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9 projets européens trouvés

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 TERMINÉ 
Technology transfer of gaming assets to non-leisure contexts such as the energy efficiency sector has become the “holy grail” of today’s research and industrial efforts towards a more sustainable energy system. The main objective of SOCIALENERGY is to develop, validate and demonstrate a gaming and social network platform for educating energy consumers and virtual energy communities towards evolvin ...
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 4

 TERMINÉ 

Realising an Applied Gaming Eco-system (RAGE)

Date du début: 1 févr. 2015, Date de fin: 31 janv. 2019,

The EU based industry for non-leisure games (applied games) is an emerging business. As such, it´s still fragmented and needs critical mass to compete globally. Nevertheless its growth potential is widely recognised and even suggested to exceed the growth potential of the leisure games market.RAGE will help to seize these opportunities by making available 1) an interoperable set of advanced techno ...
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 21

 TERMINÉ 
Energy-related behaviours (physical activity, sedentary behaviour) are main modifiable determinants of several non-communicable health conditions, e.g. diabetes type 2, overweight and obesity, and track into adulthood. Promoting these behaviours among youngsters can have great health and societal gains. Meeting recommended levels for these behaviours is especially low among adolescents, girls and ...
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 4

 TERMINÉ 
The MaTHiSiS learning vision is to provide a product-system for vocational training and mainstream education for both individuals with an intellectual disablity and non-diagnosed ones. This product-system consists of an integrated platform, along with a set of re-usable learning components (educational material, digital educational artefacts etc.), which will respond to the needs of a future educa ...
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 19

 TERMINÉ 

Confidence in behaviour changes through serious games (e-Confidence)

Date du début: 1 nov. 2016, Date de fin: 31 oct. 2018,

Serious Games have become a popular tool for knowledge transfer, behavioural, perceptual or cognitive change, but their effectiveness has been under several studies aiming to answer the question whether they are an effective instrument. The E-Confidence project aims to test a methodology that includes several models, such as the Activity Theory-based Model of Serious Games (ATMSG) for game develo ...
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 6

 TERMINÉ 

Games Of Active Life (GOAL)

Date du début: 1 nov. 2016, Date de fin: 31 oct. 2018,

The 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 ...
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 4

 TERMINÉ 
Cardiovascular disease (CVD) is the leading cause of premature death and disability in Europe and worldwide, costing the EU economy almost EUR 196 billion a year. With changing demographics and deteriorating lifestyle this situation will worsen considerably. While effective cardiac rehabilitation (CR) improves mortality and morbidity rates, uptake of community-based CR, which represents the long-t ...
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 8

 TERMINÉ 

Tales of Nations

Date du début: 28 mars 2013, Date de fin: 27 sept. 2016,

“Tales of Nations” will be an enhanced cross-platform Mobile and Smart TV game that combines interactive stories with trivia, educational, competitive and skill game-play mechanics. The player will slip into the role of Freddie, a 14 year old boy, who discovers different nations during his world trip. The core of “Tales of Nations” is the support of a world-wide intercultural exchange with the met ...
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 1

 TERMINÉ 

Seamless adaptive multi-cloud management of service-based applications (SeaClouds)

Date du début: 1 oct. 2013, Date de fin: 31 mars 2016,

Clouds reduces time-to-market and provides on-demand scalability at a low cost. Many private and public Clouds have emerged during the last years, offering a range of different technologies each suited for particular types of applications. SeaClouds tackles the problem of deploying and managing, in an efficient and adaptive way, complex multi-services applications over technologically heterogeneou ...
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 7