"The NMC Horizon Report > 2012 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. The international composition of the advisory board that chose the technologies, trends, and challenges reflects the care with which a global perspective for the report was assembled. While there are many local factors affecting the adoption and use of emerging technologies in museums, there are also issues that transcend regional boundaries and questions we all face. It was with this in mind that the report was created. View the work of the advisory board on the official museum wiki at museum.wiki.nmc.org." [NMC Website]
Download the NMC Horizon Report > 2012 Museum Edition PDF
Download the Project Short List PDF
Download the Preview PDF
Posts mit dem Label Augmented Reality werden angezeigt. Alle Posts anzeigen
Posts mit dem Label Augmented Reality werden angezeigt. Alle Posts anzeigen
Donnerstag, 7. Februar 2013
NMC Horizon Report 2012 Museum Edition
Labels:
Apps,
Augmented Reality,
Horizon,
IoT,
Literatur,
Mediale KKV,
Mobile Technologien,
Natural User Interfaces,
Open Content,
Report,
Social Media
Samstag, 20. Oktober 2012
Indoor Location Comes To The Royal BC Museum
There is an interesting article on Forbes Online Magazine from Jennifer Hicks about Indoor Location Comes To The Royal BC Museum.
"[A] museum in Victoria, British Columbia decided it was time to go high tech and recently installed indoor navigation in their 126-year old museum in order to enhance the visitor experience.
In general, the most common type of self guided mobile experience in a museum is still the audio tour, and it’s also closest thing to augmented reality in a museum – where we overlay what we see and observe, with what we hear.
But, the role of technology in museums evolving and indoor navigation technology is a new type of visitor engagement tool that gives them the ability to trigger location based events automatically based on all the content they have on hand. Indoor Positioning System, (IPS) technology allows museums to automatically deliver location based content without requiring visitors to scan in a QR codes which has proven to be cumbersome and harder to mainstream outside of ad campaigns." [Forbes]
Read more ...
"[A] museum in Victoria, British Columbia decided it was time to go high tech and recently installed indoor navigation in their 126-year old museum in order to enhance the visitor experience.
In general, the most common type of self guided mobile experience in a museum is still the audio tour, and it’s also closest thing to augmented reality in a museum – where we overlay what we see and observe, with what we hear.
But, the role of technology in museums evolving and indoor navigation technology is a new type of visitor engagement tool that gives them the ability to trigger location based events automatically based on all the content they have on hand. Indoor Positioning System, (IPS) technology allows museums to automatically deliver location based content without requiring visitors to scan in a QR codes which has proven to be cumbersome and harder to mainstream outside of ad campaigns." [Forbes]
Read more ...
Dienstag, 18. September 2012
Artikel: Zeitgemäße Museumspädagogik - Formen medialer Kunst- und Kulturvermittlung
Die Vermittlung von Kunst und Kultur nimmt neben dem Sammeln,
Bewahren und Ausstellen einen wichtigen Stellenwert in der Arbeit von
Museen ein. Kunst- und Kulturvermittlung umfasst dabei alle Aktivitäten,
die dazubeitragen, den künstlerischen und kulturellen Schatz einer
Institution interessierten Personen zugänglich zu machen. In ihrer
Funktion als Kommunikatoren leisten Museen einen erheblichen Beitrag
zum Lebenslangen Lernen in unserer Gesellschaft. Der Einsatz
neuer Technologien ermöglicht hierbei zeitgemäße und vielfältige Zugänge
zum künstlerischen und kulturellen Erbe. Der hier vorgestellte Artikel stellt
mediale Vermittlungsangebote vor und beschreibt wie die
einzelnen Technologien eingesetzt werden.
