Opendata, web and dolomites


Incubate a New Learning and Inspiration Framework for Education

Total Cost €


EC-Contrib. €






 INLIFE project word cloud

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

ultimately    interaction    education    educational    special    inlife    validated    carefully    transformation    children    layered    agile    model    featuring    core    gamification    vision    architecture    modern    serious    strengthens    iot    demonstration    efficacy    market    pave    living    progress    things    inclusion    computer    assisting    bidirectional    actions    paradigm    abstraction    establishing    integration    proliferation    business    supporting    creative    events    center    time    modules    tools    games    happening    environment    students    creation    leverages    created    infusion    software    innovative    communication    techniques    science    parties    decisions    surrounding    technologies    bridge    gaming    enhanced    join    contexts    autism    gameplays    life    industries    leisure    stakeholders    social    realization    human    game    outcomes    solutions    environmental    pilots    forces    internet    sustainability    consisting    player    boosting    framework    link   

Project "INLIFE" data sheet

The following table provides information about the project.


Organization address
address: Patission Str. 42
city: ATHINA
postcode: 10682

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 Greece [EL]
 Project website
 Total cost 1˙495˙000 €
 EC max contribution 1˙002˙400 € (67%)
 Programme 1. H2020-EU.2.1.1. (INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies - Information and Communication Technologies (ICT))
 Code Call H2020-ICT-2016-1
 Funding Scheme IA
 Starting year 2016
 Duration (year-month-day) from 2016-11-01   to  2018-10-31


Take a look of project's partnership.

# participants  country  role  EC contrib. [€] 
2    FIVE FLAMES MOBILE SLL ES (VALLADOLID) participant 195˙562.00
3    IMAGINARY SRL IT (MILANO) participant 183˙400.00
4    THALES SA FR (COURBEVOIE) participant 168˙700.00


 Project objective

INLIFE will provide an innovative gamification framework targeting both typical as well as special education and social inclusion activities based on Serious Games. INLIFE’s core concept leverages on the potential of the Internet-of-Things (IoT) paradigm to directly link actions, decisions and events happening in real-life with in-game educational progress and modern gaming technologies. This bridge strengthens the infusion of gamification into non-leisure contexts, boosting at the same time the creation of new educational methodologies as well as new business opportunities. The challenge INLIFE addresses is to effectively join the forces of gaming industries, IoT technologies and social science research outcomes to support the development of creative and effective applications in education and for social inclusion.

The INLIFE framework will be based on an open, layered architecture, consisting of modules supporting agile abstraction methods, model-driven development and transformation technologies, as well as state-of-the-art gaming and human-computer interaction techniques. It will enable the bidirectional, real time communication between the serious game and the surrounding environment, bringing the player in the center of the game while living the reality.

The INLIFE technologies, tools and software solutions will be validated in four carefully set pilots through the integration and demonstration of two selected serious games, one for the education of children and students on environmental sustainability and one targeted at assisting children with autism to learn, thus facilitating their social inclusion. The realization of the INLIFE vision will ultimately pave the way for the proliferation of new innovative IoT-based serious games, created also by third parties, featuring enhanced gameplays and educational efficacy, thus establishing new market opportunities for involved stakeholders.


List of deliverables.
Pilot Results and Feedback v1.0 Documents, reports 2019-05-31 10:43:32
The AKSION Serious Game v2.0 Demonstrators, pilots, prototypes 2019-05-31 10:39:16
The ICEBERG Serious Game v2.0 Demonstrators, pilots, prototypes 2019-05-31 10:39:17
Overall Impact Assessment Documents, reports 2019-05-31 10:39:18
Dissemination and Standardization Results Documents, reports 2019-05-31 10:39:16
Integrated INLIFE Open Framework Release R2.0 Documents, reports 2019-05-31 10:39:15
Pilot Results and Feedback v2.0 Documents, reports 2019-05-31 10:39:24
The AKSION Serious Game v1.0 Demonstrators, pilots, prototypes 2019-05-30 19:01:46
Requirements and Use Cases Documents, reports 2019-05-30 19:01:42
Project Website, Social Media, Leaflet and Factsheet Websites, patent fillings, videos etc. 2019-05-30 19:01:43
Dissemination Plan v2.0 Documents, reports 2019-05-30 19:01:53
System Architecture and Specifications Documents, reports 2019-05-30 19:01:49
The ICEBERG Serious Game v1.0 Demonstrators, pilots, prototypes 2019-05-30 19:01:47
Integrated INLIFE Open Framework Release R1.0 Documents, reports 2019-05-30 19:01:43
Dissemination Plan v1.0 Documents, reports 2019-05-30 19:01:48

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


year authors and title journal last update
List of publications.
2017 Koutsouris N., Giannakopoulou K., Mousny M.
Development of electronic games and exploitation of Internet of Things in the education of persons with autism spectrum disorders
published pages: , ISSN: , DOI:
Panhellenic Conference on Autism 2019-05-23
2018 De Luca V.
Gamification, IoT e territorio. Strumenti e piattaforme di apprendimento per la sostenibilità ((trad. eng. “Gamification and territory. Tools and learning platforms for sustainability”)
published pages: , ISSN: 2531-9477, DOI:
Design e Territori, Material Design Journal Semiannual 2019-05-23
2018 De Luca V., Ascolese A.
earning from the reality: InLife game-based scenarios for sustainable and inclusive behaviours
published pages: , ISSN: , DOI:
Gamification and Serious Game Symposium 2019-05-23
2018 Kosmides P., Demestichas K., Adamopoulou E., Koutsouris N., Oikonomidis Y., De Luca V.
InLife: Combining Real Life with Serious Games using IoT
published pages: , ISSN: , DOI:
IEEE Conference on Computational Intelligence and Games 2019-05-23
2018 De Luca, V., Rossini-Drecq, E.& Ascolese, A.
Turning fun into learning: how serious games inspire new educational frameworks
published pages: , ISSN: , DOI:
Proceedings of INTED 2019-05-23
2018 Kosmides P., Demestichas K., Adamopoulou E., Koutsouris N., Loumiotis I., Ortega V., Mureddu L.
InLife ecosystem: creating Serious Games with IoT features
published pages: , ISSN: , DOI:
International Workshop on Multimedia analysis for Architecture, Design and Virtual Reality games, IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 2019-05-23
2018 Koutsouris N., Kosmides P., Demestichas K., Adamopoulou E., Giannakopoulou K., De Luca V
InLife: a platform enabling the exploitation of IoT and gamification in healthcare
published pages: , ISSN: , DOI:
14th International Conference on Wireless and Mobile Computing, Networking and Communications (WiMob) 2019-05-23
2018 De Luca V.
Reality-based Interaction Design. A review of tools and products for people participation in the challenges of sustainability
published pages: , ISSN: , DOI:
Designa 2018 – International Conference on Design Research 2019-05-23

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

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