The page lists 59 projects related to the topic "gamification".
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1 | SatisFactory | A collaborative and augmented-enabled ecosystem for increasing SATISfaction and working experience in smart FACTORY environments | 2015 |
2 | GRACeFUL | Global systems Rapid Assessment tools through Constraint FUnctional Languages | 2015 |
3 | 3D Tune-In | 3D-games for TUNing and lEarnINg about hearing aids | 2015 |
4 | FACE | FACE Entrepreneurship. Failure Aversion Change in Europe, more than a Communication Campaing to create a new generation of European entrepreneurs that can FACE failure and learn from it. | 2015 |
5 | STEP | Societal and political engagement of young people in environmental issues | 2015 |
6 | ENTROPY | DESIGN OF AN INNOVATIVE ENERGY-AWARE IT ECOSYSTEM FOR MOTIVATING BEHAVIOURAL CHANGES TOWARDS THE ADOPTION OF ENERGY EFFICIENT LIFESTYLES | 2015 |
7 | LEGEND | LEGEND, Sport goes viral | 2015 |
8 | Q-Tales | A Collaboration Ecosystem enabling EU Creative SMEs to exchange multi-media content and create multi-plot, interactive Apps for Children, curated according to Reader ability and educational value. | 2015 |
9 | ECO - ENGAGE | GreenApes Sustainability Software Service: Employee Engagement for Eco-innovation | 2015 |
10 | MPGS | A citizen context aware platform to provide mobile public services | 2015 |
11 | SOCRATIC | SOcial CReATive IntelligenCe Platform for achieving Global Sustainability Goals | 2016 |
12 | JobCity | JobCity: addressing global youth unemployment by revolutionising psychometrics to enable Multiple Mass Psychometric Testing (MMPT) through online gamification | 2015 |
13 | NEWTON | Networked Labs for Training in Sciences and Technologies for Information and Communication | 2016 |
14 | BEACONING | Breaking Educational Barriers with Contextualised, Pervasive and Gameful Learning (BEACONING) | 2016 |
15 | CAREGIVERSPRO-MMD | Self-management interventions and mutual assistance community services, helping patients with dementia and caregivers connect with others for evaluation, support and inspiration to improve the care experience | 2016 |
16 | POLYCARE | POLY-stakeholders for integrated CARE for chronic patients in acute phases | 2016 |
17 | PACAS | Participatory Architectural Change Management in ATM Systems | 2016 |
18 | Be-novative | A social application, which helps to generate ideas, solve problems while using the cyber-space and cyber-society | 2016 |
19 | ECGGFS | Energy Consumption Gamified - Greenely Feasibility Study | 2016 |
20 | CATCH | Cancer: Activating Technology for Connected Health | 2016 |
21 | INLIFE | Incubate a New Learning and Inspiration Framework for Education | 2016 |
22 | SOCIALENERGY | A Gaming and Social Network Platform for Evolving Energy Markets’ Operation and Educating Virtual Energy Communities | 2017 |
23 | e-Confidence | Confidence in behaviour changes through serious games | 2016 |
24 | Gaming Horizons | Gaming Horizons | 2016 |
25 | GamECAR | Gamification of EcoDriving Behaviours through Intelligent Management of dynamic car and driver information | 2017 |
26 | GABLE | GAmification for a BEtter Life | 2016 |
27 | MoveCare | Multiple-actOrs Virtual Empathic CARgiver for the Elder | 2017 |
28 | WILDTHING | Crowdsourcing for the control of Invasive Alien Flora Species | 2016 |
29 | Videona | Videona: The first Video Social Network for journalist and prosumers allowing them to optimize the generation of quality audio-visual content through mobile phones. | 2017 |
30 | FOSTER Plus | Fostering the practical implementation of Open Science in Horizon 2020 and beyond | 2017 |
31 | COMPACT | COmpetitive Methods to protect local Public Administration from Cyber security Threats | 2017 |
32 | GREENTOP | GREENTOP - Gamification of cRowdcomputing to ENhance EarTh Observation data Processing | 2017 |
33 | MUV | Mobility Urban Values | 2017 |
34 | 3ants | Enhancing security of digital property rights and citizens’ awareness through an innovative anti-piracyframework of digital content based on Machine Learning and Artificial Intelligence | 2017 |
35 | FEEdBACk | Fostering Energy Efficiency and BehAvioural Change through ICT | 2017 |
36 | QuSCo | Quantum-enhanced Sensing via Quantum Control | 2017 |
37 | Eco-Bot | Personalised ICT-tools for the Active Engagement of Consumers Towards Sustainable Energy | 2017 |
38 | eTEACHER | end-users Tools to Empower and raise Awareness of Behavioural CHange towards EneRgy efficiency | 2017 |
39 | PTwist | PTwist: An open platform for plastics lifecycle awareness, monetization, and sustainable innovation | 2018 |
40 | SUITCEYES | Smart, User-friendly, Interactive, Tactual, Cognition-Enhancer that Yields Extended Sensosphere - Appropriating sensor technologies, machine learning, gamification and smart haptic interfaces | 2018 |
41 | ReClaim | Urban Gamification for City Reappropriations | 2018 |
42 | QPlay | Playing Quantum | 2018 |
43 | bubbleOn | Transforming the Customer Experience through Smart, Interactive and Pervasive Proximity Services | 2018 |
44 | STOP | STop Obesity Platform | 2019 |
45 | CO3 | Digital Disruptive Technologies to Co-create, Co-produce and Co-manage Open Public Services along with Citizens | 2019 |
46 | sustAGE | Smart environments for person-centered sustainable work and well-being | 2019 |
47 | BIONIC | Personalised Body Sensor Networks with Built-In Intelligence for Real-Time Risk Assessment and Coaching of Ageing workers, in all types of working and living environments | 2019 |
48 | iGame | Multi-dimensional Intervention Support Architecture for Gamified eHealth and mHealth Products | 2019 |
49 | MUSSILAMS | Mussila MS (Mussila Music School) - An innovative solution in Music Education | 2019 |
50 | MUNDOARTI | International leagues of art for creative people | 2019 |
51 | GANDALF | Gamification and Datafication towards Learning Forecasting | 2019 |
52 | WEARTUAL | Designing and Developing Wearables for Virtual Reality Environments with a Research Through Design Process | 2019 |
53 | Clic And Fish | The platform for helping the rural development and its sustainability through the angling tourism | 2019 |
54 | DRIVE 0 | Driving decarbonization of the EU building stock by enhancing a consumer centred and locally based circular renovation process | 2019 |
55 | Memorix | Start Learning in 3D-Worlds with Powerful Memo-Techniques | 2019 |
56 | Mob | AN APP TO HELP EUROPEAN COMPANIES TO RETAIN TALENT AND REDUCE JOB TURNOVER | 2019 |
57 | PROCareLife | PeRsOnalized Integrated CARE Solution for Elderly facing several short or long term conditions and enabling a better quality of LIFE | 2020 |
58 | HECAT | Disruptive Technologies Supporting Labour Market Decision Making | 2020 |
59 | ANTAVO-LOYALTY | ANTAVO LOYALTY PLATFORM WITH IN-STORE EXPERIENCE TERMINAL, engaging omnichannel loyalty | 2019 |