Zitierhinweis:
Gruber, M. R. (2012). Zeitgemäße Museumspädagogik – Formen medialer Kunst- und Kulturvermittlung. In Fachblatt des BÖKWE, 2012-1, Wien: BÖKWE. (S. 10-14)
DSpace at Open Universiteit
Download Skriptum
Linkliste zum Artikel
Zitierhinweis:
Gruber, M. R. (2012). Zeitgemäße Museumspädagogik – Formen medialer Kunst- und Kulturvermittlung. In Fachblatt des BÖKWE, 2012-1, Wien: BÖKWE. (S. 10-14)
DSpace at Open Universiteit
Download Skriptum
Linkliste zum Artikel
Labels:
Apps,
Audiotouren,
Augmented Reality,
Datenbanken,
E-Learning,
Lebenslanges Lernen,
Mediale KKV,
Multimedia,
Museum,
Museumspädagogik,
Online Collection,
Podcasts,
Social Media,
Virtuelles Museum
Dienstag, 22. November 2011
NMC Horizon Report: 2011 Museum Edition
![]() |
| Abbildung: NMC |
This report “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 in education and interpretation within the museum environment.” [NMC] “The technologies featured in each edition of the NMC Horizon Report are embedded within a contemporary context that reflects the realities of the time, both in the sphere of museum education and in the world at large.” [Johnson et al. 2011, p. 4] The consortium identifies six key trends that were currently affecting the practice of museum education and interpretation.
Labels:
Apps,
Augmented Reality,
Datenbanken,
E-Books,
E-Learning,
Mediale KKV,
Mobile Technologien,
Multimedia,
Museum,
Museumspädagogik,
Online Collection
Freitag, 18. November 2011
Zeitgemäße Museumspädagogik - Formen medialer Kunst- und Kulturvermittlung (Linkliste)
In dieser Linkliste sind alle genannten Beispiele medialer Vermittlungs- und Bildungsangebote, die im Artikel Zeitgemäße Museumspädagogik – Formen medialer Kunst- und Kulturvermittlung genannt wurden, aufgezählt. Der hier referenzierte Beitrag erscheint demnächst im Fachblatt des BÖKWE (Berufsverband österreichischer Kunst- und WerkerzieherInnen).
Labels:
Audiotouren,
Augmented Reality,
E-Learning,
Mediale KKV,
Museumspädagogik,
Online Collection,
Social Networking,
Social Soffware,
Virtuelles Museum,
Web2.0
Donnerstag, 31. März 2011
2011 Horizon Report
"The annual Horizon Report describes the continuing work of the NMC’s Horizon Project, a research-oriented effort that seeks to identify and describe emerging technologies likely to have considerable impact on teaching, learning, and creative expression within higher education." [nmc]
"In each edition of the Horizon Report, six emerging technologies or practices are described that are likely to enter mainstream use on campuses within three adoption horizons spread over the next one to five years. Each report also presents critical trends and challenges that will affect teaching and learning over the same time frame." [Oscar Retterer]
For the period 2011 through 2015 the following four trends as key drivers of technology adoptions were identified:
Download 2011 Horizon Report (1.6Mb, 40 pp), or Download ePub version
View and comment on web version
Download 2011 Horizon Report: German Edition (German)
View the work that produced the report at Horizon Report Wiki.
"In each edition of the Horizon Report, six emerging technologies or practices are described that are likely to enter mainstream use on campuses within three adoption horizons spread over the next one to five years. Each report also presents critical trends and challenges that will affect teaching and learning over the same time frame." [Oscar Retterer]
For the period 2011 through 2015 the following four trends as key drivers of technology adoptions were identified:
- "The abundance of resources and relationships made easily accessible via the Internet is increasingly challenging us to revisit our roles as educators in sense-making, coaching, and credentialing.
- People expect to be able to work, learn, and study whenever and wherever they want to.
- The world of work is increasingly collaborative, giving rise to reflection about the way student projects are structured.
- The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized."
