
IN2 DIGITAL INNOVATIONS GMBH
IN2 DIGITAL INNOVATIONS GMBH
10 Projects, page 1 of 2
assignment_turned_in ProjectPartners:ASOCIATIA EU-RO-IN, INSTITOYTO KOINONIKIS KAINOTOMIAS KAI SYNOXIS, ASOCIACION CULTURAL Y DEPORTIVA LAHOYA, Asociacija Aktyvus jaunimas, IN2 DIGITAL INNOVATIONS GMBH +2 partnersASOCIATIA EU-RO-IN,INSTITOYTO KOINONIKIS KAINOTOMIAS KAI SYNOXIS,ASOCIACION CULTURAL Y DEPORTIVA LAHOYA,Asociacija Aktyvus jaunimas,IN2 DIGITAL INNOVATIONS GMBH,S.E.A.L CYPRUS (CYPRUS ORGANIZATION FOR SUSTAINABLE EDUCATION AND ACTIVE LEARNING),Ecocenter AlapítványFunder: European Commission Project Code: 2021-1-DE04-KA220-YOU-000029143Funder Contribution: 239,171 EUR<< Background >>Climate change and environmental degradation are an existential threat to Europe and the world. The European Commission’s outline and guide, the European Green Deal, is the way leading to transforming Europe the first climate-neutral landmass by 2050, scoping in suitability without leaving anyone behind. To reach this 2050 objective, activity will be required by all segments of the economy, counting: contributing to environmentally-friendly innovations; supporting industry to improve; turning into cleaner activities, cheaper and more beneficial shapes of private and open transport; decarbonizing the energy segment; guaranteeing buildings are more vitality effective; working with universal accomplices to progress worldwide natural benchmarks. The only way that the aforementioned objectives may be achieved is by turning climate and natural challenges into real opportunities, by fair and comprehensive activities for all. Reaching this target will require activity by all segments of economy, including investing in environmentally friendly technologies supporting not only industrial but also individual activities to innovate and turning out cleaner.Additionally to the Green Deal approach, Paris Agreement set it clear that in order for the long-term temperature objective to be reached, nations should reach a worldwide reduction of emissions as soon as possible to conclude to a climate-neutral world by mid-century. The Paris Agreement clarifies that bringing all nations into a common cause is a powerful tool to undertake ambitious efforts to combat climate change and adapt to its effects. In this line of approach, the idea of completely understanding technology development and transfer for both improving resilience to climate change and reducing Green House Gases emissions (GHG) can only be approached if technological improvements act in accordance to those scopes. Finally, the importance of technological frameworks to act as guidance for environmental pollution reduction, are being underlying. Apart from the ambitions and goals having been set in line with GHG minimization and environmental pollution limitation, the Sustainable Development Goals completes the targets that should be achieved for adding value to human living and environmental survival. The call refers to action by all countries – poor, rich and middle-income – to promote prosperity while protecting the planet. The organization recognizes that ending poverty must go hand-in-hand with procedures that construct financial development and address a route of social needs counting training, wellbeing, social assurance, and work opportunities, whereas handling climate change and environmental protection.Finally, it is of high time to live in a world equal for all, without leaving no one behind. May the world, the research and the innovative techniques get more and more improved but this improvement can not be assumed as important as it would be if it was accessible and reachable from all. Unfortunately, people with fewer opportunities are not always included to the innovative approaches. For that reason, GENTLY can be the milestone for a new innovative EUROPE whose improvements and innovations are accessible to everyone.<< Objectives >>GENTLY focuses on three out of 17 sustainability goals that are the goal number 4 ‘Education’, goal number 12 ‘Sustainable consumption and Production patterns’ and goal umber 13 ‘Taking urgent action to compact climate change and its impacts’. The development of a framework able to simultaneously deal for empowering the actions needed to achieve sustainability goals; is among others a major scope of GENTLY.Accordingly, it is inevitable to act in line not only with Green Deal and Paris Agreement but also with Sustainability goals in order to ensure the well-being and environmental survival. In this line of approach, GENTLY aims to highlight the main pollution parameters, inform the individuals about eco-friendly alternatives to everyday practices and services used, ‘reward’ eco-consciousness companies and services, educate individuals about environmental facts. Finally, it is of urgent importance for an equal Europe and equal world to look forward without leaving no one behind. GENTLY focuses on both youth workers but also people with fewer opportunities. GENTLY tragets at using the available digital means so as to transfer the knowldede about energy efficiency and green deal practices to a wide target group. GENTLY is an innovative energy efficiency maximization-based project that strives for European Union (EU) targets achievement as it is aligned with youth awareness for energy efficiency actions, environmental emissions, and promotion of EU green deal targets and measures for energy efficiency maximization through empowering young people. The main objective of the current project is to offer added value, reclaim international