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Actors

Content technologies and information management


Charles R. Robinson
France

Support for development and integration of Cyber-Physical Systems is seen as essential for the future. As the embedded world meets the Internet world there will be an increasing number of interacting systems with strong connectivity utilised in both society and in industry. Platforms4CPS targets the transport, manufacturing, energy and health sectors....

Edwin Morley-Fletcher
Italy

Issues of data subjects’ privacy and data security represent a crucial challenge in the biomedical sector more than in other industries. The current IT landscape in this field shows a myriad of isolated, locally hosted patient data repositories, managed by clinical centres and other organisations, which are subject to frequent and massive data breaches. Patients are disenfranchised in this proce...

Vassilis Katsouros
Greece
Peter Szegedi
Netherlands

"The key objective of our project is to bridge the gap between secondary schools and higher education and research by better integrating formal and informal learning scenarios and adapting both the technology and the methodology that students will most likely be facing in universities. We are focusing on the context of secondary schools, often referred to as high schools, which provide secondary ...

Konstantinos Demestichas
Greece

CRISS is a user-driven, flexible, scalable and cost-effective cloud-based digital learning ecosystem that allows the guided acquisition, evaluation and certification of digital competences in primary and secondary education, and easily scalable to other educational levels. CRISS proposes an innovative adaptive learning solution supported by the most advanced pedagogical methodologies and technolog...

Prof. Emmanouel (Manos) Varvarigos
Greece

"INLIFE will provide an innovative gamification framework targeting both typical as well as special education and social inclusion activities based on Serious Games. INLIFE’s core concept leverages on the potential of the Internet-of-Things (IoT) paradigm to directly link actions, decisions and events happening in real-life with in-game educational progress and modern gaming technologies. This b...

Attila Szantner
Switzerland

"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 ...

Luis Miguel Girao
France

"Wearable technologies aimed at private consumers constitute a nascent market, expected to grow very fast. Their disruptive power is exemplified by the competition between established technology giants and start-ups. In particular, the development of the wearable market relies on its capacity to break down barriers between creative industries and digital technology companies. At the core of this m...

Dr. Francisco J. García-Peñalvo
Spain

"Bio-electronic microsystems hold promise for repairing the damaged central nervous system (CNS). However, this potential has not been developed because their implantation inflicts additional neural injury, and ensuing inflammation and fibrosis compromise device functionality. In Neurofibres we want to achieve a breakthrough in “Neuroregenerative Bio-electronics”, developing dual-function devi...

Anders Sundnes Løvlie
Denmark

"The emergence of the young as a distinct social group, and their slowly increasing empowerment through the availability of digital technology, has brought with it an understanding that they have a key role to play in the digital society, as drivers of new behaviours and understandings. However, their active participation in society is not reflected sufficiently in policy and decision-making, espe...

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