Table of Contents
- Executive Summary
- Key Trends
- Critical Challenges
- Technologies to Watch
- The Horizon Project
- One Year or Less: Electronic Books
- One Year or Less: Mobiles
- Two to Three Years: Augmented Reality
- Two to Three Years: Game-Based Learning
- Four to Five Years: Gesture-Based Computing
- Four to Five Years: Learning Analytics
- Methodology
- 2011 Horizon Project Advisory Boar
Download 2011 Horizon Report (1.6Mb, 40 pp), or Download ePub version
View and comment on web version
Download 2011 Horizon Report: German Edition (German)
View the work that produced the report at Horizon Report Wiki.
Labels:
Augmented Reality,
E-Books,
E-Learning,
Game-Based Learning,
Gesture-Based Computing,
Horizon,
Learning Analytics,
Literatur,
Mediale KKV,
Mobile Technologien
Montag, 3. Januar 2011
Situated learning via mobile augmented learning
At her weblog @Ignatia Webs Inge de Waard stated that "[l]earning within context was a difficult task in the past (travel, content design...). But with the ever growing (and simplifying) augmented mobile learning, it becomes a very feasible way of getting learners up to speed with the latest knowledge.
Situated learning was first proposed by Jean Lave and Etienne Wenger as a model of learning in a Community of practice. At its simplest, situated learning is learning that takes place in the same context in which it is applied. Lave and Wenger assert that situated learning "is not an educational form, much less a pedagogical strategy" (Jean Lave and Etienne Wenger (1991) Situated Learning. Legitimate peripheral participation, Cambridge: University of Cambridge Press p. 40). And I am in to that concept!
Let's be honest, if you read this definition, as a teacher, trainer or educationalist, you just want to read up on it. In case you doubt whether this could be of interest to your learners, doubt no more, just take a look at this simple situated simulation video proposed by Gunnar Liestoel (Norwegian 'oe') and his companions. Before looking at the video, know that it is rather easy to make a situated learning mobile lesson if you use wikitude ([..., about Gunnar at mLearn2010, this is the blogpost ...]). If you want to read up on Sitsim, look here for the project description:" [@Ignatia Webs]
(Video: gliestoel, YouTube)
Situated learning was first proposed by Jean Lave and Etienne Wenger as a model of learning in a Community of practice. At its simplest, situated learning is learning that takes place in the same context in which it is applied. Lave and Wenger assert that situated learning "is not an educational form, much less a pedagogical strategy" (Jean Lave and Etienne Wenger (1991) Situated Learning. Legitimate peripheral participation, Cambridge: University of Cambridge Press p. 40). And I am in to that concept!
Let's be honest, if you read this definition, as a teacher, trainer or educationalist, you just want to read up on it. In case you doubt whether this could be of interest to your learners, doubt no more, just take a look at this simple situated simulation video proposed by Gunnar Liestoel (Norwegian 'oe') and his companions. Before looking at the video, know that it is rather easy to make a situated learning mobile lesson if you use wikitude ([..., about Gunnar at mLearn2010, this is the blogpost ...]). If you want to read up on Sitsim, look here for the project description:" [@Ignatia Webs]
(Video: gliestoel, YouTube)
Montag, 15. November 2010
Andy Warhol Museum Layar
An interesting application for Android and iPhone has launched...
The Andy Warhol Museum released the AR Mobile App 'Layar'. "The Layar turns your mobile device into an augmented-reality viewer. By adding The Andy Warhol Museum Layar, you'll be able to view locations pivotal in Andy Warhol's life and work overlayed on real-time images from your device's camera. View locations in Pittsburgh, PA and New York, NY and dive into related information and photos prepared by The Warhol's education curators." [the warhol]
Available for iPhone and Android.
To get The Andy Warhol Museum Layar, download ‘Layar’ on your device, and search for ‘Warhol’.


Pictures from the warhol.
The Andy Warhol Museum released the AR Mobile App 'Layar'. "The Layar turns your mobile device into an augmented-reality viewer. By adding The Andy Warhol Museum Layar, you'll be able to view locations pivotal in Andy Warhol's life and work overlayed on real-time images from your device's camera. View locations in Pittsburgh, PA and New York, NY and dive into related information and photos prepared by The Warhol's education curators." [the warhol]Available for iPhone and Android.