cooperation, and the available digital means for informing and educating the youth in a non-formal playful, and joyful way. The main scope of the project is to create an innovative package of games that will include both board and online games of two levels (easy and professional) to include a wide variety of youth. Therefore, having as target group youth workers and young people (and youth with fewer opportunities), the project’s objectives are: - To conduct research analysis investigating climate change facts and green deal actions scoping in energy efficiency maximization and green deal reclaimed- To design, test, and publish an innovative training game package for youth workers and young people that will guide and support them to provide quality training on target groups (youths and youths with fewer opportunities) on energy efficiency issues - To deliver training courses to train youth workers, in learning processes related to energy efficiency issues, through green deal games-To involve companies in professional games indicating actions for environmental protection align with dissemination elimination and minorities’ support-To exploit as much as possible, partners' experience and skills to result in a highly innovative and useful package of game-based learning package.<< Implementation >>The intention is to work at the very best viable stage of engagement, to ensure happy members between all challenge events, to be aware of information, to respect contributors' distinct expectations, the time and the needs for GENTLY to achieve the desired outcomes. Plenty of time could be allotted to practical activities and to cooperation with appropriate experts. 1. The GENTLY research analysis investigating climate change facts and green deal actions scoping in reducing climate change activities (PR1), which simultaneously examines young people's knowledge and awareness of climate change issues and green deal practices, how they relate to them in different contexts, and how to best engage and participate in local and international actions to address this problem, the Best Practices Guide on Application Game (easy game) (PR2), and a Board Game designed properly also for people with hearing or seeing problems (PR3).2. A minimum of 19 trained (C1) youth workers (2 from each country + at least 5 at the local level) to learn how to use GBL in youth learning about energy efficiency concerns in a C1 short training event for youth;3. A minimum of 26 young people (3 from each nation plus a minimum of 5 at the local level) to participate in GBL procedures in order to improve their knowledge of environmental hazards and green deal practices both locally and globally;4. A minimum of 2 companies (2 from each country) to participate in professional game (PR3) indicating actions for environmental protection align with dissemination elimination and minorities’ support;5. 8 multiplier events (7 multiplier events and 1 Final Conference) to raise awareness of the project, its project results, and outcomes among youth workers and learners, as well as other stakeholders (climate change and sustainable development organizations, youth organizations, policymakers and reformers, youth workers/trainers/educators working with young people, and so on).- Each partner will have the opportunity to learn about GBL as it is practiced in their own country, exchange good practices and experiences, develop common recommendations and guidelines, and improve learning through a fun, motivating, and stimulating GBL environment; - The project will facilitate the collaboration between key people and Youth workers from each partner and the social integration of youth from different countries, cultures, and way of life; - European international mobility of project participants; - Final conference informational material and publications translated into partners’ languages; - Social and media campaigns; - Language and social competence of project participants through active transnational communication and involvement in project activities. A set of activities are also included in the project: -Project Management includes agreements, administrative work, financial and budget control, time management, roles and duties allocation, reporting templates, communication methods, and reporting procedures, where the coordinator will be accountable with cooperation from all partners. -Project Evaluation and Quality Assurance Strategy will be set up at the start of the project and will include a detailed description of the quality and risk management plan as well as quality assurance procedures to ensure the quality of project deliverables. -Dissemination Plan will be developed to define dissemination actions aimed at project stakeholders and the general public. -Sustainability and Exploitation Plan will ensure that the partners may make the most use of the resources generated, both inside the partnership and with other institutions, during and after the project. At the end of the project, findings, package of games will be communicated to new contexts and disciplines of study. The PRs will also be accessible to the public via the project's website. This will allow, in the long run, to further formalize project PRs at the policy, as well as to make established approaches.