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EU Research and Innovation on eAccessibility
@ Funka Accessibility Days
Marco MarsellaDeputy Head of Unit G4 "Skills, Youth and Inclusion"DG CONNECTEuropean Commission (Luxembourg)
ICT and Inclusion
---- ICT for wider inclusion
---- Lowering obstacles
Objects of enquiry
--- Knowledge
--- Interactions
--- Behaviours
Policy context
ICT and inclusion @ DG CONNECT
Funded projects: target users
Physical and cognitive disabilities
Stakeholders Groups at risk of exclusion
Carers
H2020: Three priorities
•Excellent Excellent sciencescience
•Industrial Industrial leadershipleadership
•Societal Societal challengeschallenges
Coverage of the full innovation chain
BasicBasicResearchResearch
TechnologyTechnologyR&DR&D
DemonstrationDemonstration MarketMarketuptakeuptake
Large scaleLarge scalevalidationvalidation
PrototypingPrototyping PilotsPilots
Excellent scienceIndustrial leadership
Societal challenges
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
Develop multi-modal adaptive interfaces assisting people with disabilities
ICT and inclusion in H2020
WP 2014 – ICT 22.b Multimodal and Natural computer interaction
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
• New digital games and gamification techniques in non-leisure contexts for the market
• Building scientific evidence for governments, enterprises and individuals
ICT and inclusion in H2020
WP 2014 – ICT 21 Advanced digital gaming/gamification technologies
• 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
Innovation Action
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
• DG CONNECT• Unit G4 Skills, Youth, Inclusion
• LUXEMBOURG
Thank you