The page lists 180 projects related to the topic "games".
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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 |
4 | POP SCIENCE | POP SCIENCE | 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 |
19 | ENTROPY | DESIGN OF AN INNOVATIVE ENERGY-AWARE IT ECOSYSTEM FOR MOTIVATING BEHAVIOURAL CHANGES TOWARDS THE ADOPTION OF ENERGY EFFICIENT LIFESTYLES | 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 |
22 | ZombiApp | RESURRECT YOUR ZOMBIAPP. OR ARE YOU JUST GOING TO LET IT DIE? | 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 |
36 | Lightware | HIGH BANDWIDTH LONG DISTANCE UNCOMPRESSED AUDIO-VIDEO SIGNAL TRANSMISSION SYSTEM DEVELOPMENT | 2015 |
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 |
45 | STREAMLINE | STREAMLINE | 2015 |
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 |
77 | LIGHTWARE | HIGH BANDWIDTH LONG DISTANCE UNCOMPRESSED AUDIO-VIDEO SIGNALTRANSMISSIONSYSTEM DEVELOPMENT | 2016 |
78 | CPaaS.io | 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 |
96 | PHOTON | PHOTON – EDUCATIONAL ROBOT AS A TOOL FOR SHAPING FUTURE OF YOUNG GENERATIONS | 2017 |
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 |
109 | SENTIENT | SCHEDULING OF EVENT-TRIGGERED CONTROL TASKS | 2018 |
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 |
129 | MEET | MEETmeTONIGHT | 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 |