<< Results >>The project's outcomes are extremely related to the project results and activities completed during the project's implementation period; as main objective of GENTLY is to be formed so as to combine multiplier benefits:The main outcome through GENTLY is to provide EU with a package of tools, through the use of GBL so as to empower young people, aware them about environmental threats and train them about green deal practices for energy efficiency maximization and emission minimization. The consortium will start with the practice of the PRs. The GENTLY area research (PR1) can be the first PR to be produced aiming to research the knowledge of youth about environmental problems and green deal practices so at to maximize energy efficiency and minimize environmental pollution, and the way to achieve the greatest interaction and participation in actions to address this hazards and reclaim practices to save the world. PR2 is a package of both boar games and the application development for providing GBL through digital means. It will include both facts (hazards separated in main categories) and actions (green deal practices) that should be properly allocated so as to result in a net-zero emission world. PR3 is the transformation of both the board game and the application, so for people with fewer opportunities to be able to participate and take advantages of the GBL developed (e.g. audio games, braille code board game etc.). PR4 includes the interaction and the real-time participation of companies with young workers. Companies will have the opportunity to both educate their workers, but also to be given a realistic approach to improve their eco-friendly profile by simultaneously empower people with fewer opportunities. All PRs consist a completed educator’s package framework, innovatively designed, illustrated and tested, so for both the educators and the young people to be able to take advantage of GBL, improve their educational background, broaden their horizons, participating in EU activities that will enrich their skills and awareness, equip them to properly alter and shape both a next generation EU and consequently a new world. In addition to the POs, 5- day quick-time period training events (C1+C2) will be organized. For the duration of the training, the youths will be skilled on how to utilize the PRs to empower youths to act accordingly both environmental practices but also without leaving no one behind and use the positive means available by EU, via GBL. All PRs will be pilot-examined at the youth throughout C1. Comments and pointers for improvement of PRs may be given through young people on C1. C2 can be a five-day getting to know activity for youth. They may be concerned in the three PRs (PR2, PR3, PR3) to pilot test the games and they may supply comments after the end of the gaining knowledge of occasion to allow improvements and adjustments of every PR. Besides the PRs and the educational events, seven multiplier occasions such as the very last multiplier event (international conference) can be applied for disseminating the venture's outputs and results. All of the undertaking is designed primarily based on the wishes of the goal institution and at the long experience of the assignment’s companions. The method with a purpose to be evolved and observed via the partners, will pay attention on the success of the venture’s effects.
more_vert Open Access Mandate for Publications and Research data assignment_turned_in Project2021 - 2024Partners:MVB, ENoLL, IMEC, DEN - Design Entrepreneurship Institute, KUNSTKRAFTWERK LEIPZIG GMBH +6 partnersMVB,ENoLL,IMEC,DEN - Design Entrepreneurship Institute,KUNSTKRAFTWERK LEIPZIG GMBH,KUL,EURECAT,FUNDACIO BARCELONA MOBILE WORLD CAPITAL FOUNDATION,IN2 DIGITAL INNOVATIONS GMBH,FEDERATION OF EUROPEAN PUBLISHERS,BOOKABOOK SRLFunder: European Commission Project Code: 957185Overall Budget: 5,516,400 EURFunder Contribution: 4,942,460 EURBook publishing is the largest cultural industry in Europe, and European publishing (uniquely among European cultural industries) is a world leader. Nevertheless, the industry needs to revisit its traditional value chains and business models, and to establish effective cooperation with prosumers, to reaffirm its place as a fundamental economic and cultural agent in the digital age. Möbius will contribute to a renewed and invigorated European publishing sector by providing them with methods and tools to leverage the potential of prosumers in innovation processes and thus guaranteeing user-centric and user-driven perspectives in the design and delivery of new enriched media experiences. Möbius will deliver three key innovations: i) Prosumer intelligence toolkit, built upon living labs qualitative methods and the analysis of a dataset containing several hundred thousand of prosumer online works and interactions. ii) Prosumer business models, grounded in thorough analysis of IP law, for steering a fair and sustainable ecosystem; and iii) Möbius book, allowing cross-media, interactive and immersive book experiences. Möbius will developed and validated through large scale piloting activities mobilizing 2.500 relevant user groups, including prosumers, and publishing and media professionals. These innovations will be exploited for direct use and commercialization by partners Bookabook, IN2 and MVB through a Möbius marketplace. Möbius consortium is multidisciplinary, gathering industrial, artistic, social sciences and technological expertise. Möbius will showcase results in two of the largest cultural and technological events in Europe: Frankfurt Book Fair (by MVB) and the Mobile Word Congress (by FMWC). Intense dissemination activities and rigorous impact assessment will be organized to maximize impact of the results in the publishing industry and the European media ecosystem as a whole.
