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Improving engagement of students in software engineering courses is the goal of this new European Erasmus+ project. The researching team will tackle the problem by introducing gaming elements into software engineering training materials. A series of gamified reusable, and freely accessible multiplayer quizzes will be developed. These quizzes will be used live by the students in the classroom. Additionally, two interactive educational games will be developed. |
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This project aims to create a smartphone app and support website that allows the creation and management by teachers of outdoor mathematical adventures, to be experienced by middle and high school students. |
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The AMIGOS (Affect Modeling for robots In GrOup Social interactions) project investigates the role of emotions and adaptation in interactions between a robot and a group of users, contrasting to the typical one-robot one user paradigm in HumanRobot Interaction (HRI). |
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The e-Coop project is funded by FCT-Portugal and aims at funding young researchers (typical MSc students) in the developing of large-scale computational tools towards the understanding of situations in which individual goals and norms collide with collective endeavors. |
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SToCA is a FCT-Portugal project that aim develop novel mathematical frameworks for the study of Stochastic Dynamics of Collective Action and its evolution. |
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LAW-TRAIN is an European Commission funded project aimed at fighting international drug-trafficking by developing a virtual interrogation training system. The training system is developed in a collaborative action by universities, national governments and professional enterprises. |
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The EU based industry for non-leisure games (applied games) is an emerging business. As such, it's still fragmented and needs critical mass to compete globally. Its growth potential is widely recognised and even suggested to exceed the growth potential of the leisure games market. RAGE will help to seize these opportunities and advance industrial leadership and innovation by delivering an ecosystem populated with assets to support the development of applied games. |
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The INSIDE initiative explores symbiotic interactions between humans and robots in joint cooperative activities. INSIDE strives to develop new hardware and software solutions that will support a real-world interaction with children with ASD in a joint cooperative task with therapeutical purposes. |
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PArCEIRO will develop and create social robots that will interact with humans in entertaining activities, such as tabletop card games. This projects aims to promote social interaction where the same physical space between humans and robots is shared, enhancing new ways of interacting with technology. |
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The Co-Writer Project is a collaboration between IST/INESC-ID and EPFL and aims to explore how a robot can help with the acquisition of writing. This method targets especially children to learn and improve their writing skills. This way, this research explores a new way to support writing through human-robot interaction.
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The EMOTE project will design, develop and evaluate a new generation of artificial embodied tutors that have perceptive capabilities to engage in empathic interactions with learners in a shared physical space. |
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The main focus of our contribution can be concisely described in terms of problems of collective cooperative action, conflict resolution and self-organized behavior (funding agency: FCT-Portugal)
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Overcoming the Curse of dimensionality using a subspace tree approach |
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This ia a project funded by beActive to provide an integrated authoring environment for the generation of movies from a story script. The system allows iterative development of the product to avoid delays that occur at present while the separate components complete their development cycle. The toolset takes inspiration from Machinima and uses the Unity game engine to support the rendering and animation of the characters and scenes. |
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The SEMIRA (Simulating the Emergent Impact of Regulations across Cultures) project aims to study the interaction between emerging normative behaviour and new regulations in different cultures and different countries via a multi-agent simulation approach. |
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In the Europe of the 21st century, many cultural, ethnic and religious groups must live and work together. It is clear that this is not always a smooth process and that cultural differences can lead to social stresses and sometimes outright conflict. Education in cultural sensitivity and understanding has a very significant role as a component of Personal, Social and Emotional Education. eCUTE will develop innovative technologically-enhanced learning approaches in cultural understanding and sens |
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GALA is a European funded (FP7-258169) network of excellence in the area of serious games, which aims to shape the scientific community in this area. |
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The goal of INVITE ( social Identity and partNership in VIrTual Environments ) is to enhance the behaviour of autonomous characters with social identity awareness to play situations with different social groups. Concretely, we will explore the role of social identity in collaboration partnerships and social dilemmas in mixed motive tasks (e.g snow-drift games). |
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MAIS-S, Multiagent Intelligent Surveillance System, is a research project in the CMU|Portugal program and addresses the problem of planning in decentralized multiagent systems in the context of intelligent surveillance networks. |
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SIREN is a EU funded exploring a new type of educational game, the conflict resolution game, which takes advantage of recent advances in serious games, social networks, computational intelligence and emotional modelling to create uniquely motivating and educating games that can help shape how children think about and handle conflict. |
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FearNot! is a computer application first developed for the VICTEC European project, and further developed for the eCircus European project. The main aim of the FearNot! is to tackle and eventually help reduce bullying problems in schools. |
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LIREC is a European funded (FP7) research project exploring how we live with digital and interactive companions. The LIREC project aims to create a new generation of interactive, emotionally intelligent companions that is capable of long-term relationships with humans. |
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HUMAINE (Human-Machine Interaction Network on Emotion) was a Network of Excellence in the EU's Sixth Framework Programme, in the IST (Information Society Technologies) Thematic Priority IST-2002-2.3.1.6 Multimodal Interfaces established to foster research on of systems that can register, model and/or influence human emotional and emotion-related states and processes. |
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eCIRCUS will develop a new approach in the use of ICT to support social and emotional learning within Personal and Social Education (PSE).
This will be achieved through virtual role-play with synthetic characters that establish credible and empathic relations with the learners. |
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CoLDEx aimed at developing and using new IT approaches and computational tools to foster scientific experimentation, modelling and simulation in distributed collaborative settings in an inter-cultural (European-Latin American) community of learners. |
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Kaleidoscope was a EU-funded network of excellence (FP6-507838) which brought together European teams in technology-enhanced learning. Its goal was to integrate 76 research units from around Europe, covering a large range of expertise from technology to education developing new concepts and methods for exploring the future of learning with digital technologies. |
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Supporting Affective Interactions for Real-time Applications (SAFIRA) is a project funded by the European Commission under the Information Society Technologies Programme (IST).
The project objective is to bring to the software community an enabling technology to support affective interactions. |
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Teatrix is a software application created to support the development of literacy skills in young children, namely writing and narrative skills. Teatrix is a 3D virtual environment for story creation that allows children to cooperate in the creation of their stories, each one taking the role a character, just like in real world performances. |