The page lists 93 projects related to the topic "gaming".
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1 | Science in the City | Science in the City | 2014 |
2 | QoE-Net | innovative Quality Of Experience maNagement in Emerging mulTimedia services | 2015 |
3 | RAGE | Realising an Applied Gaming Eco-system | 2015 |
4 | ProsocialLearn | ProsocialLearn - Gamification of Prosocial Learning for Increased Youth Inclusion and Academic Achievement | 2015 |
5 | RAPID | Heterogeneous Secure Multi-level Remote Acceleration Service for Low-Power Integrated Systems and Devices | 2015 |
6 | PERGAMON | PERvasive Serious GAMes suppOrted by Virtual CoachiNg | 2015 |
7 | POPULATE | POPULate AsymmeTric mobile gamEs | 2015 |
8 | RAPID-MIX | Realtime Adaptive Prototyping for Industrial Design of Multimodal Interactive eXpressive technology | 2015 |
9 | SERECA | Secure Enclaves for REactive Cloud Applications | 2015 |
10 | No One Left Behind | No One Left Behind | 2015 |
11 | TRANSLITERACY | Exploiting transmedia skills and informal learning strategies to improve formal education | 2015 |
12 | PROPHETIC | PROPHETIC:An innovating Personal Healthcare Service for a holistic remote management and treatment of Parkinson patients. | 2015 |
13 | EnerGAware | Energy Game for Awareness of energy efficiency in social housing communities | 2015 |
14 | Ownerchip | Digital Rights Management Infrastructure For 3D Printed Artifacts | 2014 |
15 | DARWIN | Expecting the unexpected and know how to respond | 2015 |
16 | TARGET | Training Augmented Reality Generalised Environment Toolkit | 2015 |
17 | LAW-TRAIN | Mixed-reality environment for training teams in joint investigative interrogation-Intelligent interrogation training simulator | 2015 |
18 | Safe and Sound Drive | Design of a serious game for cars to help increase driver skills and lower fuel consumption | 2015 |
19 | ZERO-TRAIN-BCI | Combining constrained based learning and transfer learning to facilitate Zero-training Brain-Computer Interfacing | 2015 |
20 | MULTISSOUND | Multisensory-Based Spatial Sound | 2015 |
21 | VR-Suit | VR-Suit : MultiModal experiences in a Virtual World | 2015 |
22 | Virtual Private Home | Virtual Privte Home - Privacy-by-design Home Energy Efficiency Platform | 2015 |
23 | OCTOLY | Next Generation Advertising: Social Video Software Connecting Brands and Content Creators | 2015 |
24 | ETN-FPI | European Training Network on Full Parallax Imaging | 2015 |
25 | UTOUCH | Universal mid-air haptic feedback | 2015 |
26 | HoloMedical3D | Holographic 3D Display for visualising volumetric images from medical scanners | 2015 |
27 | IMERSO | IMERSO - Virtual Reality System | 2015 |
28 | DuoTrainer | New robotic medical device for autonomous, home-based gait neurorehabilitation and weight-bearing leg exercise, aimed at adults with loss of standing and walking function | 2015 |
29 | Video Games Europe | World Gaming Federation: The future of Video Games comes from Europe | 2016 |
30 | RemoteMyApp | Platform to efficiently stream anything (focusing on games, SME and B2B applications), anywhere (to any mobile device) | 2016 |
31 | WaterWatt | Improvement of energy efficiency in industrial water circuits using gamification for online self-assessment, benchmarking and economic decision support | 2016 |
32 | PEAKapp | Personal Energy Administration Kiosk application: an ICT-ecosystem for Energy Savings through Behavioural Change, Flexible Tariffs and Fun | 2016 |
33 | Fluzo.tv | Fluzo.Tv e-Sports Platform: Watch, Train Win | 2016 |
34 | GAP | Gaming for Peace | 2016 |
35 | STIMEY | Science Technology Innovation Mathematics Engineering for the Young | 2016 |
36 | SCENT | Smart Toolbox for Engaging Citizens into a People-Centric Observation Web | 2016 |
37 | SEL 360 Gomins | The first holistic mobile game for evaluating and supporting the development of social and emotional skills and competences in childhood | 2016 |
38 | MOBILE AUGMENTER | Mobile augmented reality platform for educative products | 2016 |
39 | TRAIN-HEAL-TH | Empowering expectations for health and disease: Development of a pioneering training tool | 2016 |
40 | MSG | Making Sense of Games: A Methodology for Humanistic Game Analysis | 2016 |
41 | BrainControl | Stable Brain-Machine control via a learnable standalone interface | 2016 |
42 | azoomee | A Truly Disruptive Entertainment and Educational Digital Application for Primary School Aged Children | 2016 |
43 | EASYPONIC | The unique “Nanny” sensor and app that cares and engages growers through the hydroponic process | 2016 |
44 | INLIFE | Incubate a New Learning and Inspiration Framework for Education | 2016 |
45 | SOCIALENERGY | A Gaming and Social Network Platform for Evolving Energy Markets’ Operation and Educating Virtual Energy Communities | 2017 |
46 | Gaming Horizons | Gaming Horizons | 2016 |
47 | GamECAR | Gamification of EcoDriving Behaviours through Intelligent Management of dynamic car and driver information | 2017 |