To get The Andy Warhol Museum Layar, download ‘Layar’ on your device, and search for ‘Warhol’.


Pictures from the warhol.
Montag, 25. Oktober 2010
2010 Horizon Report: Museum Edition
The first Horizon Report about emerging technologies for museum education and interpretation is out!
"The 2010 Horizon Report: Museum Edition [...] was released [...] by the Marcus Institute for Digital Education in the Arts (MIDEA), the museum-focused branch of the NMC. Like the flagship Horizon Report released each January, this edition identifies six key emerging technologies for the next one to five years and describes trends and challenges surrounding their adoption. The technologies to watch for museums include mobiles, social media, augmented reality, location-based services, gesture-based computing and the semantic web." [nmc]
Johnson, L., Witchey, H., Smith, R., Levine, A., and Haywood, K., (2010). The 2010 Horizon Report: Museum Edition. Austin, Texas: The New Media Consortium.
Table of Contents
Executive Summary
Time-to-Adoption: One Year or Less
Mobiles
Time-to-Adoption: Two to Three Years
Augmented Reality
Gesture-Based Computing
2010 Horizon.Museum Project Advisory Board
View the work that produced the report at http://museum.wiki.nmc.org.
View the slides Trends & Challenges 2010-15. The Horizon Report: 2010 Museum Edition at Slideshare.
"The 2010 Horizon Report: Museum Edition [...] was released [...] by the Marcus Institute for Digital Education in the Arts (MIDEA), the museum-focused branch of the NMC. Like the flagship Horizon Report released each January, this edition identifies six key emerging technologies for the next one to five years and describes trends and challenges surrounding their adoption. The technologies to watch for museums include mobiles, social media, augmented reality, location-based services, gesture-based computing and the semantic web." [nmc]
Johnson, L., Witchey, H., Smith, R., Levine, A., and Haywood, K., (2010). The 2010 Horizon Report: Museum Edition. Austin, Texas: The New Media Consortium.
Table of Contents
Executive Summary
- Key Trends
- Significant Challenges
- Technologies to Watch
- The Horizon Project
Time-to-Adoption: One Year or Less
Mobiles
- Overview
- Relevance for Museum Education and Interpretation
- Mobiles in Practice
- For Further Reading
- Overview
- Relevance for Museum Education and Interpretation
- Social Media in Practice
- For Further Reading
Time-to-Adoption: Two to Three Years
Augmented Reality
- Overview
- Relevance for Museum Education and Interpretation
- Augmented Reality in Practice
- For Further Reading
- Overview
- Relevance for Museum Education and Interpretation
- Location-Based Services in Practice
- For Further Reading
Gesture-Based Computing
- Overview
- Relevance for Museum Education and Interpretation
- Gesture-Based Computing in Practice
- For Further Reading
- Overview
- Relevance for Museum Education and Interpretation
- The Semantic Web in Practice
- For Further Reading
2010 Horizon.Museum Project Advisory Board
View the work that produced the report at http://museum.wiki.nmc.org.
View the slides Trends & Challenges 2010-15. The Horizon Report: 2010 Museum Edition at Slideshare.
Samstag, 11. September 2010
Augmented Reality - The "Intelligent" Stamp
The Royal Mail introduces the "intelligent stamp". The stamp launches online content when used in conjunction with a smartphone. It displays a video using augmented reality when it is scanned with such a phone.
For more Information read the blogposts at RWW: First 'intelligent' stamp put on sale by Royal Mail, "Intelligent" Stamps and the Maturation of Augmented Reality. Or see the video below.
Resource: YouTube
For more Information read the blogposts at RWW: First 'intelligent' stamp put on sale by Royal Mail, "Intelligent" Stamps and the Maturation of Augmented Reality. Or see the video below.
