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AUREA4RURAL aims to create an innovative digital augmented reality platform (Smartphone APP) for the rural tourism sector along with training materials according to the tasks of the staff working in these sector: managers of Natural Parks, rural hotels, restaurants, companies providing leisure activities, culture or environment departments from rural towns and villages and visitors. From this main objective, several specific objectives are defined:

  • SO1. To identify and understand competences and needs of rural tourism´s employees and professionals in the use of digital tools for information and promotion of the sector.
  • SO2. To create a tourism product for the interpretation of a location as selected by the tourist.
  • SO3. To develop an e-learning platform considering the needs identified and focused on the target group elected.
  • SO4. To enhance the integration of AR in learning and training and support learners and educational staff in improving the use of ICT and digital competences.
  • SO5. To promote open access to learning content addressing rural tourism sector in line with individual’s needs and expectations, reducing skills mismatches.
  • SO6. Capacity Building in the rural tourism sector: Establishing a stable and active Strategic Partnership that will promote active cooperation among enterprises, professional organisations and local/Regional Bodies to support high quality VET with a strong work based learning component.

AURea4RURAL will enhance opportunities for cooperation between VET and economic actors, boosting initiatives among stakeholders and the transfer of knowledge in these sectors.

The main aim of FURN360 is to develop and implement a common curriculum and training content focused in the office and contract furniture sectors for implementing strategies able to ease the transition to a circular model and therefore:

  • Design towards life cycle.
  • New services/departments that can be created (maintenance, spare components, etc.).
  • New business models and opportunities that Circular Economy can bring to the sector: B2B (hotel and catering, private hospitals, clinics etc.), B2G (Governments) or even C2C (sharing platforms).

This will address those competences required to be revised for a circular economy as well as the key elements previously indicated. From this main objective, several specific objectives are defined:

  • SO1 Foster the creation of Green Collar jobs and new business models all along the value chain of these sectors.
  • SO2 Create flexible learning pathways, based on the learning outcomes approach, able to provide, assess and recognize the key competences identified of the target groups: actors already involved (continuing VET) and those willing to work in these sectors (Initial VET), along with methodologies for introducing those competences in curricula.
  • SO3 Capacity building in the sector, promoting active cooperation among social partners (AMUEBLA, SEF, BEDA), companies (Sancal, ACTIU), and VET providers (ECORES, CENFIM, HMCOLLEGE) towards the promotion of work-based learning at local dimension.

Innovation activities, including those related to traditional industries, tend to be geographically concentrated in individual entities where knowledge has been transferred among different industrial and VET actors, considering also the substantial influence of geographic culture. Innovation in education and training is rarely achieved in isolation, as competences and experiences are spread across from different entities, outside academia and geographical borders. These characteristics make FURN360 well positioned through its actors which crosscut different sectors and countries.

E3D+VET tool aims to be a sustainable open tool to support the teachers in educating students in 3D printing and different subjects using the 3D printing. It’ll also provide the teachers the necessary guides and tools to feed the software application in the future with own exercises and will make the educational centres do not necessary depend on their own 3D printers machines by using 3rd party services. The project will also take advantage of different face to face workshops to improve the intellectual outputs of the project.

The aim of the project is to design, develop and recognize a Joint Curricula for filling the skills gaps in Industry 4.0 related technologies and topics for production managers and CEOs of the wood and furniture industry.

Expected results:

• Equipping CEOs and production managers with the right skills for the digitalization of their  factories to change them into factories of the future that will improve  the conditions for quality job creation. It will be performed by promoting better anticipation of ICT skills needs and develop better alignment between skills and labour market needs.
• To create a complete training path guide for the development of smart furniture factories of the future dividing  the major areas of knowledge in 300 video pills within 3 minutes duration together with gamification techniques to encourage the completion of  the training course.

Ziel des Projekts ist die Entwicklung einer Lichtmarkertechnologie, die eine eindeutige Detektion charakteristischer Punkte eines künftigen Gebäudes ermöglicht und auf mobilen Endgeräten (Smartphones, Tablets) die richtungs- und neigungsgerechte visuelle Darstellung eines geplanten Gebäudes als Augemted Reality Anwendung ernöglicht. Die Marker werden dazu am Boden oder an existierenden Gebäudeecken positioniert und leuchten mit schnell wechselnden RGB-Farben. Diese werden im Videostream detektiert und zur RIchtungs- und Neigungsbestimmung des virtuellen Gebäudes herangezogen.

Training material for developing 3D printers. EU-Programme Erasmus+, Key Action: Cooperation for innovation and the exchange of good practices

Immersiver Erlebnisraum für virtuelle Architekturen

Akustische Vermittlung von Raumwahrnehmung innnerhalb eines Surround-Systems

Sonifizierung virtueller Körper über gestengesteuerte Interaktion innerhalb eines Surround-Systems

Softwaresteuerung über ein Brain Computer Interface am Beispiel emotiv und sketchup

Haptische Vermittlung von Gemälden für Sehgeschädigte und Blinde

Das Projekt erweitert die in Haptic Art umgesetzten Versuche zur Vermittlung von Gemälden und Graphiken für Blinde. Es nutzt dabei die Anwendung makey-makey und produziert individuell angefertigte Leiterplatinen zu akustischen Unterstützung von Sehgeschädigten.

Verknüpfung von Modell und erbrachter Leistung im 5D Prozess des Building Information Modeling

Kombiniertes 3D-Druckverfahren zur kosten- und zeiteffektiven Produktion von Prototypen

Gestengesteuerte Mensch-Maschine Interaktion für Architekten auf Grundlage kostengünstiger Trackingsysteme

Ubiquitärer Zugang zu ortsgebundenen Informationen in Stadtquartieren

Outdoor Flying Augmented Reality Anwendungen in städtebaulichen Planungssituationen

Dezentrale CNC gesteuerte Unikatfertigung für individuelle, ressourcensparende, zeit- und kostenoptimierte Bauabläufe

Kombinierte audio-haptische Unterstützung in der räumlichen Navigation von Sehgeschädigten