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TAGES

Teknoloji Arastirma ve Gelistirme Endustriyel Urunler Bilisim Teknolojileri San Tic
6 Projects, page 1 of 2
  • Funder: European Commission Project Code: 230143
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  • Funder: European Commission Project Code: 101092208
    Overall Budget: 8,999,740 EURFunder Contribution: 8,999,740 EUR

    CircularPSP brings together 7 procurers from 7 countries, representing 45 million citizens, to invest €5.64 million in R&D to tackle the common challenge of accelerating digital transition towards a Circular Economy (CE). The Buyers Group represents highly attractive national markets (DE, FI, TR, SE, IE, PT, SI) supported by a Preferred Partner in UK, including capitals with global influence (Berlin, Helsinki, London, Istanbul). The consortium represents European CE-transition and PCP leaders in science and practice. Suppliers are expected to deliver a new green digital public service and data platform enabling entire municipal operations (city) and the local economy (market) to choose, open up, and consume existing and new data. The solution is to support business processes and workflows to plan, procure and implement innovative CE-solutions across Europe more quickly and at larger volume. The unmet procurement needs are: tools to improve organisational and operational performance; data analytics using taxonomies to exploit and exchange CE information and data; removal of language barrier to unlock EU-wide knowledge and learnings. To enable the transition suppliers will answer with ICT innovation in the cross-cutting combination and leveraging of existing and new strategic digital technologies: 1) scalable platforms for city and SMEs users, 2) CE data analytics using EU taxonomy, open linked data, injected by AI, and 3) natural language processing (NLP) to break language barriers across the EU and beyond. The envisaged solution is relevant for all European authorities including cities, ministries, agencies, and housing. Activity triggered by the solution will increase the volume of circular procurement and widen commercialisation opportunities for green digital companies and result in EU leadership in Circular Economy. With interoperability at the core and innovative tools for data sharing and open standards, the solution will provide a use case for the upcoming Common Industrial and Green Deal European Data.

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  • Funder: European Commission Project Code: 2017-1-IT02-KA201-036822
    Funder Contribution: 226,105 EUR

    "High and advanced skills in scientific and digital sectors are becoming a crucial part of literacy in the knowledge economy and background. Science education cannot be viewed as elite training for future scientists or engineers; only science-aware citizens can make informed decisions and engage in dialogue on science-driven societal issues. Scientific and ecological issues interest among students is very high, but often the quality of teaching and learning in the field is not at the same level, particularly ICT sector is one of the only sectors still demonstrating growth and knowledge and competency in environmental sciences and mathematics has become a crucial key skill. DIGITgame Strategic Partnership addresses all its efforts to ""enhance the quality and relevance of the learning offer in education, training and youth work by developing new and innovative approaches”. Project consortium constituted a strategic partnership of pedagogical and technological experts which obtained the goals of developing and disseminating an innovative strategy for consolidating knowledge with the support of gamification tool. The new method suggested a tool for a new and practice approach that enables teachers and learners to collaborate in creating live interactive resources as a videogame.By the application of typical elements of game playing (rules, point scoring, competition) to other areas of activity (scientific disciplines) DIGITgame engaged students in consolidating and deepening acquire concepts and competences and, by the suggestion of specific learning gains, the game has been used as a good form of active learningOBJECTIVES and activities DIGITgame promoted the gamification activity as integration of STEM concepts acquired by aimed lessons and an active engagement of students as ""gamifiers""; it represented a strategy to build a shared and exciting collaboration between teachers and learners to overpass knowledge underachievement 1) Analyze the attitudes and skills around science and ecology of educators and students to influence them to be smart citizens of the future 2) Design and develop a wide set of lessons on basic science subjects: climate dynamics, changes and evolutions; plants physiology and ecological role 3) Engage students (driven by their teachers) in designing and realizing videogames well-structured on the acquired skills aimed to involve and ""challenge"" other students different in age and competences 4) Create contents and work steps available through the project collaborative platform to facilitate its use with different typologies of end users and stakeholders 5) Assess the quality and impact of the project after its implementation, both in terms of attitudes and skills about science and the quality of the methodology, platform and material developedEducators, Teachers and Learners communities, in formal (schools) and informal (education foundations, research scientific institutions) learning scenarios have been the main target groups of the project’s activities and results. Within the DIGITgame community, learners and educators adopted several roles: consumers of teaching resources and producers of new learning materials. Scientists and other stakeholders (entrepreneurship, public bodies, etc.) have been invited to contribute to the creation of learning materials and involved in dissemination activities through Conferences and seminars at national and international level.The project consortium was constituted by 5 partners from 3 countries (TR, UK, IT) with a close collaboration of enterprises (PIXELMILL LTD, UK), research institution (IBE-CNR, IT), innovative foundation (TAGES, TR) and schools (K12, TR – SENSALE, IT) that allowed a multidisciplinary approach that encouraged making the project outcomes suitable and useful to a wider range of users.DIGITgame project obtained positive and long-lasting effects on participants, organizations, and people involved in the actions and target groups. Project educational modernization items and improvement of tools developed key competencies and lead students and teachers more creative, innovative and competent."