more_vert Open Access Mandate for Publications and Research data assignment_turned_in Project2017 - 2020Partners:University of Vienna, FACTION XYZ, Joanneum Research, UHasselt, PLUXCUSTOMS CV +5 partnersUniversity of Vienna,FACTION XYZ,Joanneum Research,UHasselt,PLUXCUSTOMS CV,NPO,VRT,IN2,RADIO STADTFILTER AG,IN2 DIGITAL INNOVATIONS GMBHFunder: European Commission Project Code: 761802Overall Budget: 3,667,630 EURFunder Contribution: 3,231,370 EURNowadays, radio shows surpass linear broadcast feeds by increasingly revolving around user engagement, which encompasses audience interaction and experience personalisation. Indeed, a typical consumer increasingly interacts with the radio station through digital platforms and social media. Unfortunately, the tools to enable radio-makers to capitalize on these new kinds of media and interaction opportunities are premature at best, and are in addition ill-aligned with contemporary radio production workflows. MARCONI aims to bring radio experiences to the next level, enabling radio to safeguard its strong position in the European media market, while at the same time facilitating innovative ways of radio making. The goal is to enable fully interactive and personalised radio solutions, integrating broadcast radio with digital and social media, amounting to converged radio experiences. To realize this goal, MARCONI will pursue two concrete objectives. First, consumers will be able to interact with “live” radio through their preferred communication channel in ways that are richer than is feasible today, so that consumers feel more connected to the radio brand -even when not listening linearly- and better served in an individual way. Second, radio-makers will be given an integrated view on audience interactions and will be supported by interaction automation services. The net outcome will be enhanced audience engagement. MARCONI brings together a multi-disciplinary consortium to realize its vision. Several partners will focus on AI to automate processing of audio-visuals, text and social media posts. A radio redaction solutions provider is represented in the consortium to guarantee smooth integration in real operational workflows. MARCONI also includes broadcasters which will organise large-scale pilots with their respective communities. Finally, strong industry participation (SMEs and radio stations) ensures that the MARCONI market potential will be properly exploited.
more_vert assignment_turned_in ProjectPartners:IN2 DIGITAL INNOVATIONS GMBH, CEIP LOS ALBARES, University of Iceland, Elementary School of Vivlos Naxos, Urban Foxes +1 partnersIN2 DIGITAL INNOVATIONS GMBH,CEIP LOS ALBARES,University of Iceland,Elementary School of Vivlos Naxos,Urban Foxes,STIMMULIFunder: European Commission Project Code: 2021-1-IS01-KA220-SCH-000031603Funder Contribution: 301,841 EUR<< Background >>Climate change is the greatest challenge of our times and humans are recognized as a major cause of Climate Change (UNESCO, 2009). The EU has launched the Green Deal initiative to raise awareness on climate change, industry innovation and more, while the European Education Area initiated a special Education for Climate Change Coalition, pledging for concrete actions made by individuals and collective actors at the local, regional and national levels. In this respect, the role of education in addressing climate change is increasingly recognized. Despite the effort happening on an EU level it seems that there is no specific behavioral change towards a greener future and Researchers argue that to find how to communicate the climate crisis in a way that would inspire behavioural change, one should look into how humans process information “narratives can help to find better ways to communicate science”. The partnership has also identified needs for teachers for late primary and secondary education related to:•Lack of effective strategies, practices and tools for delivering innovative, action driven Climate Change Education: In general teachers face various difficulties to apply innovative competence-based teaching in their settings as they are not trained in such practices while not feeling confident to teach for climate change due to the absence of clarity about the most effective teaching strategies. •Weaknesses in Digital Competences for Educators (DCE) increase when it comes to situations or tools specifically related to online teaching. The need for proper DCE has been fundamental for the avoidance of disruption in teaching-learning processes. Teachers’ digital tools’ needs have increased especially post-covid19 where more knowledge is needed than the regular digital communication skills. This leads to the need for suitable training on DCE in a structured manner; it can be said that covid-19 has emphasized the importance of teacher professional development for online and blended learning.In view of the above, project ActGreenStory (AGS) in response to these challenges, capitalizing on past projects, and innovative education methodologies and trainings for green skills, with the use of digital storytelling and creativity seeks to empower teachers towards achieving greener behaviors, shaping tomorrow’s climate action changemakers, with participatory methods, following a holistic approach. Digital technologies in all their facets coupled with strong narratives can engage students towards becoming tomorrow’s green stewards.