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ICT and Inclusion in H2020

Explore research and innovation projects on eAccessibility and ICT for wider inclusion. Targeted specifically towards motor impaired individuals, those with learning needs, cognitive disabilities, and visually impaired individuals, as well as community developers, industry professionals, immigrants, and social actors. H2020 initiatives prioritize excellent science, industrial leadership, and societal challenges, aiming to cover the full innovation chain and drive market orientation and disruptive innovation. Two specific calls for proposals focus on multimodal and natural computer interaction, as well as advanced digital gaming technologies for non-leisure contexts.

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ICT and Inclusion in H2020

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  1. EU Research and Innovation on eAccessibility@ Funka Accessibility Days Marco Marsella Deputy Head of Unit G4 "Skills, Youth and Inclusion" DG CONNECT European Commission (Luxembourg)

  2. ICT and Inclusion ---- ICT for wider inclusion ---- Lowering obstacles Objects of enquiry --- Knowledge --- Interactions --- Behaviours

  3. Policy context

  4. ICT and inclusion @ DG CONNECT

  5. Funded projects: target users Motor impaired Learning needs Cognitive disabilities Visually impaired Community Developers Industry Immigrants NEET / Social actors Carers Physical and cognitive disabilities Stakeholders Groups at risk of exclusion Carers

  6. H2020: Three priorities • Excellent science • Industrial leadership • Societal challenges

  7. Coverage of the full innovation chain Societal challenges Industrial leadership Excellent science Basic Research Large scale validation Demonstration Market uptake Technology R&D Prototyping Pilots

  8. Mainstreaming innovation: How? • Market orientation • Incremental and disruptive innovation • R&I and Entrepreneurship • SMEs leading innovations • Risk capital for SMEs • Innovation in selection of projects

  9. ICT and inclusion in H2020WP 2014 – ICT 22.b Multimodal and Natural computer interaction Develop multi-modal adaptive interfaces assisting people with disabilities

  10. Research and Innovation Action • Users interaction and cooperation • Behaviours, emotions and intentions • Sensing and understanding the environment • Multimodal interaction • Interoperability standards

  11. Call 22.b - Expected Impact • Advancing the capacity of human-machine technologies for people with disability and elderly R&I Actions • Small project proposals: maximum 3M • Budget 16 M € • Closing: 23 April 2014

  12. ICT and inclusion in H2020WP 2014 – ICT 21 Advanced digital gaming/gamification technologies • New digital games and gamification techniques in non-leisure contexts for the market • Building scientific evidence for governments, enterprises and individuals

  13. InnovationAction • Technology transfer for non-leisure applications by digital games SMEs • Small scale experiments • For learning and skills acquisition and for empowerment and social inclusion • Scientific evidence of effectiveness for target groups or problems

  14. Call 21 - Expected Impact of IA • Increase the collaborations between digital game industry and research community R&I Actions • Small project proposals: maximum 3M • Budget 8 MEUR • Closing: 23 April 2014

  15. Thank you • DG CONNECT • Unit G4 Skills, Youth, Inclusion • LUXEMBOURG

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