[OpenGLAM] MUSE AWARD: Don't Miss the deadline to submit your project

Lieke Ploeger lieke.ploeger at okfn.org
Wed Mar 26 16:59:26 UTC 2014


Dear all,

For our network, the Open category of these Awards will probably be the
most interesting, quoting from the category listing:


*Entries are projects created by or for* GLAMS celebrating the ever growing
bounty of innovative projects created in the open environment. Projects can
include both front-end and back-end innovations. Projects must demonstrate
how open data/content was used and the product created. ***By or For: This
award can be submitted by anyone working with open data in the GLAM
environment. We encourage anyone to submit projects that contribute to our
larger mission to engage and education our community and to allow our
repositories of global cultural heritage more to be more accessible and
equitable for reuse.*


You can also read more about it in this earlier blog:
http://openglam.org/2013/12/17/muse-awards-2014-adds-open-category/ - the
submission deadline is 1 April!

Best, Lieke


On 26 March 2014 17:57, Lieke Ploeger <lieke.ploeger at okfn.org> wrote:

> Dear all,
>
> For our network, the Open category of these Awards will probably be the
> most interesting -
>
>
>
> On 26 March 2014 17:47, Sarraf, Suzanne <S-SARRAF at nga.gov> wrote:
>
>>  *Don't miss the opportunity to submit your project for a MUSE award. *
>>
>>  The MUSE awards held by the American Alliance of Museums Media &
>> Technology Professional Network recognize outstanding achievement in
>> Galleries, Libraries, Archives or Museums (GLAM) media. Presented to
>> institutions or independent producers who use digital media to enhance the
>> GLAM experience and engage audiences, the Muse awards celebrate
>> scholarship, community, innovation, creativity, education, and
>> inclusiveness.
>> Projects must be produced by or for a GLAM, and may include websites,
>> podcasts, multimedia installations, games, interactive kiosks, apps and
>> much more. Winning projects for each category are chosen by an
>> international group of GLAM technology professionals and the awards will be
>> presented at the 2014 Annual Meeting and MuseumExpo in Seattle.
>>
>>
>>
>>  *Categories include:*
>>
>>  Applications and APIs: Digital presentations, applications and mashups
>> that utilize existing data and online resources to transform content into
>> new meaningful tools or experiences.
>>
>>  Audio Tours and Podcasts:  Entries can range from audio tours on
>> devices to video and audio podcasts that create links between on-line
>> and/or on-site activities and programs, exhibits and lectures, creating an
>> augmented and extended experience to a global audience.
>>
>>  Digital Communities: Online social spaces, moderated and hosted by a
>> GLAM, that offer a virtual space for people to gather around a common
>> experience, exhibition or interest. Entries could include blogs, badging,
>> social media campaigns/projects and micro-sites created for on-going
>> community engagement. These sites can target either a broad-based or niche
>> audience and contribute to the process of social networking.
>>
>>  Education and Outreach: Projects that include educational content for
>> children or adults, resources for educators/teachers, distance learning'
>> courses, pedagogical training tools and outreach to the community.
>>
>>  Games and Augmented Reality: Challenging interactive activities that
>> educate, entertain and may involve strategy, competing or role playing
>> defined by rules and linked to a specific outcome. Games can be online,
>> peer-to-peer or mobile. Augmented Reality entries merge the real world
>> environment with digital imagery and interfaces via QR codes, cameras, Tag
>> and more.
>>
>>  Interactive Kiosks: A single interactive kiosk in a gallery, visitor
>> center or other public space that offers an alternative, visitor-friendly
>> view of information.
>>
>>  Interpretive Interactive Installations: Multiple kiosks or full gallery
>> installations requiring input from visitors to accommodate an educational
>> and entertaining experience. Entries can be interpretive, and come in
>> various forms such as interactive video walls, projection-based
>> installations and touch tables.
>>
>>  Mobile Applications: Optimized websites and apps that extend the GLAM
>> experience onto mobile devices. This can include q-codes integration,
>> interactive kiosks, GPS technology, outdoor interactive signage and other
>> environmental marketing.
>>
>>  Multimedia Installations: Site-specific immersive installations in