48 | Adapptise | Redefining the way brands and game developers reach audiences - A fresh approach to advertising and customer retention. | 2016 |
49 | DECIDE | DEvOps for trusted, portable and interoperable Multi-Cloud applications towards the Digital singlE market | 2016 |
50 | FLAME | Facility for Large-scale Adaptive Media Experimentation | 2017 |
51 | GATES | Applying GAming TEchnologies for training professionals in Smart Farming | 2017 |
52 | GABLE | GAmification for a BEtter Life | 2016 |
53 | FocusLocus | FocusLocus: ADHD management Gaming System for educational achievement and social inclusion | 2016 |
54 | REVEAL | Realising Education through Virtual Environments and Augmented Locations | 2017 |
55 | GAPARS | Gamification of participatory science for training and education purposes | 2017 |
56 | IntegraMouse3 | Next-generation, modular computer mouse device for disabled people | 2016 |
57 | MyTherapyTools | SME Innovation Associate: matching MyTherapyTools up with a talented researcher | 2018 |
58 | eNOTICE | European Network Of CBRN TraIning CEnters | 2017 |
59 | TELLY | A 2nd screen mobile application solution providing interactive multiplayer game and real-time votingcapabilities, based on TV content, to better engage TV audiences and sports fans. - TELLY | 2017 |
60 | Gamebooster | Promoting the Efficiency of the European Online Games Industry through an adaptive gaming platform and portal. | 2017 |
61 | FBT | Transforming Brain Rehabilitation | 2017 |
62 | ELEVVO | ELEVVO: A Ground-breaking Wearable Brain-Computer Interface that Enables Self-management of Cognitive Welfare through Personalised Training Exercises | 2017 |
63 | BlockchainKYC | Blockchain-based, 100% automated KYC (Know Your Customer) service | 2017 |
64 | abcdeSIM-VR | The flight simulator for Medical and Health Professionals | 2017 |
65 | BOND | Bringing Organisations and Network Development to higher levels in the farming sector in Europe | 2017 |
66 | AniStyle | Artistic Animation Rendering with Stylization | 2018 |
67 | SOFIE | SOFIE - Secure Open Federation for Internet Everywhere | 2018 |
68 | PTwist | PTwist: An open platform for plastics lifecycle awareness, monetization, and sustainable innovation | 2018 |
69 | GameInfluencer | Launching the GameInfluencer Marketing Platform to Connect Game Publishers With The Best Matching Influencers Who Create the Most Effective Let’s Plays | 2018 |
70 | RECYSMART | SMART CONTAINER AND BIG DATA PLATFORM TO INCREASE PACKAGING RECYCLING RATES AND BOOST THE CIRCULAR ECONOMY | 2018 |
71 | THREAT-ARREST | THREAT-ARREST Cyber Security Threats and Threat Actors Training - Assurance Driven Multi-Layer, end-to-end Simulation and Training | 2018 |
72 | Raccoon.Recovery | Raccoon.Recovery – effective mobile data driven hand rehabilitation solution | 2018 |
73 | CereBrill | Brain training tools for better focus - using games and brainwaves to improve performance in children with ADHD | 2018 |
74 | WEAFING | Wearable Electroactive Fabrics Integrated in Garments | 2019 |
75 | BEWELL | Wearable sensors and actuators to monitor and promote physical and emotional wellbeing | 2019 |
76 | VRACE | VRACE - Virtual Reality Audio for Cyber Environments | 2019 |
77 | iGames | Immersive audiogames for the Blind and Visually Impaired people | 2019 |
78 | Starborne | Novel map-population and rendering techniques for reinventing massively multiplayer online computer games | 2019 |
79 | BrainPlay | The self-teaching brain | 2019 |
80 | RealHands | Revolutionize the way humans interact with technology | 2019 |
81 | PRIME-VR2 | PERSONALISED RECOVERY THROUGH A MULTI-USER ENVIRONMENT: VIRTUAL REALITY FOR REHABILITATION | 2019 |
82 | SmartPhotonics | Facilitating photonics innovation, through a modular, integration technology platform | 2019 |
83 | Atomic Bands | Next generation motion sensing bands for promotion of fitness and health tracking | 2019 |
84 | SPIDER | a cyberSecurity Platform for vIrtualiseD 5G cybEr Range services | 2019 |
85 | INCLUDING | Innovative Cluster for Radiological and Nuclear Emergencies | 2019 |
86 | Cumucore | An innovative virtual software-defined mobile packet core to enable optimized and flexible user-centric services for next generation mobile networks | 2019 |
87 | Nomoko | A Digital Copy Of The Earth | 2019 |
88 | cRGS | Cognitive Rehabilitation Gamming System (cRGS): a novel Virtual Reality-based system for the conjunctive training of stroke-derived cognitive impairments | 2019 |
89 | ONEedge | A Software-defined Edge Computing Solution | 2019 |
90 | COENCO Display | Color-enriching nano coating for mobile displays | 2019 |
91 | ACCORDION | Adaptive edge/cloud compute and network continuum over a heterogeneous sparse edge infrastructure to support nextgen applications | 2020 |
92 | ReHyb | Rehabilitation based on Hybrid neuroprosthesis | 2020 |
93 | Reexen | Ultra-low cost & ultra-high efficiency AI processor for enabling fast and cost-effective deployment of edge-computing applications | 2020 |