Provides a cross generation community based service exchange system to maximize knowledge transfer from one company to another. It promotes workshop offers in exchange for working labour during the period of the workshop.
Will provide older adults a personalized tool that monitors biological signals and recommends relaxation activities “just-in-time”, preventing stress and burnout in their daily life.
EDLAH consists of a system in a tablet that offers four different services providing information and support for an autonomous life, divided into Health and Nutrition, Socialization, Medicine and Object Location.
The goal is to research by training a body of early stage and experience researchers in the creation of a multi-scale biological data visualization and knowledge management system for improved understanding, diagnosis and treatment of physiological human articulation.
Designed to anticipate and lead the development of next generation techniques for to computer animation and applications, integrating knowledge and talents of people from top institutions across the world.
Aims to design, develop and evaluate a user-centric solution to attend elder (65+) daily activities and safety. It uses a virtual avatar that understands behaviour and emotions, responding adequately and simulate, in essence, the interaction with a real life partner.
Aims to provide automated assisted services to assist elderly people in their daily activities. Using a tablet installed in the living quarters of the user, it has an innovative avatar able to recognize user’s affective state and behaviour to provide personalized assistance in daily activities.
Creates a service platform connecting seniors to a group of caregivers using mobile devices. It includes a coordination service that distributes tasks between the caregivers group.
CogniWin’s goal is to design and develop a software system enabling older persons to stay longer at their working environments. It makes use of an inteligent mouse, an eyetracker and adaptive interfaces allowing the analysis of cognitive behavior characteristics that affects user interaction.
Aims to improve Memoways, a tool which creates movies according to how a person moves. It takes into consideration the behaviour and interests of a smartphone user.
F2D is a fall detection system that runs on a smartwatch. It uses contextual information together with acceleration signals to distinguish a wide range of falling situations.
Virgilius aims to provide senior citizens with a guide to help them moving in indoor areas, by enhancing positioning and navigation methods.
Aims to create sufficient momentum by helping an existing large number of researchers and resources to integrate realistic, efficient and, to some extent, autonomic media communication and interaction over the Internet.
Targets the development of a platform providing access and interpretation of digital content for Traditional Sports and Games (TSG). It will enable multiple modes of training, coaching and knowledge sharing that will contribute to the increased participation and preservation of traditional sport in the future.