160 likes | 243 Views
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). ICT and Inclusion ---- ICT for wider inclusion ---- Lowering obstacles Objects of enquiry
E N D
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)
ICT and Inclusion ---- ICT for wider inclusion ---- Lowering obstacles Objects of enquiry --- Knowledge --- Interactions --- Behaviours
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
H2020: Three priorities • Excellent science • Industrial leadership • Societal challenges
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
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
ICT and inclusion in H2020WP 2014 – ICT 22.b Multimodal and Natural computer interaction Develop multi-modal adaptive interfaces assisting people with disabilities
Research and Innovation Action • Users interaction and cooperation • Behaviours, emotions and intentions • Sensing and understanding the environment • Multimodal interaction • Interoperability standards
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
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
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
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
Thank you • DG CONNECT • Unit G4 Skills, Youth, Inclusion • LUXEMBOURG