/dcmizhttp://go.nmc.org/uxiqmhttp://go.nmc.org/tcvddhttp://go.nmc.org/xjety
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    Getty Museum: Augmented Reality of the Augsburg

    Display Cabinet

    go.nmc.org/arskw

    Thisaugmentedrealityproject enablesviewers totake

    adetailedlookattheintricatelycarvedanddecorated

    Augsburg Cabinet (1630), bringing this unique piece

    closertovisitorswithoutriskingharmtotheobject.

    Metaio and Louvre-DNP Museum Lab (Video)

    go.nmc.org/mlyjb

    This joint project between the Louvre and augmented

    realitydevelopmentrmMetaioisdevelopingmaterialto

    enhanceexhibitsandcollections.Thisvideodemonstrates

    a prototype device that overlays augmented reality

    contentontothemuseumsgalleryspaces.

    Who Do You Think You Really Are?

    go.nmc.org/uqthc

    The London Natural History Museum developed

    an interactive dinosaur lm optimized for tablets

    that incorporates gesture-based manipulation and

    augmented reality, where extinct creatures appear to

    roamtheAttenboroughStudiospace.

    For Further ReadingThefollowingarticlesandresourcesarerecommendedfor

    thosewhowishtolearnmoreaboutaugmentedreality.

    Augmented Reality in the Museum

    go.nmc.org/mgicj

    (Scott Billings, MuseumNext, 31 January 2011.)

    This post explores several museums projects that

    are incorporating augmented reality through

    mobile apps, virtual buildings, and more. He poses

    the issue of whether AR enhances the museumexperience or becomes the experience itself.

    Augmented Reality on Smartphones Brings

    Teaching Down to Earth

    go.nmc.org/vgjyv

    (Sophia Li, Chronicle of Higher Education, 20 June

    2010.) This article showcases some learning

    projects that incorporate augmented realityon smartphones, including the University of

    Wisconsin Madisons ARIS, which allows users

    to link text, audio, and video to physical location.

    Getting Started with AR

    go.nmc.org/frqcb

    (Craig Kapp, The Pixel Farm, July 2010.) Augmented

    realitydeveloperCraigKapphascompiledanexcellent

    listofresourcesaimedatbeginnerswhoareinterested

    inexperimentingwithaugmentedrealityapplications,

    including mixed reality textbooks and 3D baseball

    cards.

    If You Are Not Seeing Data, You Are Not Seeing

    go.nmc.org/exkwl

    (Brian Chen, Wired Gadget Lab, 25 August 2009.)This

    article gives a good overview of augmented reality,

    includingwhatnewapplicationstoexpectinthefuture.

    Theauthor notesthatadvertising agencies havebeen

    amongtherstindustriestomostinnovativelyusethe

    technologyandcitesspecicexamples.

    Implementing Mobile Augmented Reality

    Technology for Viewing Historic Images (PDF)

    go.nmc.org/efhqb

    (CityofPhiladelphiaDepartmentofRecordsandAzavea ,

    2011.) In this paper bygeographic services company,

    Azavea, and the Philadelphia Department of Records,

    the authors describe how they used augmented

    reality as an immersive way for users to access over

    93,000imagesandmapsavailableinthePhillyHistory database:go.nmc.org/jwqpq.

    Mixing Realities to Connect People, Places,

    and Exhibits Using Mobile Augmented Reality

    Applications

    go.nmc.org/wnmbq

    (RobRothfarb,MuseumVirtualWorlds,14April2011.)

    This article is a great resource for discovering thecurrent most eective AR programs at museums.The

    author shares background information on how AR-

    basedexhibitswereplannedandprototyped.

    21Time to AdoptionHorizon:TwotoThreeYears

    The NMC Horizon Report: 2011 Museum Edition22

    http://go.nmc.org/arskwhttp://go.nmc.org/mlyjbhttp://go.nmc.org/uqthchttp://go.nmc.org/mgicjhttp://go.nmc.org/vgjyvhttp://go.nmc.org/frqcbhttp://go.nmc.org/exkwlhttp://go.nmc.org/efhqbhttp://go.nmc.org/jwqpqhttp://go.nmc.org/jwqpqhttp://go.nmc.org/wnmbqhttp://go.nmc.org/wnmbqhttp://go.nmc.org/jwqpqhttp://go.nmc.org/efhqbhttp://go.nmc.org/exkwlhttp://go.nmc.org/frqcbhttp://go.nmc.org/vgjyvhttp://go.nmc.org/mgicjhttp://go.nmc.org/uqthchttp://go.nmc.org/mlyjbhttp://go.nmc.org/arskw
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    ow that it is rmly established in the consumer

    sector, electronic publishing is beginning to

    demonstrate capabilities that challenge the

    boundaries between print and digital, still

    image and video, passive and interactive.

