Opendata, web and dolomites

H2020 projects about "games"

The page lists 180 projects related to the topic "games".

# achronym  title  year 
1 LUNA 2014 LUnga notte della ricerca - Lange NAcht der Forschung 2014 2014
2 OurFuture European Researchers' Night: Researchers' For a Better Future 2014
3 Science in the City Science in the City 2014
5 Volcanoes Night III Volcanoes' Night III. - Researchers' Night of the Canary Islands 2014
6 BS_Night_140926_150925 Crossing Borders - In jedem steckt ein Forscher / European Researchers Night 2014 + 2015 2014
7 RiNG-14-15 European Researchers' Night in Bosnia and Herzegovina 2014-2015 2014
8 LAB-TECH Large Area organic devices with Bar-assisted meniscus shearing technology 2014
9 FlowMachines Flow Machines 2015
10 iManageCancer iManageCancer - Empowering patients and strengthening self-management in cancer diseases 2015
11 PAL Personal Assistant for healthy Lifestyle (PAL) 2015
12 3D Tune-In 3D-games for TUNing and lEarnINg about hearing aids 2015
13 RAGE Realising an Applied Gaming Eco-system 2015
14 ProsocialLearn ProsocialLearn - Gamification of Prosocial Learning for Increased Youth Inclusion and Academic Achievement 2015
15 PERGAMON PERvasive Serious GAMes suppOrted by Virtual CoachiNg 2015
16 POPULATE POPULate AsymmeTric mobile gamEs 2015
17 No One Left Behind No One Left Behind 2015
18 BODY-UI Using Embodied Cognition to Create the Next Generations of Body-based User Interfaces 2015
20 Toor-IG-ICT37-2014 Enabling mass access to the social phenomenon of e-sports tournaments by integrating In-Game Platform in world’s leading video games 2014
21 MEDINI Mechanism Design under Incomplete Information 2015
23 VR-Suit VR-Suit : MultiModal experiences in a Virtual World 2015
24 GY GameYourself - Create a virtual 3D model of a person’s face based on a short video taken with any smartphone cam. 2014
25 Gamesmondo Gamesmondo Affiliation and Monetisation Ecosystem 2015
26 CAIN Analysis of multimedia contents published on social networks, using a community of people willing to perform micro-tasks on their mobile devices. Application to marketing and branding 2015
27 DAO-BACKEND Validating technical assumptions for a multi-tenant mobile multiplayer game backend platform. 2015
28 SEEABLE An Innovative ICT Solution for Providing Bespoke Safety and Health Training to Workers in the Construction and Transportation Sectors. 2015
29 AUTAR A Unified Theory of Algorithmic Relaxations 2015
30 CITYCoP Citizen Interaction Technologies Yield Community Policing 2015
31 INTERACT INTerEthnic Relationships in contemporAry CommuniTies: How does ethnoracial diversity affect in- and out-group trust, solidarity, and cooperation 2015
32 TAMING Taming non convexity? 2015
33 CREATIONS CREATIONS - Developing an Engaging Science Classroom 2015
34 RoVi Robotic manipulator with visuo-haptic sensing 2015
35 FrailSafe Sensing and predictive treatment of frailty and associated co-morbidities using advanced personalized patient models and advanced interventions 2016
37 NOTRE Network for sOcial compuTing REsearch (NOTRE) 2016
38 Video Games Europe World Gaming Federation: The future of Video Games comes from Europe 2016
39 BroadSem Induction of Broad-Coverage Semantic Parsers 2016
40 RemoteMyApp Platform to efficiently stream anything (focusing on games, SME and B2B applications), anywhere (to any mobile device) 2016
41 MARKLIM Markets and their limits 2016
42 ISECO Information services: competition and externalities 2015
43 STARS4ALL A Collective Awareness Platform for Promoting Dark Skies in Europe 2016
44 MuMMER MultiModal Mall Entertainment Robot 2016
46 AudioCommons Audio Commons: An Ecosystem for Creative Reuse of Audio Content 2016
47 AniAge High Dimensional Heterogeneous Data based Animation Techniques for Southeast Asian Intangible Cultural Heritage Digital Content 2016
48 Playfields Playfields: Prototyping a location based game for higher education. 2016
49 my-AHA My Active and Healthy Aging 2016