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  • Funder: European Commission Project Code: 780121
    Overall Budget: 2,178,350 EURFunder Contribution: 1,824,680 EUR

    PTwist aims to design, deploy, and validate an open platform which will twist plastic reuse practices, by boosting citizens awareness, circular economy practices, and sustainable innovation inline with the new plastics economy vision. This will be achieved by offering : a) crowdsourcing tools to enable generation of an evolving plastic materials reuse taxonomy and an open plastic reuse machinery designs repository; b) a monetary system of PCoins and PWallets maintained by a blockchain based architecture which will safeguard trusted plastics reuse transactions among citizens and inventors (such as fablabs); c) a citizens and communities rewarding and engagement experiences by interactive and collaborative gamification which embeds Pcoins crediting; d) a virtual marketplace for exhibiting and commercializing of PTwist inspired plastics reuse products monetized in the proposed PCoins unit. Cutting edge gamification, analytics, and circular economy mechanisms will be integrated under an open platform to be validated and stress tested under a common use cases methodology. Three local and globally synchronized pilots will intensify all stakeholders (citizens communities, inventors, innovators, and entrepreneurs) involvement and engagement, with emphasis on the social gains and sustainability potential. PTwist will largely impact : citizens and grassrooted groups co-creation, innovative and trusted collaboration and knowledge transfer by increasing all stakeholders awareness; plastics as an asset potential due to increasing its circular economy re-entering; and blockchain based novel routes to markets. Innovation activities in PTwist will be based upon existing open source, blockchain, gaming, crowdsourcing components, open data solutions and developments to the largest possible extent.

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  • Funder: European Commission Project Code: 869951
    Overall Budget: 9,199,250 EURFunder Contribution: 7,089,840 EUR

    It becomes apparent particularly in process industries that cognition can improve the behaviour of a complex process system. One of the main expectations of the use of digital twins is to give us the capability to observe and monitor the behaviour of their respective physical twins. In order to make it happen, we need to combine digital twins, which are driven by domain models (i.e. knowledge), with the models derived from data (i.e. experience). In order to realize it, we need a real-time processing layer where observations (i.e. events), knowledge and experience interoperate to understand and control the behaviour of a complex system (i.e. cognition). FACTLOG offers such a layer and aims at deploying and adjusting it to several process industries. By incorporating different pipelines of machine learning and analytical tools at different levels (from machines to process steps and from processes to the whole production plant), FACTLOG enables the realization of the Cognitive Factory as an ensemble of independent but intertwined ECTs, that are (i) able to self-learn, and thus to effectively detect and react to anomalies and disruptions but also to opportunities that may arise, (ii) enjoy a local or global view of operations and (iii) are capable for short-, mid- and long-term reasoning and optimization. FACTLOG is driven by several specific, yet indicative, business cases in the process industry and focuses its innovation regarding analytics, AI and optimization on the deployment and assessment of coherent Enhanced Cognitive Twins for the specific sectors represented in FACTLOG and even for the plants in which it will be pilot tested and evaluated. It will be implemented by a just right consortium of twenty partners, five of which are manufacturers and a further three represent manufacturing clusters. Technology and scientific contributors from leading academic institute and focused ICT vendors (mostly SMEs) bring in all necessary knowledge and innovation.

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