    Modern digital workows support all manner of

    possible publication, from traditional print to digital,

    web, video, and even interactive content. Building in

    the full spectrum of potential publishing avenues

    print, web, video, mobiles and tablets, and interactives

    from the beginning is not only a way to streamlineproduction overall, but also to increase the reach of

    the materials produced by leveraging the content over

    a wide range of media. Modern media companies have

    been at the vanguard of this conversion. Magazine

    writers, for example, will produce a piece so that it

    will work in the magazine, on the web, and in video

    and the nished product may appear in any or all of

    those outlets. The reason electronic publishing resideson the mid-term horizon is because museums and

    their publishing arms generally do not have sucient

    sta, infrastructure, and systems in place to manage

    the workows for simultaneous publication across

    multiple media, nor do they typically see the potential

    in ways that commercial publishers do.

    OverviewElectronicpublishingallowscontentcreatorstodesign

    andproduceapieceirrespectiveoftheformatinwhich

    itmayultimatelyappear,andthusfosterstheexibility

    to easily port content into many dierent formats,

    providingpeoplewithavarietyofreadingoptions.With

    eachformatcomesauniqueexperiencethatisconstantly

    progressing to include more enhanced features at

    everyturn.Notmeanttoreplacemoretraditionalprintmaterials,butinstead,tosupplementandexpandthe

    oeringsavailabletoreadersandconsumers,electronic

    publicationshavebecomecommonplace,andallmajor

    magazinesandperiodicalshaveatleastoneelectronic

    variant, if not many. Electronic publishingreects the

    convergenceofseveraldierentformsofdigitalmedia

    intoasinglestreamofproduction.

    Inthemidstoftherapidgrowthofelectronicpublications

    over the past few years, commercial publishers, not

    unlikethemusicindustryinyearspast,haveseentheir

    business models tested by the emergence of high

    quality digital materials. As a result, they also faced

    the inherent challenge of changing their strategies

    andworkowsallatthespeedatwhichtechnology

    was evolving. Since 2009, publishing houses have

    given a great deal of consideration to deploying the

    moststreamlinedprocessesforgenerating,producing,

    and marketing content. Before electronic publishing,

    therewerentas many moving pieces, and the pieces

    themselves were more easily understood; publishing

    meant print, words, and perhaps pictures. Video andmultimedia were distinct forms, but such distinctions

    areincreasinglyhardtomake.

    Todayspublishersseethemselvesasmediacompanies,

    producing content for whatever delivery formats will

    achievethegreatestreach.Withtheadventofemerging

    new formats, publishers are able to create dierent

    versions of a piece i.e. an extended version withauthorinterviewsorwithafoldoutofglossyimages

    and tailor them to distinct audiences. Content is

    capturedjustonceforavarietyofpotentialapplications.

    Today, it is not uncommon for the same promotional

    videoclipforabooktobeembeddedintheelectronic

    publication, uploaded to YouTube, and published on

    theauthorswebsite.

    The increasing expansion of HTML5 in the past year is

    possibly the most signicant recent development for

    electronicpublishingworkows.PublishersviewHTML5

    p

    ElectronicPublishingTime-to-Adoption Horizon: Two to Three Years

    N

    23Time-to-AdoptionHorizon:TwotoThreeYears

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    as the solution to the jungle of proprietary electronic

    publishingformatsthatlimitedthegrowthofelectronic

    publishinginitially.HTML5enablesapageinadocument

    torenderasawebpageinthefullestsenseofthatconcept,

    and torender that page inwhatever fashion optimizes

    theoriginaldesignforaparticularplatform.HTML5also

    usesthesamecodingtodisplaythatsamepageacross

    anyotherplatformsanddevicesthatsupportHTML5

    anever-expandingassortment,includingiPads,iPhones,

    laptops,anddesktops.Evenvideoandimageswilldisplay

    morevibrantlyunderthenewstandard.

    Over the past few years, commercial publishers have

    embraced electronic publishingand proven its worth

    atAmazon,e-booksnowoutsellprintedbooks,and

    magazinesareoneofthetopcontentcategoriesforthe

    iPad. Consumers have come to expect that they can

    readacatalog,brochure,orbookonwhateverdevice

    theyhappentobecarrying.

    Museumshavebeenslowtojointhemovetoelectronic

    publishing,bothintermsofworkow,andintermsof

    output.Itisraretoseeaprintedmuseumpublication

    inadigitalformatotherthanAcrobat,whichisbased

    ontreatingcontentasimagesasopposedtotheuid

    and dynamic approaches used in HTML5. Likewise,

    museums rarely have a production sta that is ableto capture content in ways that support multiple

    distribution formats; indeed, it is quite common for

    museumstosimplyoutsourceproductionanddesign,

    an approach that locks in the product at the outset.

    Adding in new notions about content capture that

    willsupportelectronicpublishingisforcingmuseums

    torethinktheirprocesses,andcurrentlymanyofthem

    are still in the strategizing and conceptual phases.Ultimately, electronic publishing resides in the mid-

    term horizon because best practice workows have

    notyetbeenimplementedtoanydiscernibledegreein

    museumpublishing;asearchformuseumcasestudies

    of electronic publishing projects did not yield many

    concreteexamples.

