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....

Claudio Pastrone
Italy

Cyber-Physical Systems (CPS) find applications in a number of large-scale, safety-critical domains e.g. transportation, smart cities, etc. While the increased CPS adoption has resulted in the maturation of solutions for CPS development, a single consistent science of system integration for CPS has not yet been consolidated. Therefore CPS development remains a complex and error-prone task, often re...

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...

Prof. Dr. A.J.M. (Ton) de Jong
Netherlands

Next-Lab intends to change the educational landscape of science and technology education in Europe on a very large scale. The project offers a unique and extensive collection of interactive online (virtual and remote) laboratories that, through a process of mixing and re-use, can be straightforwardly and efficiently combined with dedicated support tools (learning apps) and multimedia material to t...

Vassilis Katsouros
Greece
Dr Calkin Suero Montero
Finland

Digital technology has radically changed the way people work in industry, finance, services, media and commerce and has urged necessary corresponding changes in educational systems. However there is a lack of progress in the education arena. Hence, recent studies show that high percentages of college graduates cant find work, the dropout rate is high and new generations are moving back into their ...

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 edu...

Waiting for them to answer
United Kingdom

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...

Konstantinos Demestichas
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 br...

Prof. Emmanouel (Manos) Varvarigos
Greece

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 e...