>> public spaces such as exhibits or visitor centers, that use a variety of
>> media and techniques such as sound, video, photography, augmented reality
>> and the internet to support a subject matter. Entries can be interpretive
>> and come in various forms such as surround-sound video projections,
>> responsive architecture, performance and do not require interactivity.
>>
>>  Online Presence: Web sites, online collections, image databases and
>> exhibitions that present and interpret GLAM collections and themes,
>> providing a rich and meaningful virtual experience. Projects should
>> demonstrate effective use of multiple media formats, innovative ways of
>> complementing physical exhibitions or providing surrogates for physical
>> experiences in online only exhibitions.
>>
>>  Open: Entries are projects created by or for* GLAMS celebrating the
>> ever growing bounty of innovative projects created in the open environment.
>> Projects can include both front-end and back-end innovations. Projects must
>> demonstrate how open data/content was used and the product created.
>>
>>  *By or For: This award can be submitted by anyone working with open
>> data in the GLAM environment. We encourage anyone to submit projects that
>> contribute to our larger mission to engage and education our community and
>> to allow our repositories of global cultural heritage more to be more
>> accessible and equitable for reuse.
>>
>>  Public Outreach: Unique approaches showcasing GLAM initiatives for the
>> press, marketing purposes and donor development pieces. Could include email
>> newsletters, viral marketing campaigns, fundraising videos, etc.
>>
>>  Video, Film and Computer Animation: Entries are linear and nonlinear
>> narratives in video format. This includes documentaries, interviews,
>> original cartoons, motion graphics, animations and stop motion. Individual
>> episodes or entire series may be entered.
>>
>>  Honeysett and Din Student Award: Entries include student works that
>> meet the criteria for any of the listed categories. Student entries can
>> include finished projects created for GLAMs or other educational
>> institutions as well as class projects, prototypes or concepts.
>>
>>  *Entries must include a letter from faculty (sponsor, mentor, GLAM)
>> sent to the Muse chair. The letter that you need from a faculty member has
>> to verify that the project you are submitting was created while you
>> are/were a student in university.
>>
>>  *Students can send 3 entries, one per category.
>>
>>  *Universities/Sponsors can send 6 entries.
>>
>>  *Universities/Sponsors may submit projects on behalf of their students,
>> but must secure student permission prior to sending materials. Entry must
>> include a letter from the student sent to the Muse Chair.
>>
>>  *Student or Sponsor may complete online registration for projects
>> submitted.
>>
>>  http://aam-us.org/about-us/grants-awards-and-competitions/muse-awards
>>
>>
>>
>>  Applications and APIs
>> Digital presentations, applications and mashups that utilize existing
>> data and online resources to transform content into new meaningful tools or
>> experiences.
>>
>>  Audio Tours and Podcasts
>> Entries can range from audio tours on devices to video and audio podcasts
>> that create links between on-line and/or on-site activities and programs,
>> exhibits and lectures, creating an augmented and extended experience to a
>> global audience.
>>
>>  Digital Communities
>> Online social spaces, moderated and hosted by a GLAM, that offer a
>> virtual space for people to gather around a common experience, exhibition
>> or interest. Entries could include blogs, badging, social media
>> campaigns/projects and micro-sites created for on-going community
>> engagement. These sites can target either a broad-based or niche audience
>> and contribute to the process of social networking.
>>
>>  Education and Outreach
>> Projects that include educational content for children or adults,
>> resources for educators/teachers, distance learning' courses, pedagogical
>> training tools and outreach to the community.
>>
>>  Games and Augmented Reality
>> Challenging interactive activities that educate, entertain and may
>> involve strategy, competing or role playing defined by rules and linked to
>> a specific outcome. Games can be online, peer-to-peer or mobile. Augmented
>> Reality entries merge the real world environment with digital imagery and
>> interfaces via QR codes, cameras, Tag and more.
>>
>>  Interactive Kiosks
>> A single interactive kiosk in a gallery, visitor center or other public
>> space that offers an alternative, visitor-friendly view of information.
