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ProsocialLearn

ProsocialLearn - Gamification of Prosocial Learning for Increased Youth Inclusion and Academic Achievement

Total Cost €

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EC-Contrib. €

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Partnership

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 ProsocialLearn project word cloud

Explore the words cloud of the ProsocialLearn project. It provides you a very rough idea of what is the project "ProsocialLearn" about.

digital    inclusion    prosocial    breaking    sensing    characters    academic    programming    creation    pilots    prosocialapi    functions    financial    longitudinal    incorporated    virtual    player    acquire    psychologists    prosociallearn    child    actions    school    engages    helping    performance    skills    scientific    personal    scientifically    building    social    industry    verify    team    proven    trustworthiness    children    additional    stimulates    smes    settings    personalised    transfer    identification    explore    games    business    profiles    innovations    mechanics    benefits    teaching    series    serious    education    visual    viability    companies    collection    protection    expressive    disruptive    emotional    data    integrate    scales    cultural    interface    api    developers    models    disciplinary    ict    curricula    positive    gaming    initial    created    pedagogists    ground    professionals    market    genre    platform    game    schools    plans    signals    relationships    intelligence   

Project "ProsocialLearn" data sheet

The following table provides information about the project.

Coordinator
ATOS SPAIN SA 

Organization address
address: CALLE DE ALBARRACIN 25
city: MADRID
postcode: 28037
website: www.atos.net

contact info
title: n.a.
name: n.a.
surname: n.a.
function: n.a.
email: n.a.
telephone: n.a.
fax: n.a.

 Coordinator Country Spain [ES]
 Project website http://prosociallearn.eu/
 Total cost 4˙207˙372 €
 EC max contribution 3˙448˙102 € (82%)
 Programme 1. H2020-EU.2.1.1.4. (Content technologies and information management: ICT for digital content, cultural and creative industries)
 Code Call H2020-ICT-2014-1
 Funding Scheme IA
 Starting year 2015
 Duration (year-month-day) from 2015-01-01   to  2018-02-28

 Partnership

Take a look of project's partnership.

# participants  country  role  EC contrib. [€] 
1    ATOS SPAIN SA ES (MADRID) coordinator 548˙465.00
2    UNIVERSITY OF SOUTHAMPTON UK (SOUTHAMPTON) participant 682˙875.00
3    ETHNIKO KENTRO EREVNAS KAI TECHNOLOGIKIS ANAPTYXIS EL (THERMI THESSALONIKI) participant 516˙250.00
4    PLAYGEN LIMITED UK (LONDON) participant 426˙426.00
5    REDIKOD AB SE (MALMO) participant 293˙343.00
6    KUNGLIGA TEKNISKA HOEGSKOLAN SE (STOCKHOLM) participant 240˙382.00
7    ELLINOGERMANIKI AGOGI SCHOLI PANAGEA SAVVA AE EL (PALLINI) participant 203˙750.00
8    ISTITUTO COMPRENSIVO STATALE B. LORENZI FUMANE VR IT (FUMANE) participant 167˙000.00
9    HYPESLUGS SRL RO (BRASOV) participant 99˙968.00
10    MAD ABOUT PANDAS UG DE (BERLIN) participant 99˙925.00
11    ANIWAY OY FI (HELSINKI) participant 99˙750.00
12    THE CHANCELLOR MASTERS AND SCHOLARSOF THE UNIVERSITY OF CAMBRIDGE UK (CAMBRIDGE) participant 69˙964.00

Map

 Project objective

ProsocialLearn will establish a new market for digital games aiming at increasing social inclusion and academic performance. A ground-breaking digital gaming genre will be created that focuses on helping children to acquire prosocial skills necessary for positive relationships, team working, trustworthiness and emotional intelligence. ProsocialLearn will deliver a series of disruptive innovations building on a game development and distribution platform for the production of prosocial games that engages children and stimulates technology transfer from traditional game industry to the education sector. ProsocialLearn will offer games developers scientifically proven prosocial game elements for development digital games. An application programming interface (API), ProsocialAPI, will allow developers to integrate functions into games including visual sensing, identification of prosocial signals from in-game actions, personalised adaptation of game elements, player profiles, game mechanics and expressive virtual characters, and support for data collection with protection of personal data. SMEs from the traditional game industry will work together with serious games companies to produce a series of exciting digital games targeting European schools. Through a multi-disciplinary collaboration between industry, researchers, psychologists, pedagogists and teaching professionals, ProsocialLearn will address complex factors associated with child development and advanced ICT in school curricula. Two SMEs within the consortium will produce an initial set of games and additional SMEs will be incorporated in the third year of the project to foster market creation. Both short term and longitudinal studies (pilots) will be conducted at schools across Europe to build scientific evidence of the benefits of prosocial gaming in different cultural settings and scales, and to explore business models, business plans and verify financial viability of the ProsocialLearn platform.

