Creating a Joint Research Agenda for promoting ICT-based innovations in Creative Industries aims to promote the innovation potential of the creative industries and to provide strategic guidance to all regions.
The Creative Industries are widely regarded as a future market with a strong economic impact in Europe. Especially on the regional level, this sector still offers a large potential for growth. A crucial driving force for this development are the ICT technologies. Using innovative IT solutions in growing areas of the creative sector – such as advertising, digital media, gaming and interactive design – opens up manifold competitive advantages for research, development and business.
CReATE therefore aims to link European players from research, business and the public sector and to develop a joint research agenda.
With a special focus on small- and medium-sized companies the CReATE project consortium has been developing strategies to enhance the innovative capabilities of the creative sector and to improve cooperation on the regional and European level.
Among CReATE main objectives:
1) Identifying fields for research for promoting Creative Industries’ competitiveness for the development of a cross-regional joint research agenda, setting priorities for research in the field of ICT-innovation pertaining to the Creative Industries and promoting cluster development in general.
2) Supporting strategic collaboration of innovative Creative Industry clusters in Europe, thanks to the development of a tool-kit and of a training workshop concept, aimed to involve and train SMEs, research and public Stakeholders.
3) Support for SMEs in research and technology transfer, through the promotion of cross-regional cooperations in order to exchange and boost specialist skills and knowledge.
4) Setting up a pan-European platform to connect the Creative Industries with IT experts and research institutions to promote synergies between regional, national, EU & research policies and to reach the critical mass to acquire international visibility.
The European Game Jam Learning Hub, JamToday, is a thematic network cofunded with the CIP Programme. It aims to establish a central networking hub for the sustainable implementation and uptake of the next generation of educational games across Europe.
Game-based learning is becoming more and more popular, with many “serious games” now being developed. But not enough attention is given to how to implement these games in learning environments and how to make sure there are significant learning outcomes.
The objective of the JamToday network is to use the principles of applied game design to create useful and meaningful games, but also to explicate and design the context (such as the classroom or curriculum) in which game can be most effectively implemented and used.
In particular the project will organize a series of game jams. Game Jams have been organized for several years around the world and are perceived as a powerful instrument to stimulate innovation in the creation, development and deployment of educational games. Game Jams are events similar to hackathons focused on game development. Typically organised for 48 hours and simultaneously conducted in various locations throughout the world, Game Jams offer the possibility to develop an idea into an innovative solution.
Game Jams have been instrumental in stimulating innovation in the creation, implementation and deployment of educational games. Jamtoday will support this by creating toolkits and providing support for events across Europe, at local, regional and national levels. And given the emerging focus on new learning environments, Jamtoday will also support the move towards games as contextual interventions and foster awareness-raising and innovation between the games and learning sectors with the intention of demonstrating real-life impact.
In this sense, the task of the project is to help turn learning professionals into educational designers with the help of game design knowledge and practice. Equally, we can help to turn learners into game-based thinkers and from only being technology users to becoming ICT practitioners with a corresponding abilility to express themselves in videogames as a medium.
Each year, JamToday will provide opportunities to collaborate at local, regional, national and European levels by establishing a series of game jam around different themes: first of all improving ICT skills , such as learning coding skill or creating games. Other topic of the game jams orgnaized will be about adopting healthier lifestyles (such as healthy eating or changing antisocial behavior) an supporting learning of mathematics (such
The aim is to provide a bridge between different sectors to guarantee the successful uptake of the next generation of educational games across Europe. The project will provide the necessary structure, guidace, tools and support to get involved.
