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DG INFSO support for innovative R&D in advanced gaming

DG INFSO support for innovative R&D in advanced gaming. Giorgio Zoia, EC, ICT for Inclusion. Loretta Anania, EC, Networked Media Systems. Examples of running RDT project funded in the area.

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DG INFSO support for innovative R&D in advanced gaming

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  1. DG INFSO support for innovative R&D in advanced gaming Giorgio Zoia, EC, ICT for Inclusion Loretta Anania, EC, Networked Media Systems Footer

  2. Examples of running RDT project funded in the area • Playmancer (help for sensory-motor rehabilitation, minor mental disorders) <-> Networked Media Systems Unit • Virtual Life (gaming for virtual constitutions, building active citizenship via P2P collaborative game sharing) • <-> Networked Media Systems Unit • Siren <-> (conflict resolution serious game to help shape how children think about and handle conflicts)Cultural Heritage & Technology Enhanced Learning Unit • Replay <-> (gaming technology platform for anti social behaviour marginalised young people with a learning environment to facilitate their reintegration into society) ICT for Inclusion Unit • Umsic <-> (support, through music, those children who are at increased risk of being marginalized) ICT for Inclusion Unit Footer

  3. Objectives mentioning advanced games in the WP 2011-2012 • Objective ICT-2011.1.5 Networked Media and Search Systems • Target outcome -> b) End-to-end Immersive and Interactive Media Technologies • - Immersive media capture, representation, encoding, adaptation to user devices, production and compression technologies and tools, prosumer-friendly and with automation and collaboration features. Evolution towards a mix of real and virtual worlds with improved interaction capabilities as applied in games; increased media quality as well as multimodality and hypermedia augmentation implemented through open environments and interfaces • - Technologies and tools to enable end-to-end diffusion and efficient distribution of 3D, immersive, interactive media over the Internet. Improvement of quality of user experience: surrounding, immersive and interactive environments on the move, at home and at work, including quality and resolution beyond the current HD capabilities. Footer

  4. Objectives mentioning advanced games in the WP 2011-2012 (2) • Objective ICT-2011.5.5 ICT for smart and personalised inclusion • Target outcome ->b) Intelligent and social computing for social interaction, user empowerment and learning or skills acquisition for people at risk of exclusion • Advanced ICT-enabled solutions -including social, affective and persuasive computing, and possibly seriousgames - for the empowerment of people with disabilities or people at risk of social exclusion, including people with low literacy, cognitively or mentally challenged, or with anti-social behaviour, which may include young people. This will aim at self-learning ICT solutions which take into consideration user profiling and feedback, in view to deliver personalised servicesandenhanced participation in work, education or training, social interaction, etc. Special attention will be paid to information representation, information appropriation and learning by users, and social dynamics, considering also intermediaries supporting final users. Footer

  5. Opportunities for more information • Networked Media Systems Unithttp://cordis.europa.eu/fp7/ict/netmedia/home_en.htmlInfo day, Brussels, 25 October 2010http://ec.europa.eu/information_society/events/netmedia/infoday2010/index_en.htm • ICT for Inclusion Unithttp://ec.europa.eu/information_society/einclusionInfo day, Brussels, 15 October 2010http://ec.europa.eu/information_society/activities/einclusion/events/info_day_call7/index_en.htm Footer

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