The ETC Press is proud to announce the release of The Augmented Museum: Essays on Opportunities and Uses of Augmented Reality in Museums, a collection edited by Dr. Brett Ashley Crawford and Elizabeth Kane.
Pokémon Go swept the world in 2016. Today, augmented reality is both an artistic choice and an experiential expectation for many museum patrons. From the Smithsonian Institution’s “Skin and Bones” app to various cities around the globe inserting historical overlays to city streets, augmented reality has become part of the lexicon of museum managers and audiences. AR, as it is commonly known, has an impact on the organization’s infrastructure and its overall business and operational structure. To wit, the Knight Foundation analyzed how museums are adapting to digital demands and discovered that is “vast” and “complicated.”
The following collection offers articles and essays to provide a perspective on how museums are using augmented reality and similar digital disruptions. These works are culled from the work of contributors working for the Arts Management and Technology Laboratory, a Research Center of Heinz College at Carnegie Mellon University.
About The Arts Management and Technology Laboratory (AMT Lab)
The Arts Management and Technology Laboratory (AMT Lab) answers the “how” and “why” of implementation for particular technology solutions. These ideas are presented via case studies of best practices, product reviews, interviews, and national surveys. Our researchers do the deep dive for you providing a unique and in-depth understanding of where technology is going in the arts management sector.
- Mission: A research center of Carnegie Mellon University’s Master of Arts Management program, AMT Lab serves as an exchange, a catalyst for innovative ideas, and a conduit for knowledge circulating at the intersection of arts, management, and technology.
- Impact: AMT Lab provides current and future arts managers, technologists, and researchers with existing best practices and emerging technologies that allow for a direct impact on their work and their organization. Through online and off-line engagement, AMT Lab is a resource that leads to the innovative, effective and efficient integration of technology in the cultural and creative enterprise space.
- Values: Knowledge | Dialogue | Innovation | Rigor | Creativity | Open-Mindedness | Curiosity | Relevancy | Practicality
About Carnegie Mellon University’s ETC Press
ETC Press is a publishing imprint with a twist. We publish books, but we’re also interested in the participatory future of content creation across multiple media. We are an academic, open source, multimedia, publishing imprint affiliated with the Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU) and in partnership with Lulu.com.
ETC Press publications will focus on issues revolving around entertainment technologies as they are applied across a variety of fields. Authors publishing with ETC Press retain ownership of their intellectual property. ETC Press publishes a version of the text with author permission and ETC Press publications will be released under Creative Commons licenses. Every text is available for free download, and we price our titles as inexpensively as possible because we want people to have access to them. We’re most interested in the sharing and spreading of ideas.
About CMU’s Entertainment Technology Center
The ETC is the premier professional graduate program for interactive entertainment as it’s applied across a variety of fields. Our unique, two-year, Master of Entertainment Technology (MET) degree is jointly conferred by Carnegie Mellon University’s School of Computer Science and the College of Fine Arts.
The ETC was founded in 1998 with Randy Pausch and Don Marinelli as the co-directors. The faculty and staff worked together to articulate our academic mission which focuses on educational goals and creative development. And we also created an R&D Agenda exploring transformational games, innovation by design and interactive storytelling. Throughout, we work to prepare students to graduate as creative professionals.