Muse Awards: Categories
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.
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.
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.
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.
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.
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.
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.
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.