Resource: YouTube
Dienstag, 7. September 2010
2010 Horizon Report : The K12 Edition
Table of Contents
- Executive Summary (0)
- Key Trends (7)
- Critical Challenges (6)
- Technologies to Watch (4)
- The Horizon Project (1)
- One Year or Less: Cloud Computing (6)
- One Year or Less: Collaborative Environments (2)
- Two to Three Years: Game-Based Learning (6)
- Two to Three Years: Mobiles (0)
- Four to Five Years: Augmented Reality (4)
- Four to Five Years: Flexible Displays (1)
- Methodology (0)
- 2010 K-12 Horizon Project Advisory Board (0)
2010 Horizon Report: The K12 Edition (PDF)
Citation:
Johnson, L., Smith, R., Levine, A., and Haywood, K., (2010). The 2010 Horizon Report: K-12 Edition.
Austin, Texas: The New Media Consortium.
Donnerstag, 29. Juli 2010
Mobile Augmented Reality Quest (MARQ) 2005-2007
"Mobile Augmented Reality Quest aims at developing an electronic tour guide for museums based on a self-contained, inexpensive PDA, that delivers a fully interactive 3D Augmented Reality (AR) to a group of visitors. The new PDA-based approach introduces very low costs per device and high scalability which allows for the first time the realization of applications for many concurrent users as required for an appealing museum installation.
Quelle: YouTube
Visitors use a mobile, hand-held, personal guide showing a 3D Augmented Reality image of the surrounding that combines real and virtual elements. Real exhibits in the museum are augmented by their virtual counterpart. The guide knows the position of its user and provides context relevant information. The guide thus becomes a kind of "magic lens" capable of visualising the otherwise hidden virtual objects. By looking at the guide's display, visitors see visualizations and animations superimposed onto real exhibits. The guide displays multimedia content, but also acts as an intelligent assistant - the modern day replacement for a guide book.
A massive multi-user communication system is built for interaction between groups of visitors, in particular multi-user location based games. Our previous work on multi-user AR has concentrated on fully synchronous collaboration, using same-time and same-place distribution of information. In this new approach, we are extending the communication to include different-place and different-time sharing of information, so that a number of new collaborative interactions are enabled, for example sharing "collected items" between separated users, or "guided tour replay" at a different time.
The AR tour is delivered in the form of a team-oriented game. An arbitrary number of teams of visitors (target age 12-16) are cast into the role of investigators trying to solve a number of puzzles to solve that involve finding specific exhibits in the museum and manipulating the 3D cyberspace that surrounds the exhibit. Successful completion of a puzzle leads to the revelation of another part of the story. An interesting aspect of our project is also that it will for the first time involve the creation of massive amounts of professional and didactically relevant content for a mobile AR application." [Handheld Augmented Reality, Christian Doppler Laboraty]
Museum Augmented Reality Quest - Expedition Schatzsuche
Quelle: YouTube
An Augmented Reality Museum Guide
Abstract
Recent years have seen advances in many enabling Augmented Reality technologies. Furthermore, much research has been carried out on how Augmented Reality can be used to enhance existing applications. This paper describes our experiences with an AR-museum guide that combines some of the latest technologies. Amongst other technologies, markerless tracking, hybrid tracking, and an Ultra-Mobile-PC were used. Like existing audio guides, the AR-guide can be used by any museum visitor, during a six-month exhibition on Islamic art. We provide a detailed description of the museum’s motivation for using AR, of our experiences in developing the system, and the initial results of user surveys. Taking this information into account, we can derive possible system improvements.
Keywords: augmented reality, mobile computing, multimedia in the museum.