 Deliverables

List of deliverables.
3rd Experiment planning and community management Other 2019-05-31 12:30:00
Evaluation strategy and protocols Documents, reports 2019-05-31 12:29:54
2nd System Requirements and Architecture (update) Documents, reports 2019-05-31 12:29:53
Game Developer Support Network Documents, reports 2019-05-31 12:30:03
Prototype Prosocial Games Other 2019-05-31 12:29:48
1st System Requirements and Architecture Documents, reports 2019-05-31 12:30:12
Prosocial Game design methodology Documents, reports 2019-05-31 12:30:04
Validation activities in operating school conditions Documents, reports 2019-05-31 12:30:09
2nd ProsocialLearn dissemination and communication report Documents, reports 2019-05-31 12:30:01
1st Experiment planning and community management Other 2019-05-31 12:30:25
Data Management Action Plan Open Research Data Pilot 2019-05-31 12:29:49
1st ProsocialLearn dissemination and communication report Documents, reports 2019-05-31 12:30:00
Research Design for Validation Activities in operating school conditions Documents, reports 2019-05-31 12:30:02
New Partners Prosocial Games Other 2019-05-31 12:29:46
ProsocialLearn website Websites, patent fillings, videos etc. 2019-05-31 12:30:12
ProsocialLearn Dissemination and communication plan Documents, reports 2019-05-31 12:30:09
Prosocial Game Scenarios Documents, reports 2019-05-31 12:29:56
Public final activity report Documents, reports 2019-05-31 12:41:48
2nd Experiment planning and community management Other 2019-05-31 12:30:03
User requirements Documents, reports 2019-05-31 12:29:51
1st Natural game interactions Other 2019-05-30 16:57:29
1st Expressive virtual characters Documents, reports 2019-05-30 16:57:37
1st Platform operations report Documents, reports 2019-05-30 16:57:33
2nd Natural game interactions Other 2019-05-30 16:57:33
2nd Expressive virtual characters Documents, reports 2019-05-30 16:57:29
1st Intelligent adaptation and personalization Documents, reports 2019-05-30 16:57:26
3rd Prosocial affect fusion and player modelling Documents, reports 2019-05-30 16:57:23
Market and competition analysis Documents, reports 2019-05-30 16:57:35
User data acquisition and mapping in game environments Documents, reports 2019-05-30 16:57:22
2nd Prosocial affect fusion and player modelling Documents, reports 2019-05-30 16:57:24
1st Prosocial game mechanics Documents, reports 2019-05-30 16:57:26
2nd Intelligent adaptation and personalization Documents, reports 2019-05-30 16:57:22
2nd Prosocial game mechanics Documents, reports 2019-05-30 16:57:26
2nd Platform operations report Documents, reports 2019-05-30 16:57:32
1st Prosocial affect fusion and player modelling Documents, reports 2019-05-30 16:57:27
Evaluation report with proposed new partners Documents, reports 2019-05-30 16:57:36

Take a look to the deliverables list in detail:  detailed list of ProsocialLearn deliverables.

 Publications

year authors and title journal last update
List of publications.
2015 K. Ruhland, C. E. Peters, S. Andrist, J. B. Badler, N. I. Badler, M. Gleicher, B. Mutlu, R. McDonnell
A Review of Eye Gaze in Virtual Agents, Social Robotics and HCI: Behaviour Generation, User Interaction and Perception
published pages: 299-326, ISSN: 0167-7055, DOI: 10.1111/cgf.12603
Computer Graphics Forum 34/6 2019-05-30
2015 Evmorfia Kalogiannidou, Christopher E. Peters
Facial hair and trustworthiness in virtual faces: Towards an evaluation study
published pages: , ISSN: 1650-3740, DOI:
Proceedings of SIGRAD 2015 2019-05-30
2016 Konstantinos Cornelis Apostolakis, Athanasios Psaltis, Kiriakos Stefanidis, Kyriaki Kaza, Spyridon Thermos, Kosmas Dimitropoulos, Evangelia Dimaraki, Petros Daras
Exploring the prosociality domains of trust and cooperation, through single and cooperative digital gameplay in Path of Trust.
published pages: , ISSN: 2384-8766, DOI: 10.17083/ijsg.v3i3.125
International Journal of Serious Games 3/3 2019-05-30
2017 Athanasios Psaltis, Kostas C. Apostolakis, Kosmas Dimitropoulos, Petros Daras
Multimodal Student Engagement Recognition in Prosocial Games
published pages: 1-1, ISSN: 1943-068X, DOI: 10.1109/TCIAIG.2017.2743341
IEEE Transactions on Computational Intelligence and AI in Games 2019-05-30
2016 Modafferi, Stefano, Boniface, Michael, Crowle, Simon, Star, Kam and Middleton, Lee
Creating opportunities to learn social skills at school using digital games
published pages: , ISSN: , DOI:
ECGBL 2016 : The 10th European Conference on Games Based Learning ECGBL 2016 2019-05-30

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The information about "PROSOCIALLEARN" are provided by the European Opendata Portal: CORDIS opendata.

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