<< Objectives >>Through our project ActGreenStory (AGS) , capitalizing on past projects, and innovative education methodologies and trainings for green skills, with the use of digital storytelling and creativity we seek to empower teachers towards achieving greener behaviors, shaping tomorrow’s climate action changemakers along with the engagement of families, hence following a holistic approach. Digital technologies in all their facets coupled with strong narratives can engage students towards becoming tomorrow’s green stewards (Buchanan, Pressick-Kilborn, Maher 2018). Through this process teachers, students and their environment will identify and act upon environmental problems through creative thinking as active citizens and not just as observers. Our objectives are to: i) design new-age educational material for students to use technology towards greener attitudes and actions, ii) empower teachers with new methods and tools to urge them activate students’ inner green activist, iii) create accessible online material for further use and capitalization, iv)develop an interactive online platform for the connection of students from all over Europe to take common actions for climate change and become a living network.<< Implementation >>To achieve these objectives, the project will bring together stakeholders and target groups (teachers, students, policy makers, education designers, environmental activists) and engage them in codesign, co-creation, testing, piloting, validation, sharing and promotion activities. Teachers and students will be involved in building stories related to green actions adapted to the online environment trying to bring change locally with their communities but also on EU level connecting to other schools and projects via the Connecting platform. Campaign-stories will be created and widely disseminated to the green EU community stakeholders to push for action and activation. Teacher training offline and online activities, video tutorials and animations will complement these activities to demonstrate the educational potential and impact of AGS on teachers, students and community and contribute to the development of future oriented curricula that will empower young learners to become agents of change in the environmental transformation.<< Results >>The AGS expected project results are:1.AGS Curriculum is the learning and teaching material aiming to support teachers and students to develop the necessary skills such as agency, creativity and design thinking, digital and environmental literacy and problem solving that will transform them into green changemakers. AGS project also aspires to empower teachers with new skills for CCE and serve as a good practice for designing and delivering green digital storytelling.2.AGS Teachers´ Training Lab aiming to support teachers on the smooth and effective implementation of the project´s curriculum, on how to introduce Digital Storytelling methodology in class for climate change actions. 3.AGS Multimedia Hub where videos, animated presentations, interviews and tutorials will be produced in cooperation with animators with practical and useful tips for future applications, ready to use activities and digital resources.4.AGS Connecting Platform that aspires to create a European-wide online community comprised of more than 1000 teachers, students, schools, policy makers, environmental NGOs and associations, parents and community stakeholders to support, contribute and participate to educational activities that promote campaigning for climate change.
more_vert Open Access Mandate for Publications and Research data assignment_turned_in Project2022 - 2025Partners:VUB, HOLO-INDUSTRIE 4.0 SOFTWARE GMBH, ICCS, AZIENDA USL TOSCANA NORD OVEST, TUC +11 partnersVUB,HOLO-INDUSTRIE 4.0 SOFTWARE GMBH,ICCS,AZIENDA USL TOSCANA NORD OVEST,TUC,FACT,ENGINEERING - INGEGNERIA INFORMATICA SPA,THINGENIOUS PC,SSSUP,IGOODI SRL,CERTH,UPV,CNR,IN2 DIGITAL INNOVATIONS GMBH,KPEOPLE RESEARCH FOUNDATION,OUTDOOR AGAINST CANCERFunder: European Commission Project Code: 101092612Overall Budget: 7,482,540 EURFunder Contribution: 7,482,540 EURThe Social and hUman ceNtered XR (SUN) project aims at investigating and developing extended reality (XR) solutions that integrate the physical and the virtual world in a convincing way, from a human and social perspective. The virtual world will be a means to augment the physical world with new opportunities for social and human interaction. We will address the following limitations: ● Lack of solutions to develop scalable and cost-effective new XR applications; ● Lack of convincing solutions for mixing of the virtual and physical environment; ● Lack of plausible and convincing human interaction interfaces in XR; ● Barriers due to resource limitations of end-user devices; We will develop solutions to surpass current limitations, including: ● Development of scalable solutions to obtain plausible and convincing virtual copies of physical objects and environments; ● Development of solutions for a seamless and convincing interaction between the physical and the virtual world; ● Development of wearable sensors and haptic interfaces for convincing and natural interaction with the virtual environment; ● Development of artificial intelligence-based solutions to address current computing, memory, and network limitations of wearable devices; The developed solution will be demonstrated in three real-life scenarios: 1 XR for rehabilitation after accidents or diseases. 2 XR in the industry to increase safety and improve social interaction among workers. 3 XR to remove interaction barriers for persons with disabilities.
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