T. Miyashita , P. Meier , T. Tachikawa , S. Orlic , T. Eble , V. Scholz , A. Gapel , O. Gerl , S. Arnaudov , S. Lieberknecht, An Augmented Reality museum guide, Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality, p.103-106, September 15-18, 2008
Recent years have seen advances in many enabling Augmented Reality technologies. Furthermore, much research has been carried out on how Augmented Reality can be used to enhance existing applications. This paper describes our experiences with an AR-museum guide that combines some of the latest technologies. Amongst other technologies, markerless tracking, hybrid tracking, and an Ultra-Mobile-PC were used. Like existing audio guides, the AR-guide can be used by any museum visitor, during a six-month exhibition on Islamic art. We provide a detailed description of the museum’s motivation for using AR, of our experiences in developing the system, and the initial results of user surveys. Taking this information into account, we can derive possible system improvements.
Keywords: augmented reality, mobile computing, multimedia in the museum.
T. Miyashita , P. Meier , T. Tachikawa , S. Orlic , T. Eble , V. Scholz , A. Gapel , O. Gerl , S. Arnaudov , S. Lieberknecht, An Augmented Reality museum guide, Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality, p.103-106, September 15-18, 2008
Dienstag, 6. Juli 2010
UAR - Urban Augmented Reality on your mobile phone
The Netherlands Architecture Institute (NAI) launch UAR : the world's first mobile architecture application featuring augmentded reality with 3D models. From 30 June 2010, UAR can be downloaded from Anroid Market and the Apple App Store.
NAI website
Pepijn Lemmens and Henk Vanstappen (2010). Connecting the Collection: From Physical Archives to Augmented Reality in the Netherlands Architecture Institute, Netherlands Architecture Institute (NAI), The Netherlands. Archives & Museum Informatics. Museums and the Web 2010.
NAI website
Pepijn Lemmens and Henk Vanstappen (2010). Connecting the Collection: From Physical Archives to Augmented Reality in the Netherlands Architecture Institute, Netherlands Architecture Institute (NAI), The Netherlands. Archives & Museum Informatics. Museums and the Web 2010.
Abstract
This paper describes both the technical and the organizational aspects of connecting the largest architecture collection in the world to physical reality by digitization: Collection Information Management, E-Depot, Middleware and display beyond the Web site via Augmented Reality.
Keywords: collection management, geodata, mobile, augmented reality, open source, open standards
Dienstag, 22. Juni 2010
What is Augmented Reality (AR)?
Augmented reality is a new and growing way to use smartphones to learn about the world around us. Common Craft introduce in their video the technology and cover the basic applications. This includes:
See the video here!
More Information about Augmented Reality:
ALOQA
LAYAR
AR Game:
- A high level introduction to the big idea;
- Using it to find a restaurant;
- Using it to compare products, be entertained;
- A look at future possibilities of augmented reality.
See the video here!
More Information about Augmented Reality:
- Wikipedia
- Augmented Reality: Die Wirklichkeit ist nicht genug
- What is Augmented Reality (AR): Augmented Reality Defined, iPhone Augmented Reality Apps and Games and More
- AR Cube
ALOQA
LAYAR
AR Game:
Montag, 24. Mai 2010
Museum of London - Streetmuseum
The Museum of London offers with Streetmuseum an augmented reality app for historical photos in various parts of London.
"The app leads you to various locations around London using either the map or GPS. Once you’re there, click the “3D View” button, and the app will recognize the location and overlay the historical photograph over the live video feed of the real world, giving you a brief glimpse into how the past looked." [PetaPixel]

Streetmuseum is an augmented reality app that overlays historical photos over modern ones in real time.
Streetmuseum
Museum of London
Creative Review
PetaPixel
Pictures from Creative Review
Blogentry "Streetmuseum hits the streets of London"
"The app leads you to various locations around London using either the map or GPS. Once you’re there, click the “3D View” button, and the app will recognize the location and overlay the historical photograph over the live video feed of the real world, giving you a brief glimpse into how the past looked." [PetaPixel]

Streetmuseum is an augmented reality app that overlays historical photos over modern ones in real time.
Streetmuseum
Museum of London
Creative Review
PetaPixel
Pictures from Creative Review
Blogentry "Streetmuseum hits the streets of London"
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