Partners: Stichting Hogeschool Voor De Kunsten Utrecht Hkk – Utrecth Netherlands, Stichting Dutch Game Garden Dgg – Utrecth Netherlands, MFG MEDIEN-UND FILMGESELLSCHAFT BADEN-WUERTTEMBERG – Stutgard Germany, European Network of Living Labs ENoLL – Brussels Belgium, CLICKS AND LINKS LTD CL, Manchester United Kingdom, CSP – INNOVAZIONE NELLE ICT Turin, Italy, FH JOANNEUM GESELLSCHAFT M.B.H. FHJ – Graz Austria , Zürcher Hochschule Der Künste ZHDK – Zurich Switzerland, ASOCIACION CENTRO EUROPEO DE EMPRESAS E INNOVACION DEL PRINCIPADO DE ATURIAS CEEI – Spain, CONSERVATOIRE NATIONAL DES ARTS ET METIERS CNAM – Paris France, THE GLASGOW CALEDONIAN UNIVERSITY GCU – Glasgow United Kingdom, FONDAZIONE POLITECNICO DI MILANO – Milan Italy , U. College of New Technologies ENT- Barcelona, Spain, GEMEENTE UTRECH – City of Utrech Netherlands, UNIVERSITAET LINZ JKU – Linz Austria, ARC CONSULTING EOOD ARCC – Sofia Bulgaria, VANDEJONG BV VDJ – Amsterdam Netherlands, AGE PLATFORM EUROPE AISBL AGE – Brussels Belgium, MATHEMA SRL – Florence Italy, Macromedia GmbH MHMK – Munich Germany, KATHOLIEKE HOGESCHOOL LIMBURG VZW – Hasselt, Belgium, FUNDACIÓ PRIVADA PEL FOMENT DE LA SOCIETAT DEL CONEIXEMENT CITILAB – Barcelona Spain, ATIT BVBA – Leuven Belgium, STOCKPORT METROPOLITAN BOROUGH COUNCIL – Stockport United Kingdom, EUROKLEIS Spa – Rome Italy
The MEDEA2020 project responds to a growing pressure to provide more relevant and attractive learning opportunities to citizens through the use of ICT in general and media in particular, and addresses a problem whereby there are an increasing number of ‘pockets’ of expertise, however accessing these is not always easy. Therefore it will exploit existing know-how and experience in the use of media in education and training in Europe.
The partnership will build on the experience of the MEDEA Awards competition, which has emerged as a unique forum where excellent examples of media-based learning resources are rewarded and highlighted with the aim of promoting good practice and on the MEDEA project, which has enhanced the European nature of these awards and extended their impact to a wider European community.
Outcomes include an expanded network of partners in all European countries exchanging information and expertise, five hands-on workshops in Ireland, Spain, Italy, Poland and France which will be summarised on video and published online. The project will set up an online community of practice and an online searchable resource base of relevant materials. The project will also include awards to recognize European Collaboration and special topics in 2011 and 2012, two annual European high-profile conferences on the general topic of Media and Learning and the establishment of the MEDEA Association ensuring the ongoing viability of the MEDEA community.
See the project website www.medea2020.eu.
The digital games market is a fast growing market within Creative Industries sector: the global demand for digital games is expected to grow 10% annually in the next years. Games could represent a new source of growth for European economy, but many regions are still missing adequate policies and funding schemes which could sustain this market. Further, funding and support mechanisms often do not meet the special needs of the small innovative game developers.
Aim of the BOO-Games project is to support the public regional development authorities in understanding the importance of the games industry for the European economy. Particularly, it focuses on the challenges policy makers are either not yet aware of or which they are already facing, as game relevant questions move up on the political agenda due to their economical and societal impact.
Thus the project centres on different elements, among them: public funding, private investment incentives, talent incubation, cluster development and improvement of public perception of digital games potential as well as risk management for public authorities in the communication on game related matters. Matching together regions more advance in this field (as France, Germany and UK), with regions with less experience, the project will promote mutual learning and by mean of interregional cooperation it will improve the effectiveness of local development policies targeting the digital interactive media strategy.
Platform featuring a set of software applications developed for multitouch surfaces and other natural interfaces, initially designed for people with autism (Touch4Autism), but generally helps facilitate learning, communication and personal skills.
