Agency: Cordis | Branch: FP7 | Program: CP | Phase: ICT-2013.4.1 | Award Amount: 3.75M | Year: 2013
The goal of METALOGUE is to produce a multimodal dialogue system that is able to implement an interactive behaviour that seems natural to users and is flexible enough to exploit the full potential of multimodal interaction. It will be achieved by understanding, controlling and manipulating systems own and users cognitive processes. The new dialogue manager will incorporate a cognitive model based on metacognitive skills that will enable planning and deployment of appropriate dialogue strategies. The system will be able to monitor both its own and users interactive performance, reason about the dialogue progress, guess the users knowledge and intentions, and thereby adapt and regulate the dialogue behaviour over time.\n\nThe metacognitive capabilities of the METALOGUE system will be based on a state-of-the-art approach incorporating multitasking and transfer of knowledge among skills. The models will be implemented in ACT-R, providing a general framework of metacognitive skills.\n\nMETALOGUE research focuses on educational and coaching situations where negotiation skills play a key role in the decision-making processes. Components and algorithms will be developed, tested and integrated into a prototype platform, which will provide learners with a rich and interactive environment that will help to develop metacognitive skills, support motivation, and stimulate creativity and responsibility in the decision making and argumentation process. The METALOGUE system will produce virtual agents capable of engaging in natural interaction through combinations of English, German and Greek, using gestures, mimicry and body language. It will be deployed in two use-case scenarios: in social educational contexts for training young entrepreneurs and active citizens (Youth Parliament), and in a business education context for training call centre employees to successfully handle their customers. Respectively, METALOGUE will have a strong impact on both economic and social levels.
Agency: Cordis | Branch: H2020 | Program: RIA | Phase: ICT-21-2014 | Award Amount: 9.00M | Year: 2015
The EU based industry for non-leisure games (applied games) is an emerging business. As such, its still fragmented and needs critical mass to compete globally. Nevertheless 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 by making available 1) an interoperable set of advanced technology assets tuned to applied gaming 2) proven practices of using asset-based applied games in various real-world contexts, 3) centralised access to a wide range of applied gaming software modules, services and resources, 4) an online social space (the RAGE Ecosystem) that arranges and facilitates collaboration that underlie progress and innovation, 5) workshops and online training opportunities for both developers and educators, 6) assets-based business cases that support the games industry at seizing new business opportunities, and 7) a business model and launch plan for exploiting the RAGE Ecosystem beyond the projects duration. Intermediary organisations and education providers anticipate a wider exploitation of RAGE results among their end-users, which add up to over 1 million, and through disseminating RAGE in their partner networks. The game companies in RAGE anticipate adding RAGE-based products to their portfolio, in order to improve their competitive advantage by opening a new product line for applied games and developing new revenue streams. Actual deployment of RAGE results will generate direct impact on the competitive positioning of the few thousand of European SMEs in the Applied Games market. Impacts from RAGE will be visible in terms of fulfilling new client needs by quicker and more challenging methods of skills acquisition, enabling new business models based on the usage of the assets repository and the Ecosystem, and in the strengthening collaboration across the entire Applied Games value chain.
Agency: Cordis | Branch: FP7 | Program: CSA | Phase: ICT-2013.8.2 | Award Amount: 1.45M | Year: 2014
LACE partners are passionate about the opportunities afforded by current and future views of learning analytics (LA) and EDM but we are concerned about missed opportunities, undesirable consequences of mis-application, investment funding failing to realise value, market failure, etc. LACE is our response, a project proposal to reduce risk and to increase benefit through an approach that accounts for the necessary unity of research, policy and practice.LACE comprises a range of activities designed to actively and passively integrate communities that are conducting LA/EDM research, early practitioner adopters, and those who are building first-generation commercial or open-source software. This integration would be used to stimulate creativity and accelerate the identification of viable and effective solutions to real problems, and hence to drive both current research and technology transfer.LACE will create and curate a knowledge base of evidence. This will capture evidence for the effectiveness and the relative desirability of the outcomes resulting from use of various tools and techniques.LACE will actively participate in the exploration of plausible futures for learning analytics and EDM by combining the creation of imaginative scenarios with participatory workshops and structured methods including a Policy Delphi to assess differences of opinion about the feasibility and desirability of possible future states, thus informing future research and policy agendas.
Agency: Cordis | Branch: FP7 | Program: CP | Phase: ICT-2011.8.1 | Award Amount: 3.74M | Year: 2012
weSPOT aims at propagating scientific inquiry as the approach for science learning and teaching in combination with todays curricula and teaching practices. It lowers the threshold for linking everyday life with science teaching in schools by technology. weSPOT supports the meaningful contextualization of scientific concepts by relating them to personal curiosity, experiences, and reasoning. weSPOT addresses several challenges in the area of science learning and technology support for building personal conceptual knowledge. The project focuses on inquiry-based learning with a theoretically sound and technology supported personal inquiry approach. In inquiry based-learning learners take the role of an explorer and scientist and are motivated by their personal curiosity, guided by self-reflection, and develop knowledge personal and collaborative sense-making and reasoning. weSPOT will work on a meta-inquiry level in that it will (a) define a reference model for inquiry-based learning skills, (b) create a diagnostic instrument for measuring inquiry skills, and (c) implement a working environment that allows the easy linking of inquiry activities with school curricula and legacy systems. The foreseen weSPOT Toolkit gives smart support for personal scientific inquiry to address a lack of scientific inquiry skills in an age group of 12-25. Furthermore, weSPOT will unleash support of triggering and leveraging curiosity that is missing in todays learning technology. weSPOT will develop (1) an open source service framework for inquiry workflows, (2) tools for mobile data collection and personal experience sampling. Additionally, it will develop (3) learning analytics tools for collaborative and personal reflection, and (4) a badge system for linking formal and informal learning activities via social media. These products will be customized and evaluated in at least 8 primary test-beds in a European wide approach in 8 European member states.
Agency: Cordis | Branch: H2020 | Program: RIA | Phase: ICT-20-2015 | Award Amount: 2.75M | Year: 2015
OBJECTIVES: Build on multi-discipline research (e.g., human-centred methodology integrates cognitive models, ergonomics, understanding of workers well being) to accelerate how we identify, acquire and exploit skills valued by industry. Get high take-up by early adopters (e.g., in manufacturing). Augment training in situ with live expert guidance, a tacit learning experience and a re-enactment of the expert, in knowledge-intensive environments where effective decision making, often in new situations, has high impact on effectiveness in production. Bring learning content and technical documentation to life via task-sensitive Augmented Reality (AR). Make final products flexible for workplace integration via industry-standard repositories and toolkits. HOW: Wearable TEL platform enhances human abilities to acquire procedural knowledge by providing a smart system that directs attention to where it is most needed. An extensive audit of industry procedures, policies and participatory design methods will define the main facets of the platform. User test cycles will refine prototypes and deliverables. Existing wearable smart devices and sensors will be tailored to provide an innovative solution for content delivery and measurement of user performance. Comparative tests, stakeholders review and leading the IEEE AR group will secure high-standard academic and industrial outputs. RELEVANCE to work programme: WEKIT is strongly aligned with EU job/training policies (e.g., Grand Coalition for Digital Jobs). It enhances the industrial value chain, reduces fragmentation/cost and improves efficiencies with impact regarding speed and scale in production. Looking ahead: roadmap shows safe skill pathways for use of TEL in changing industrial landscapes (e.g. smart machine-to-machine (M2M) knowledge-sharing). Smarter products and services will improve workflows, enhancing (re)training of workers whose skill sets need upgrading after Industry 4.0.