50 FourCmodelling Conflict, Competition, Cooperation and Complexity: Using Evolutionary Game Theory to model realistic populations 2016
51 FUNBRUSH FunBrush – smart device to change brushing teeth into fun and healthy game 2016
52 COBOTNITY A community of surface bots for creative storytelling 2016
53 Smart Library The Smart Digital Library of Edutainment by Smile and Learn 2016
54 LINGOKIDS LINGOKIDS: Adaptive mobile platform for language learning for early age children 2016
55 CHAMELEON Intuitive editing of visual appearance from real-world datasets 2016
56 SIM4NEXUS Sustainable Integrated Management FOR the NEXUS of water-land-food-energy-climate for a resource-efficient Europe 2016
57 CLAiR-CITY Citizen Led Air pollution Reduction in Cities 2016
58 Gamesmondo A Distribution and Monetisation Ecosystem for Mobile Applications, Maximising Market Growth through Affiliation 2016
59 Waste4Think Moving towards Life Cycle Thinking by integrating Advanced Waste Management Systems 2016
60 Curiosity Carnival The Curiosity Carnival: Oxford European Researchers’ Night 2017 2016
61 LT2016 Researchers' Night: It's Your Friday to Discover! 2016
62 SEL 360 Gomins The first holistic mobile game for evaluating and supporting the development of social and emotional skills and competences in childhood 2016
63 RiNG-16-17 European Researchers' Night in Bosnia and Herzegovina 2016-2017 2016
64 MOBILE AUGMENTER Mobile augmented reality platform for educative products 2016
65 LUNA 2016 LUnga notte della Ricerca - Lange NAcht der Forschung 2016
66 MAGELLAN MAGELLAN. The World, Your Playground! 2016
67 GEMH Video games for the prevention of depression and anxiety: A 21st century approach to emotional and mental health in adolescents 2016
68 GroundForce GroundForce: Grounding Natural Language Semantics in Video Games 2016
69 MSG Making Sense of Games: A Methodology for Humanistic Game Analysis 2016
70 FRESH FRESH - Find Researchers Everywhere and SHare 2016
71 azoomee A Truly Disruptive Entertainment and Educational Digital Application for Primary School Aged Children 2016
72 Monoma MONOMA: B2B Feasibility Study 2016
73 OurMythicalChildhood Our Mythical Childhood... The Reception of Classical Antiquity in Children’s and Young Adults’ Culture in Response to Regional and Global Challenges 2016
74 DALI Disagreements and Language Interpretation 2016
75 INTERCOGAM Information Theoretic Evaluation of Random Content Generation in Games 2016
76 PhySound Physically Based Simulation and Rendering of Thin Shell Sound 2016
78 City Platform as a Service - Integrated and Open 2016
79 Wise-IoT Worldwide Interoperability for SEmantics IoT 2016
80 ImageInLife Training European Experts in Multilevel Bioimaging, Analysis and Modelling of Vertebrate Development and Disease 2017
81 iMARECULTURE Advanced VR, iMmersive serious games and Augmented REality as tools to raise awareness and access to European underwater CULTURal heritagE. 2016
82 INLIFE Incubate a New Learning and Inspiration Framework for Education 2016
83 ENVISAGE ENhance VIrtual learning Spaces using Applied Gaming in Education 2016
84 e-Confidence Confidence in behaviour changes through serious games 2016
85 Gaming Horizons Gaming Horizons 2016
86 GamECAR Gamification of EcoDriving Behaviours through Intelligent Management of dynamic car and driver information 2017
87 Adapptise Redefining the way brands and game developers reach audiences - A fresh approach to advertising and customer retention. 2016
88 GOAL Games Of Active Life 2016
89 iRead Infrastructure and integrated tools for personalized learning of reading skill 2017
90 GABLE GAmification for a BEtter Life 2016
91 weDRAW Exploiting the best sensory modality for learning arithmetic and geometrical concepts based on multisensory interactive Information and Communication Technologies and serious games 2017
92 ODYCCEUS Opinion Dynamics and Cultural Conflict in European Spaces 2017
93 DDD60 DDD60 - High Quality VR for FilmTV industry professionals 2016
