
mediri GmbH
mediri GmbH
67 Projects, page 1 of 14
assignment_turned_in ProjectPartners:ADAPTEMY LIMITED, mediri GmbH, SIMAVI, Konnekt-able Technologies, ADAPTEMY LIMITED +4 partnersADAPTEMY LIMITED,mediri GmbH,SIMAVI,Konnekt-able Technologies,ADAPTEMY LIMITED,NTUA,SIMAVI,Polytechnic University of Milan,mediri GmbHFunder: European Commission Project Code: 101086100Funder Contribution: 792,925 EUR"Higher Education Classroom Of the Future (HECOF) project will be implemented by a mixed partnership of organisations from different sectors that have the capacity to innovate in terms of digital tools and teaching and learning methods for the higher education systems, by leveraging the power of AI and machine learning for student assessment and adaptive learning based on individual learner’s performance and behavior. The main goal of the HECOF initiative is to create systemic change in higher education teaching practice and national reforms in education by developing and testing an innovative personalised, adaptive way of teaching that exploit the digital data from students' learning activity in immersive environments and use computational analysis techniques from data science and AI. The project wil design and develop this learning system with a conceptual focus on ""Chemical Engineering"" academic discipline and will engage teaching staff and students from two pilot universties in its desing and pilot testing. HECOF also wants to foster the development and uptake of safe and lawful AI that respects fundamental rights by providing insights on ethical and legal issues around the design of the system. It will drive the policy agenda by formulating recommendations on the role and use of AI for personalised, adaptive learningHECOF technology has a clear potential to be mainstreamed in vocational education and training sector for employees in chemical engineering sector. Therefore, HECOF will support the first strategic priority of the Digital Education Action Plan (2021-2027), the development of a high-performing digital education ecosystem, by building capacity and critical understanding in all type of education and training institutions on how to exploit the opportunities offered by digital technologies for teaching and learning at all levels and for all sectors and to develop and implement digital transformation plans of educational institutions."
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For further information contact us at helpdesk@openaire.euOpen Access Mandate for Publications and Research data assignment_turned_in Project2023 - 2025Partners:SIMAVI, SCIENCE COMMUNICATION, F6S IE, CELLOCK LTD, Κε.ΔΙ.Βι.Μ2 ΚΑΙΝΟΤΟΜΙΑ&ΣΙΑ Ε.Ε. +16 partnersSIMAVI,SCIENCE COMMUNICATION,F6S IE,CELLOCK LTD,Κε.ΔΙ.Βι.Μ2 ΚΑΙΝΟΤΟΜΙΑ&ΣΙΑ Ε.Ε.,INFINITIVITY DESIGN LABS,Konnekt-able Technologies,F6S IE,mediri GmbH,INFINITIVITY DESIGN LABS,UPC,VASS EU,SCIENCE COMMUNICATION,Κε.ΔΙ.Βι.Μ2 ΚΑΙΝΟΤΟΜΙΑ&ΣΙΑ Ε.Ε.,SIMAVI,CYENS CoE,CELLOCK LTD,mediri GmbH,VASS EU,Konnekt-able Technologies,CYENS CoEFunder: European Commission Project Code: 101093159Overall Budget: 8,568,080 EURFunder Contribution: 7,664,150 EURThe European EdTech sector is playing an increasingly important role in driving forward digital transformation in Europe covering all education, training sectors. According to estimates, the sector saw a 15% increase on investments in 2021 and global investments are expected to reach over $87 billion in the upcoming decade. Notwithstanding, the sector is heavily fragmented across the European Union with many small players and few companies playing a global role. The European XR industry has evolved and maintained a leading role globally in software and content production. The use of XR can expand the range of activities through which students can gain hands-on experience, enabling them to go beyond abstract knowledge and supporting skills-based teaching and learning. Currently, developing XR applications for education require specialised knowledge and strong XR development skills. The process takes a lot of effort, time, and money. XR4ED concept is to: a) bring together EdTech and XR community and resources, overcoming fragmentation issues and encouraging the acceleration of innovation for personalised, innovative, efficient, and inclusive learning using XR; b) build a one-stop-shop and open marketplace for XR applications for learning, training and education that will act as a European reference platform on learning and teaching with XR. XR4ED will focus on the following sectors which must be further developed to make Europe a leader in cutting-edge technologies for education: Boost the deployment of innovative XR applications for learning, training, and education. Enable digital start-ups, SMEs, and industry active in the EdTech sector to further advance early prototypes, of digital learning solutions/apps using XR to a market-ready product. Provide a single point of access to XR content, tools and solutions based on open standards. Provide links to existing relevant initiatives and projects, including existing platforms, catalogues, or repositories.