>>
>>  Interpretive Interactive Installations
>> Multiple kiosks or full gallery installations requiring input from
>> visitors to accommodate an educational and entertaining experience. Entries
>> can be interpretive, and come in various forms such as interactive video
>> walls, projection-based installations and touch tables.
>>
>>  Mobile Applications
>> Optimized websites and apps that extend the GLAM experience onto mobile
>> devices. This can include q-codes integration, interactive kiosks, GPS
>> technology, outdoor interactive signage and other environmental marketing.
>>
>>  Multimedia Installations
>> Site-specific immersive installations in public spaces such as exhibits
>> or visitor centers, that use a variety of media and techniques such as
>> sound, video, photography, augmented reality and the internet to support a
>> subject matter. Entries can be interpretive and come in various forms such
>> as surround-sound video projections, responsive architecture, performance
>> and do not require interactivity.
>>
>>  Online Presence
>> Web sites, online collections, image databases and exhibitions that
>> present and interpret GLAM collections and themes, providing a rich and
>> meaningful virtual experience. Projects should demonstrate effective use of
>> multiple media formats, innovative ways of complementing physical
>> exhibitions or providing surrogates for physical experiences in online only
>> exhibitions.
>>
>>  Open
>> Entries are projects created by or for* GLAMS celebrating the ever
>> growing bounty of innovative projects created in the open environment.
>> Projects can include both front-end and back-end innovations. Projects must
>> demonstrate how open data/content was used and the product created.
>> *By or For: This award can be submitted by anyone working with open data
>> in the GLAM environment. We encourage anyone to submit projects that
>> contribute to our larger mission to engage and education our community and
>> to allow our repositories of global cultural heritage more to be more
>> accessible and equitable for reuse.
>>
>>  Public Outreach
>> Unique approaches showcasing GLAM initiatives for the press, marketing
>> purposes and donor development pieces. Could include email newsletters,
>> viral marketing campaigns, fundraising videos, etc.
>>
>>  Video, Film and Computer Animation
>> Entries are linear and nonlinear narratives in video format. This
>> includes documentaries, interviews, original cartoons, motion graphics,
>> animations and stop motion. Individual episodes or entire series may be
>> entered.
>>
>>  Honeysett and Din Student Award
>> Entries include student works that meet the criteria for any of the
>> listed categories. Student entries can include finished projects created
>> for GLAMs or other educational institutions as well as class projects,
>> prototypes or concepts.
>> *Entries must include a letter from faculty (sponsor, mentor, GLAM) sent
>> to the Muse chair. The letter that you need from a faculty member has to
>> verify that the project you are submitting was created while you are/were a
>> student in university.
>> *Students can send 3 entries, one per category.
>> *Universities/Sponsors can send 6 entries.
>> *Universities/Sponsors may submit projects on behalf of their students,
>> but must secure student permission prior to sending materials. Entry must
>> include a letter from the student sent to the Muse Chair.
>> *Student or Sponsor may complete online registration for projects
>> submitted.
>> http://aam-us.org/about-us/grants-awards-and-competitions/muse-awards
>>
>>
>>  http://aam-us.org/about-us/grants-awards-and-competitions/muse-awards
>>
>>  https://www.facebook.com/MediaandTechnology
>>
>>
>>
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>>
>>
>
>
> --
> Lieke Ploeger
>
> Community Manager  | skype: laploeger  |  @liekeploeger<https://twitter.com/liekeploeger>
>
> The Open Knowledge Foundation <http://okfn.org/>
>
> Empowering through Open Knowledge
> http://okfn.org/  |  @okfn <http://twitter.com/OKFN>  |  OKF on Facebook<https://www.facebook.com/OKFNetwork> |
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>



-- 
Lieke Ploeger

Community Manager  | skype: laploeger  |
@liekeploeger<https://twitter.com/liekeploeger>

The Open Knowledge Foundation <http://okfn.org/>

Empowering through Open Knowledge
http://okfn.org/  |  @okfn <http://twitter.com/OKFN>  |  OKF on
Facebook<https://www.facebook.com/OKFNetwork> |
Blog <http://blog.okfn.org/>  |  Newsletter<http://okfn.org/about/newsletter>
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