The platform is based on a client-server architecture with a centralised database. All the applications that use the platform (and can be developed ad hoc for multitouch surfaces, the web, tablets or smartphones etc. and integrated at a later date) can access the central database and store results, keeping a record of the exercises carried out and improvements in user performance.
Personal Guide is a customised and customisable guide which enables the user to create tourist and cultural routes in indoor and outdoor settings. Georeferenced points of interest – POI – and related contents (text, images, video) can be included on a map. In outdoor settings the system uses GPS. Administrator side, it has a web environment which users can use to upload, manage and georeference the POI and related contents, and an Android app to enable the user to access these contents. End users can also customise their own virtual guides, adding their own contents to each POI. The additional contents uploaded can be private or, with the authorisation of the system administrator, made public and visible to other users. The result is an enhanced, customised virtual guide.
Download Personal Guide information sheet.
INNOVATION & CREATIVITY4SCHOOLS is a contest open to Piemonte high schools. The contest is proposed by CSP in collaboration with the Dschola Association, the network of innovative schools in Piemonte, and the support of the Regional Education Office of the Piemonte Regional Government. INNOVATION & CREATIVITY4SCHOOLS represents meeting point between the applied research world and schools.
The initiative comes after many collaboration experiences between CSP and different high schools in Piemonte, in activities ranging from technology transfer to initiatives addressed to innovate the world of education.
Internet of Things, technological convergence and big data are the topics on which participants were asked to propose new ideas, starting with a series of technological products, part of the I4B assets, which are the result of the applied research activities carried out by the CSP Labs. The teens are required to develop hardware and software to give shape to their proposal: in this way the participation in the competition can become a significant part of their academic activity.
Discover the details and keep updated at http://i4school.csp.it
Watermarking is a technique that guarantees the traceability of usage of contents such as images and audio and video files. It involves embedding into files visible or invisible information that unequivocally identifies the owner of the material. This enables the content to be recognised over time, even following partial modifications.
JSigner is a web application designed to publish digitally watermarked content on a website. The authenticity of images can thus be verified by the watermark, controlling improper use, unauthorised edits and plagiarism.
Jsigner enables users to embed additional digital information into an image, watermark content, publish on the web and manage the archive of watermarks used, making it possible to protect the intellectual property rights of any kind of multimedia content.
The EU-Project SMARD has been designed to fill the existing gap within the exploitation chain between successful Networked Media Research and the commercialisation by SMEs.
The vision is to put advanced digital media technologies in the focus of future markets for SMEs from the creative industries and beyond. Therefore the project tackles two core questions: on the one hand the degree of the responsiveness of FP7 projects to SME needs and requirements and on the other hand on the needs of R&D at the stage for successful market introduction.
The project aims to identify fields of action and to develop hands on processes and service packages for Networked Media R&D commercialization.
A Survey with at least 400 SMEs from all over Europe on needs of SMEs in the Creative Industries regarding Networked Media R&D and an analysis of FP7 projects reading their responsiveness to SME needs and requirements will be conducted. The project will deliver approaches for practitioners in the field of technology transfer, summarized in a guideline. Recommendations towards a future European support framework for Networked Media R&D will reflect valuable lessons from the SMARD project.
SMARD puts a particular focus on ensuring sustainability and European impact of the project through targeted involvement of regional and international stakeholders throughout the project duration.
The project WASGO – Workflow Management System is a concrete answer to the needs of structuring, quality and competitiveness that companies working in the field of digital content production face (on a local, national and European level) when dealing with more famous and technologically avant-garde North American production houses.
The project will lead to methodological and process innovations but it will also tackle unexplored technological problems and will have positive effects for companies operating in this industry, for project partners and for Piedmont’s regional system.
The project’s team boasts highly complementary skills: from design to the definition of complex corporate processes, from the development of avant-garde software for BPM to the creation and management of sophisticated distributed computing and storage systems, from the creation of innovative technology for remote 3D visualisation up to the production of highest quality digital content production.