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For further information contact us at helpdesk@openaire.euOpen Access Mandate for Publications and Research data assignment_turned_in Project2024 - 2027Partners:COOKIE BOX, COOKIE BOX, RAISING THE FLOOR, Estonian National Museum, MUSEO DEL TESSUTO DI PRATO +16 partnersCOOKIE BOX,COOKIE BOX,RAISING THE FLOOR,Estonian National Museum,MUSEO DEL TESSUTO DI PRATO,UNISYSTEMS LUXEMBOURG SARL,mediri GmbH,OPEN IMPACT SRL,UNISYSTEMS LUXEMBOURG SARL,KUL,MUSEO DEL TESSUTO DI PRATO,CENTRE FOR RESEARCH AND TECHNOLOGY HELLAS CERTH,CERTH,RAISING THE FLOOR,OPEN IMPACT SRL,MUSEOSPACE STICHTING,Estonian National Museum,MUSEOSPACE STICHTING,KEPA,mediri GmbH,KEPAFunder: European Commission Project Code: 101132449Overall Budget: 3,999,120 EURFunder Contribution: 3,999,120 EURIn European society, video games are important both as a cultural and commercial industry and as an important aspect of people's daily lives. When compared to other economic sectors, the EU's video game market exhibits a rapid growth rate and makes up one-third of the total market value. The overall aim of the i-Game project is to create an accessible open-source game development platform that will facilitate the co-creation of games by diverse actors within different ecosystems of cultural and creative sectors and industries (CCSI), to enhance innovation and to bring positive impact on social cohesion and sustainability. More specifically, i-Game aspires: 1) To engage video game stakeholders of different abilities, expertise, and disciplines, to contribute, learn, share and tap into new innovative and economic opportunities; 2) To provide a collaborative platform with the tools to co-create mobile and virtual reality games by engaging different users, from different backgrounds and sectors; 3) To develop an ethical-design culture in the video game industry; 4) To monitor, assess and manage the impact that the video games have on different sectors, especially targeting culture/museums, creative industries and fashion/textile; 5) To help understand why and how are online games positively impacting people, culture and society and help extract the ingredients necessary for developing a new generation of games targeted to improve people’s well-being. The i-Game partnership, composed by organisations with diversified backgrounds and expertise, reassures the interdisciplinary approach required to address the complex topic of the games’ impact on innovation, sustainability, social cohesion and economic growth. This multi-sectorial and inclusive cooperation shall stimulate an innovative and productive work and inspire cross-fertilisation across perspectives, disciplines and countries, under common European values.
