Live Streaming Performing Arts Using social media: why, how & best practices
Emily King | Published August 2019
Live streaming through social networks has become a growing trend for performing arts institutions interested in reaching larger audiences and expanding their online presence. In a study conducted by the Pew Research Center on how cultural organizations use different kinds of technology platforms to engage audiences, 29% of participating organizations stated that they host online events, with 81% of them streaming videos and 86% claiming to have expanded their online events within the past several years. This AMT Lab reports details why live streaming is important, what options are available, and what obstacles must be overcome to utilize live streaming in a successful and ethical way.
Understanding Gamification for the Arts
Kara Post | Published July 2017
This report breaks down why gamification works in an arts management setting and what an arts organization will need to assess to create an effective digital gamified solution.
WEARABLES IN THE PERFORMING ARTS: AN RFID PRIMER FOR ARTS MANAGERS
Rod Gingrich | Published June 2017
This report describes the capabilities of RFID and provides a quick overview of its many uses within the entertainment and performing arts sphere, where increasingly creative deployments are adding value to large-scale events for both audience and presenter.
rfid technology: implementation possibilities in the patron experience
Anne Marie Padelford | Published February 2016
In this new white paper, AMT Lab Contributor Anne Marie Padelford takes a look at the emerging potential uses of RFID technology in museums. From education to ticketing, RFID could prove to be a powerful tool for museums to connect with their visitors.
HOW CAN MOOC PROVIDERS CREATE AN INTERACTIVE LEARNING EXPERIENCE IN THE ARTS?
Wanqi Peng | Published January 2016
In this new publication, AMT Lab Contributor Wanqi Peng shares her research on the current state of arts education in Massive Open Online Courses (MOOCs). Included in the report is an overview of the field, a summary of trends in digital arts courses, and a course study following a pioneer of online arts education.
GALLERY ONE AT THE CLEVELAND MUSEUM OF ART: CONNECTING AUDIENCES TO ART THROUGH TECHNOLOGY
Sarah Murphy | Published July 2015
Using WolfBrown’s “Making Sense of Audience Engagement” framework to explore the Cleveland Museum of Art’s Gallery One initiative and to show how technology is able to reach a wide audience by filling diverse needs of engagement.
PERFORMING ARTS IN THE WEARABLE AGE
Thomas Rhodes & Samuel Allen | Published June 2014
Wearable computing devices--including smartwatches, fitness and health tracking devices, and smartglasses--are projected to quadruple between now and 2018. What does their increased use mean for the performing arts? This paper introduces wearable technology, provides an overview of current experiments with these devices among performing arts professionals, and discusses potential implications and challenges for the field.
Note: For more information about Google Glass specifically, see "Through the Looking Glass: How Google Glass Will Change the Performing Arts."
Creating Online Audiences For Orchestras
Bianca Oertel | Published April 2014
Discussion of current practices to cultivate online audiences and the potential opportunities they hold for the symphony orchestra industry.
THROUGH THE LOOKING GLASS: HOW GOOGLE GLASS WILL CHANGE THE PERFORMING ARTS
Thomas Rhodes & Samuel Allen | Published January 2014
Findings from Google Glass beta testing in performing arts venues.
GAMIFICATION IN THE ARTS
Andre Bouchard | Published May 2013
When and how to use game layers to enhance development and marketing.