94 GAPARS Gamification of participatory science for training and education purposes 2017
95 ROBUST Robust Mechanism Design and Robust Prediction in Games 2016
97 BINCI Binaural Tools for the Creative Industries 2017
98 AltaGram 4.0 Launching the First One-Stop Video Game Culturalization Management Platform 2017
99 JUSTAM Justice, Morality, and the State in Amazonia 2017
100 Smart Library Smart Library of Edutainment: technology and gamification at the service of Education 2017
101 GaTHeR GaTHeR, Gender and Transfer of Knowledge in Hunter Gatherer Research 2017
102 BRAINCODES Brain networks controlling social decisions 2017
103 Previble Previble - The Previsualization Tool 2017
104 Gamebooster Promoting the Efficiency of the European Online Games Industry through an adaptive gaming platform and portal. 2017
105 FBT Transforming Brain Rehabilitation 2017
106 Locus Ludi Locus Ludi: The Cultural Fabric of Play and Games in Classical Antiquity 2017
107 ERA Earth Resilience in the Anthropocene (ERA)Integrating non-linear biophysical and social determinantsof Earth-system stability for global sustainabilitythrough a novel community modelling platform 2017
108 MIDIH Manufacturing Industry Digital Innovation Hubs 2017
110 Eco-Bot Personalised ICT-tools for the Active Engagement of Consumers Towards Sustainable Energy 2017
111 eTEACHER end-users Tools to Empower and raise Awareness of Behavioural CHange towards EneRgy efficiency 2017
112 GOEASY GalileO-based trustEd Applications for health and SustainabilitY 2017
113 INFLUENCE Influence-based Decision-making in Uncertain Environments 2018
114 CybSPEED Cyber-Physical Systems for PEdagogical Rehabilitation in Special EDucation 2017
115 CALMUSgaming A new tool for creating real-time music within computer games 2017
116 GameInfluencer Launching the GameInfluencer Marketing Platform to Connect Game Publishers With The Best Matching Influencers Who Create the Most Effective Let’s Plays 2018
117 CoCoSym Symmetry in Computational Complexity 2018
118 Machine Vision Machine Vision in Everyday Life: Playful Interactions with Visual Technologies in Digital Art, Games, Narratives and Social Media 2018
119 PCPHDX Probabilistically Checkable Proofs, Agreement Tests, and High Dimensional Expanders 2018
120 SPECTO Bowling SPECTO Bowling® 2.0: Advanced Measurement and Analysis of Bowling Performance 2018
121 HOLOBALANCE HOLOgrams for personalised virtual coaching and motivation in an ageing population with BALANCE disorders 2017
122 LUDEME The Digital Ludeme Project: Modelling the Evolution of Traditional Games 2018
123 VOICEs Controversies in Childbirth: from Epistemology to Practices 2018
124 ReClaim Urban Gamification for City Reappropriations 2018
125 ITS A DIVE Individual Three-dimensional Spatial Auditory Displays for Immersive Virtual Environments 2019
126 QPlay Playing Quantum 2018
127 VECMAP IPM VECMAP IPM, a one-stop-shop for the sustainable prevention of urban pests of public health Importance 2018
128 HeyEducation hey!Education: Breaking Classroom Communication Barriers 2018
130 RiNG-18-19 European Researchers' Night in Bosnia and Herzegovina 2018-2019 2018
131 LUNA LUnga notte della ricerca - Lange NAcht der Forschung 2019
132 SuperScienceMe SuperScienceMe: ResEArCH in your REACH - European Researchers' Night 2018
133 SHERIF reSearcH is sERIous Fun 2018
134 ERN-Apulia European Researchers' Night Apulia 2018-2019 - Discovering the fascinating world of research 2018
135 HARMONIC Discrete harmonic analysis for computer science 2019
136 RePAST Strengthening European integration through the analysis of conflict discourses: revisiting the past, anticipating the future 2018
137 SPACEPORT 3D Volumetric Video Capturing and Streaming Software- SPACEPORT 2018
138 CereBrill Brain training tools for better focus - using games and brainwaves to improve performance in children with ADHD 2018
139 CHARMING Chemical Engineering Immersive Learning 2018
