TheÂ WorthPlay project has studied the relationship between digital games and elederly. As result of it has Â developed anÂ online platform which enables both older people and members of their social circles to develop and play meaningful games. Worthplay games aim at supporting their interest to share memories, evoke topics of interest, and learn new things, while [...]
The LIFE 2.0 project aims atÂ fostering the involvement of older people in local communities through the development of location-based services. The LIFE2.0 consortium project have developed a community platform, accessible through a web page and an iPad application, which offer 3 main services: i) the Mutual Help service which enable sharing practices among older people [...]
Recent technological advances open broad opportunities to link these spaces, thus enabling the realization of an âextended ubiquitous learningâsettings that incorporate and coordinate objects and activities from the mall. Examples are: the use of augmented reality, that super imposes a digital layer on top of the physical space, providing extra information or linking objects; the [...]
In spite of the maturity achieved by learning design authoring tools and specifications, they have not been widely adopted neither by learning institutions nor teachers. Consequently, teachers do not take advantage on the possibility of producing (or co-producing), sharing and applying learning designs by using tested software authoring tools. This represents a missed opportunity to incorporate new pedagogical approaches into everyday teaching-learning processes supported by Virtual Learning Environments.
IMPART will research, develop and evaluate intelligent information management solutions for âbig dataâ problems in the field of digital cinema production.
In the near future technologies will be even more present in every day objects, which should add a playful value for children, to make use of their natural interest to play while being socially and physically active. We have moved towards this direction by studying of playful accessories.
The project aims to innovate in media teaching through cooperation between European universities and companies. The core of the project is based on the partnership of educators and media professionals in the lecturing.
The collaboration of the GTI with the company Bestiario within the CENIT project Social Media during the last quarter of 2012 produced a tool that mines large amounts of data and generates meaningful network graphs.
This project provides a use case for social interactive experiences that could draw museum visitors to further explore an exhibition and share their views and interpretation with others.
The Automatic Sign Language Avatar for Video News is a system of automatic generation of news in sign language (specifically in the International Sign System, SSI), which has been used to report the results of the Barcelona World Race sailing regatta (www.barcelonaworldrace.org). The technological development has been implemented by the GTI Graphics Group, in order to help the deaf community gain greater access to information about the Barcelona World Race.
The iMP project (imp-project.eu) is an FP7 EC STREP . iMP’s objectives are to create architecture, workflow and applications for intelligent metadata-driven processing and distribution of digital movies and entertainment. The goal is to enable a âVirtual Film Factoryâ in which creative professionals can work together to create and customise programmes from Petabyte-scale digital repositories, [...]
TENCompetence FoundationÂ Â exists to support individuals, groups and organisations in Europe in the life-long development of their abilities by developing and promoting the most suitable technical and organisational infrastructure, making use of open-source, standards-based sustainable and innovative technologies. The principal activity of the Foundation is to promote, maintain and develop the Personal Competence Manager, developed inÂ TENCompetence [...]
As technology advances, new possibilities emerge that can have a profound impact on the learning experience.Â This project organizes the spectrum ofÂ technology-enhanced learning (TeL)along three main lines: Towards 3D Learning Towards Learning 3.0 Towards 3rdÂ place Learning Learn3 project is funded by the Spanish Ministry ofÂ Science and Innovation, TIN2008-05163. More Info People Partners Publications Website [...]
Es un producto propio 2D-3D desarrollado desde la FNOB, conjuntamente con la Universidad Pompeu Fabra. Se ha querido apostar por la comunidad cientÃfica catalana y trabajo de investigaciÃ³n de la universidad, utilizando la Ãºltima tecnologÃa actual. Se trata de un producto independiente que podrÃ¡ ser utilizado en mÃ¡s regatas y estarÃ¡ en constante evoluciÃ³n y mejora.
The goal of this project is to identify mouse movementsâ patterns that could indicate peopleâs behavior while interacting with Web pages. We use mouse tracking is a technique for monitoring and visualizing mouse movement activity of Website users. Mouse-tracking providesinformation that contributes to the understanding of userâs behaviors while navigating Web pages.Computing Supported Collaborative Learning
International Research Project
A demonstration of the possibilities of the satellite distribution was given to directors and productors of digital cinema, in the context of the iMP 7th Framework project dissemination.