    Relevance for Museum Education andInterpretationElectronic publishing has become the norm in

    commercial publishing over the past few years, and

    museumprofessionals,longaccustomedto producing

    publications with rich imagery and content, have

    beguntoconsidertheaordancesofmovingbroadlyto

    electronicpublishingmodels.Adaptingworkowsthat

    fullyembraceelectronicpublishing,however,areoften

    challenging for most museums, for which publishing

    generally means printing, and video generally means

    preparingcontentforDVD.

    Thereiscurrentlyacommonprocessformostmuseum

    workows:anendproductisvisualizedanddeneshow

    the project proceeds. A catalog project, for example,

    wouldbedenedinprintterms,andwhilemuseums

    regularly create beautiful and very inventive catalogs,

    themediumexcludesfeaturessuchasvideo,animations,

    or interactive multimedia, which would make for a

    compellingelectronicversion.Webprojectsandvideoprojectsareconceivedinasimilarfashion.Becauseof

    this,inmostcases,thecopyanddesignforprintand

    web projects are managed as completely separate

    processes, each driving toward their own predened

    endproduct.Inthisscenario,addingnewmedia,such

    as e-pubs or other new formats, is essentially adding

    another project, as well as the additional costs to

    supportit.

    Electronic publishing turns that model end over end,

    and separates content production and design from

    Electronic publishing allows contentcreators to design and produce a

    piece irrespective o the ormatin which it may ultimately appear,and thus osters the exibilityto easily port content into many

    dierent ormats, providing peoplewith a variety o reading options.

    The NMC Horizon Report: 2011 Museum Edition24

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    the medium in which that content may ultimately

    appear.Whilespecializationhas itsmerits, themissed

    opportunity in the old school model is to look at

    content in a way that could support any potential

    use. The idea is not to bolt electronic publications

    onto existing publishing workows, or to add them

    as separate processes, but rather to integrate all

    interrelatedcontentproductionintoasingleworkow

    thatoersthepossibilityofpublishinginmanyformats

    includingprintandthewebbutalsovideo,social

    media,e-pubs,mobileappsandinteractives,andtodo

    soinwaysthatworkacrosstherangeofdevices.

    When the notion of content is separated from the

    notionofmedium,itisfareasiertoconsiderhowand

    where to capture video, imagery, text, audio, and so

    forth,becausetheideaistoensureallofthoseformsare

    capturedatthebeginningoftheprocess.Thebenets

    formuseumsarethesameastheyareforcommercial

    publishers it minimizes the incremental cost of

    supporting new forms of publication by integrating

    theircontentproductionanddesign.Forexample,once

    thedecisionismadetosupportHTML5,aprintdesign,a

    webdesign,andane-pubdesignallowfromthesame

    basicdesignwork,enablingnotonlypublicationsinavarietyofformats,butaminimumofadditionalworkto

    makeallthreerenderthatdesignoptimally.

    In addition to electronic publishings embrace of the

    growing number of digital formats and media, the

    process makesit very easy toproduce variations ofa

    story,customizedfora particularaudience.Becauseof

    thecompellingexibilityelectronicpublishingprovides,agrowingnumberofmuseumsarebeginningtothink

    aboutadoptinganelectronicpublishingmodel.

    A sampling of applications of electronic publishing

    includesthefollowing:

    > Education and Interpretation. Publishing content

    inavarietyofformatswillalloweducatorstoeasily

    createspecializedversionsofexhibitioncontentfor

    distance learning and other forums, while curators

    willbeabletoeasilymodifyanelectronicpublication

    to suit specic audiences, such as art historians or

    studentsoftechniques.

    > Exhibitions and Collections. The use of electronic

    publishing approaches in the production of

    supportingcontentfortravelingorspecialexhibitions

    would greatly enhance the options a receiving

    museumwouldhaveforthecreationofspecialized

    publications.

    > Marketing and Communications. An electronicpublishing workow gives marketing professionals

    accesstoawiderangeofoptionsforpromotingan

    eventorexhibition,andmakesiteasyformuseumsto

    haveauniformdesignacrosstheprintpublications,

    web, social media, and e-marketing materials

    associatedwiththecampaign.

    Electronic Publishing in PracticeThe following links provide examples of electronic

    publishing.

    Book Creator

    go.nmc.org/xprew

    Book Creator is an iPad app that allows users with

    minimaldevelopmentexperiencetodesign,create,and

    producee-booksontheiriPads.UserscanthenexportthemtobeplacedandevensoldintheiBookstore.

    The British Librarys Turning the Pages

    go.nmc.org/lvu

    Turning the Pages is an interactive display system

    that uses Adobe Shockwave to share its electronic

    publicationswiththepublic.Peopleareabletoactually

    turnthepagesofmanuscriptsviatheirtouchscreens.

    Consumers have come to expectthat they can read a catalog,brochure, or book on whatever

    device they happen to be carrying.

    25Time-to-AdoptionHorizon:TwotoThreeYears

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    National Museums Scotland

    go.nmc.org