140 VIRTUALTIMES Exploring and Modifying the Sense of Time in Virtual Environments 2019
141 EventRights Addressing inequality, enhancing diversity and facilitating greater dialogue in the hosting of sporting mega events. 2018
142 OZeye Developing Computer Vision and Artificial Intelligence for best-quality and cost-effective live sports production and distribution 2018
143 RADDICS Reliable Data-Driven Decision Making in Cyber-Physical Systems 2019
144 CoPAN From Mimicry to Trust: A Tinbergian Approach 2019
145 iGame Multi-dimensional Intervention Support Architecture for Gamified eHealth and mHealth Products 2019
146 ActionContraThreat Action selection under threat: the complex control of human defense 2019
147 MUNDOARTI International leagues of art for creative people 2019
148 iGames Immersive audiogames for the Blind and Visually Impaired people 2019
149 Change Dyslexia Development and scale-up of cognitive detection and stimulation platform for dyslexia by using automatic learning and scientific validations in educational environments 2019
150 SUExp Strategic Uncertainty: An Experimental Investigation 2018
151 SPORTDIPL Postcolonial Diplomacy and the Public Culture of Sport: Britain and India, 1946-1996 2019
152 HONORLOGIC The Cultural Logic of Honor and Social Interaction: A Cross-Cultural Comparison 2019
153 AN-ICON An-Iconology: History, Theory, and Practices of Environmental Images 2019
154 PCPABF Challenging Computational Infeasibility: PCP and Boolean functions 2019
155 DECEYEDE The effects of aging in the control of eye movements and its relation to perceptual and motor decisions 2020
156 WEARTUAL Designing and Developing Wearables for Virtual Reality Environments with a Research Through Design Process 2019
157 CASCADES CAScading Climate risks: towards ADaptive and resilient European Societies 2019
158 SMERUPOL Analysing Politicisation around Sports Mega Events (SME) in contemporary Russia 2020
159 SENSEI Smart Energy Services Integrating the Multiple Benefits from Improving the Energy Efficiency of the European Building Stock 2019
160 spike Unique Virtual Reality solution recreating live indoor sports to increase audience 2019
161 Starborne Novel map-population and rendering techniques for reinventing massively multiplayer online computer games 2019
162 BrainPlay The self-teaching brain 2019
163 HaLO How Language Oppresses 2019
164 ALTAGRAM4.0 First One-Stop Video Game Culturalization Management Platform 2019
165 SmartPhotonics Facilitating photonics innovation, through a modular, integration technology platform 2019
166 Atomic Bands Next generation motion sensing bands for promotion of fitness and health tracking 2019
167 HYGGii The therapist in your pocket - AI assisted ecosystem for enabling a patient-centric approach to mental health 2019
168 ViAjeRo ViAjeRo: Virtual and Augmented Reality passenger experiences 2019
169 CLIPE Creating Lively Interactive Populated Environments 2020
170 Didimo Humanity in Digital Communication 2019
171 OZeye Developing Computer Vision and Artificial Intelligence for best-quality and cost-effective live sports production and distribution 2019
172 E-DIRECT Evolution of Direct Reciprocity in Complex Environments 2020
173 SmartCulTour Smart Cultural Tourism as a Driver of Sustainable Development of European Regions 2020
174 COENCO Display Color-enriching nano coating for mobile displays 2019
175 HUPLE Huple movement and coordination development tool 2019
176 PLUTO One-of-a-kind therapy for crossed eyes. Helping families to reduce emotional and financial burden of eye therapy. 2019
177 MindTrack Analysis of eye vergence responses for the early detection and monitoring of cognitive and mental disorders 2019
178 CONBOTS CONnected through roBOTS: physically coupling humans to boost handwriting and music learning 2020
179 RandomMultiScales Computational Random Multiscale Problems 2020
180 ForM-SMArt Formal Methods for Stochastic Models: Algorithms and Applications 2020