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For further information contact us at helpdesk@openaire.euOpen Access Mandate for Publications and Research data assignment_turned_in Project2016 - 2019Partners:AIT, mediri GmbH, mediri GmbH, RRD, RRD +1 partnersAIT,mediri GmbH,mediri GmbH,RRD,RRD,AUFunder: European Commission Project Code: 731656Overall Budget: 1,238,000 EURFunder Contribution: 999,312 EURThe GOAL project provides a platform that fosters an ecosystem of games and applications that helps people stay motivated to lead socially engaged, physically and cognitively active lifestyles. The platform will benefit both players and third-party game developers. Players get to play their favourite games while at the same time working on a social and active lifestyle. Where certain GOAL games or applications will reward users for healthy behaviour, others allow the user to spend their earned GOAL Coins on virtual or real rewards. GOAL applications can reward among other, social interactions, physical activity, cognitive training, teamwork, and competition. Game developers choosing to integrate with the GOAL platform benefit by being able to leverage an easy to use platform that, when integrated into their games, provides out-of-the-box added value for their users’ healthy lifestyle. By leveraging the GOAL platform, game developers can focus on their strengths: to develop fun, engaging experiences for their users. The GOAL platform provides a set of services to integrated games and health apps. First, the platform supports a complete virtual reward system in which applications function as coin generators, coin spenders or both. Second, the platform provides generic, adaptive personalized goal-setting that apps and games can leverage to automatically provide the most relevant challenge to their users. Third, an integrated motivational agent helps users achieving their health-, or in-game goals. Last, the platform includes a social marketplace that fosters social interactions among the GOAL community. The GOAL platform has the potential to open up a new market in which health behaviour change components can be fully integrated in real, fun and engaging games. Game developers can focus on developing emerging experiences, while behaviour change experts provide the benefits in the GOAL platform.
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For further information contact us at helpdesk@openaire.euOpen Access Mandate for Publications and Research data assignment_turned_in Project2020 - 2023Partners:mediri GmbH, mediri GmbH, WISSENSCHAFTSLADEN BONN EV, ICONS, TARTU ENVIRONMENTAL EDUCATION CENTRE +19 partnersmediri GmbH,mediri GmbH,WISSENSCHAFTSLADEN BONN EV,ICONS,TARTU ENVIRONMENTAL EDUCATION CENTRE,TARTU ENVIRONMENTAL EDUCATION CENTRE,STICHTING DE NATUUR - EN MILIEUFEDERATIES,Fachagentur Nachwachsende Rohstoffe e.V.,ICONS,STICHTING FASHION FOR GOOD,INTHUM - LABORATORIO INTERCULTURALE DI RICERCA E DI PROMOZIONE DELLA CONDIZIONE (H)UMANA,B.T.G. BIOMASS TECHNOLOGY GROUP BV,IBS,B.T.G. BIOMASS TECHNOLOGY GROUP BV,INTHUM - LABORATORIO INTERCULTURALE DI RICERCA E DI PROMOZIONE DELLA CONDIZIONE (H)UMANA,STICHTING FASHION FOR GOOD,STICHTING DE NATUUR - EN MILIEUFEDERATIES,Public and Science,VA,PI,PROSPEX INSTITUTE,WISSENSCHAFTSLADEN BONN EV,Fachagentur Nachwachsende Rohstoffe e.V.,IBSFunder: European Commission Project Code: 887070Overall Budget: 1,999,980 EURFunder Contribution: 1,999,980 EURAllthings.bioPRO will create and implement a highly innovative gamification ecosystem combining a serious game, a smartphone app and on- and offline communication and engagement activities to enable citizens to provide direct input into the agenda of the bio-based industry. The project will apply a comprehensive participatory approach to engage citizens and all quadruple helix stakeholders in the co-design and co-creation of a serious online game as innovative tool to raise awareness, support learning and gather citizen generated input and data. The project focusses on four themes closely related to everyday life: food packaging, fashion and textiles, kids and schools, and jobs and careers. These themes are central to the serious game and smartphone app and will also guide an associated public communication campaign, building on the current BioCannDo project. Citizen engagement will be organized in a series of Focus Groups and Co-Creation Workshops at the local level, supported by 8 regional partners and implemented in the local language. The serious game and the smartphone app will not only engage citizens using them, but can also be used as tool to aggregate citizens’ ideas, preferences and opinions related to the four themes and relevant products and inform them about bio-based alternatives for fossil based products. Taking up the results of the co-creation process the project will explore possibilities creating a Citizens Action Network and assess how it can support a bioeconomy citizen observatory. Project results will be relevant to brand owners, bio-based industries, Knowledge Centre for Bioeconomy, policy actors and others. Allthings.bioPRO will establish close collaboration with them to ensure project results are of high quality, relevant and of direct use. Results will help stakeholders appreciate citizens’ perspectives and views on the bioeconomy and give them access to citizen generated data on preferences and ideas on specific product applications.
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