The horizon report 2010 museum edition




















Skip to content. Mobiles Increasingly, museums are taking advantage of the devices people carry, reducing overhead costs for services like audio tours. Mobiles allow museums to more directly target niche audiences such as teenagers and parents with young children. The applications for mobile in museum education are largely untapped, but could be profound.

These devices take pictures; allow visitors to view images, video, sound, access the web; check their email; geo-locate, tag, and increasingly even recognize and recreate objects. Social Media: Museums can create conversations around videos and photographs of art, objects, and even the galleries and museums themselves. Social media offers museums a way to reach out to new audiences in a two-way conversation. Audiences can be encouraged to share comments, images, and videos of the museums they visit as well as, in some cases, their own artwork.

Augmented Reality: Within a culture in which visitors can rarely touch the objects in the collections, augmented reality has strong potential to provide powerful contextual, in situ learning experiences and serendipitous exploration.

Augmented reality can enhance interpretation by offering more, and more diverse, levels of interpretation. Augmented reality has the ability to radically reconfigure the visitor experience both on-site and beyond.

Location-based services allow a museum to extend its collection into the world beyond the walls. Like this: Like Loading Show related SlideShares at end. WordPress Shortcode. Share Email. Top clipped slide. Download Now Download Download to read offline. New Media Consortium Follow. License: CC Attribution License. Nordic Release Slide Deck. Related Books Free with a 30 day trial from Scribd. Coyote V. Acme Ian Frazier. Related Audiobooks Free with a 30 day trial from Scribd. Empath Up!

Views Total views. Actions Shares. No notes for slide. Key Trends 9. KEY TRENDS: Increasingly, museum visitors and staff expect to be able to work, learn, study, and connect with their social networks in all places and at all times using whichever device they choose.

The six technologies featured in this report are placed along three adoption horizons that indicate likely time frames for their entrance into mainstream use for museum education and interpretation.

The near-term horizon assumes the likelihood of entry into the mainstream for museums within the next twelve months; the mid-term horizon, within two to three years; and the far-term, within four to five years. Technologies included on the near-term horizon are mobiles and Social media. Technologies included in the second adoption horizon are augmented reality and location-based services.

On the far-term horizon, set at four to five years away from widespread adoption, are gesture-based computing and the semantic web.



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