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The main aim of ESSENSE is to develop and implement a common curriculum and learning approach on BIM towards the design, construction and management of public and private environments for older adults that will meet the learning needs of Higher Education students that will be relevant to the labour market and societal needs. This will address the topics BIM, smart housing and Ambient Assisted Living (AAL) principles and their interaction. 

Education Supporting Smart ENvironments for SEniors

EU Erasmus+ Programme - Key Action: Cooperation for innovation and the exchange of good practices - Strategic Partnerships

MAKING 4.0 aims to establish a European-Asian collaborative consortium in order to develop an innovative curriculum to modernize the current training offer, around Industry 4.0, in the countries of Malaysia and Sri Lanka that will allow on the one hand to improve the sustainability of the industry in each of the countries, and on the other to strengthen ways of collaboration and development between European and Asian universities.

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.

According the results of the project E3D+, the 3D printing (or additive manufacturing) is aimed to play a critical role in STEAM
(Science, Technology, Engineering, Arts and Mathematics), 3D printing is transforming how users learn by offering a hands-on
experience that inspires them to pay attention to details, get more creative and see the physical realization of their work. Getting
users to make a further step in 3D printing can ultimately inspire them to take the incremental steps that often lead them to become
the one to invent the “next big thing”, since they are challenged to think more deeply / differently.
“3D Printing’s Role in Shaping the Future is increasing very fast! More appropriate and adequate training of users is needed”
On the other side, unfortunately, broad adoption is often stifled due to 3D printers being too difficult to use, without insufficient
educational & learning & training support at present time. The situation is becoming slightly better as a community of different level
educators, VET programmes offers, etc. is rising. As new 3D printing technologies, materials and designing potentials rapidly arise,
there is also a need for a qualitative upgrade and keeping consistent and adequate level of educational support (together with the
help of available ICT tools).
Furthermore, according the results of project results "3D printers in schools: uses in the curriculum" of the "The Department for
Education (DfE) from UK", the use of 3D printing in schools heightened the interest of pupils with poor concentration in different
subjects like mathematics and improved their desire to learn. They see tangible results more quickly and as a result they kept
interest in the lesson.
The main objective of this project is to train teachers non-computer design (CAD) skilled in VET centres with the aim of using 3D
printing across almost of all the subjects. The use of this technology in VET schools will improve educational transversal skills of the
students. Furthermore, it aims to enhance the concentration of students with Attention Deficit Disorder. At mid-term, it will feed an
industry that is in high growth with future professionals, students natives of this fascinating technology.
Our project team is composed by 6 partners from 4 countries composed by organizations with different profiles: 3D printing experts
close to the academic and business sector, an international network of VET centres, one expert authority in training teachers and one
web developer.
To achieve the goals of the project, the consortium has defined the following intellectual outputs:
- Methodology for defining 3D printing exercises suitable for transversal education.
- Set of 3D printing exercises for VET-school lessons in different subjects improving skills of students
- Networking community tool for teachers using 3D printing that will contain the set of exercises
- Report and tools for immersion of 3D printing in European education and training
- Set of webinars about the use of 3D printing in VET
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.

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.

cand. inform. Patrick Gebert

Im Rahmen des Projekts wurdel ein Prototyp entwickelt, mit dem virtuelle Objekte haptisch-visuell
dargestellt und mit Hilfe von Gestenerkennung manipuliert werden kann. Für die visuelle Darstellung wird
dazu das Head-mounted Display Oculus Rift verwendet und für die Gestenerkennung ein Leapmotion Controller. Für das haptische Feedback wurde ein Handschuh mit vibrierenden Motoren eingesetzt werden ( und dazu gegebenenfalls entwickelt. Die Möglichkeiten und Grenzen der Anordnung wurde hinsichtlich ihrer Eignung zur Darstellung und Interaktion von Sehgeschädigten mit virtuellen Objekten evaluiert.

Immersive virtual simulation of spaces with visual, acoustic, olfactoric, climatic and haptic effects in a comprehensive test environment

Akustische Vermittlung von Raumwahrnehmung innnerhalb eines Surround-Systems

Sonification of virtual geometry by using 3D-sensors an acoustic 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

Ubiquitärer Zugang zu ortsgebundenen Informationen in Stadtquartieren

Outdoor Flying Augmented Reality Anwendungen in städtebaulichen Planungssituationen