Explore the words cloud of the MOBILE AUGMENTER project. It provides you a very rough idea of what is the project "MOBILE AUGMENTER" about.
The following table provides information about the project.
Coordinator |
MAHEI ENGINEERING SL
Organization address contact info |
Coordinator Country | Spain [ES] |
Project website | http://www.mahei.es/index.php |
Total cost | 71˙429 € |
EC max contribution | 50˙000 € (70%) |
Programme |
1. H2020-EU.2.1.1. (INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies - Information and Communication Technologies (ICT)) 2. H2020-EU.2.3.1. (Mainstreaming SME support, especially through a dedicated instrument) |
Code Call | H2020-SMEINST-1-2016-2017 |
Funding Scheme | SME-1 |
Starting year | 2016 |
Duration (year-month-day) | from 2016-06-01 to 2016-11-30 |
Take a look of project's partnership.
# | ||||
---|---|---|---|---|
1 | MAHEI ENGINEERING SL | ES (BARANAIN) | coordinator | 50˙000.00 |
'The term Augmented Reality (AR) comprises several approaches and disciplines which have in common the enrichment of the human perception of reality with additional data aided by electronic devices. MAHEI TECHNOLOGY is an engine for the development and execution of augmented reality contents and games for educative purposes in mobile devices. As reference of its relevance, the Wikipedia, under de chapter “Education” of the term “Augmented Reality”, remarks as example the iSkull App, one of the developments of MAHEI for the learning of anatomy (http://en.wikipedia.org/wiki/Augmented_reality#Education). Sound research in the last decade, demonstrates the effectiveness of AR approach to improve learning over the traditional methods; up to 37% improvement according to several authors (see annex). These results are particularly relevant in the case of children with learning performance under the average. On the other hand, Generation X, and in a greater extent, Generation Y, also known as the Millennials, are already generations of young adults who grew and learnt in an electronic gaming environment. Parents of the new children recognize the benefits of the use of technology in learning and are familiar to the use of these technologies. Finally, children spend on average 50 minutes playing mobile and tablet games each day. Game players regularly exhibit persistence, attention to detail and problem solving, all behaviors that ideally would be regularly demonstrated in school (see annex). These three mainstreams, an academic community increasingly enthusiastic in this field, a consumer demography based on digital natives and the overwhelming implantation of mobile devices in children’s life, depict a near future scenario of widespread introduction of ICT aided mobile learning tools.'
Are you the coordinator (or a participant) of this project? Plaese send me more information about the "MOBILE AUGMENTER" project.
For instance: the website url (it has not provided by EU-opendata yet), the logo, a more detailed description of the project (in plain text as a rtf file or a word file), some pictures (as picture files, not embedded into any word file), twitter account, linkedin page, etc.
Send me an email (fabio@fabiodisconzi.com) and I put them in your project's page as son as possible.
Thanks. And then put a link of this page into your project's website.
The information about "MOBILE AUGMENTER" are provided by the European Opendata Portal: CORDIS opendata.
PsstMenu allows customers to place orders directly from home or restaurant tables using only a smartphone.
Read MoreTelocate ASSIST – Development and marketing of an acoustic solution for localization and navigation of people in buildings using the smartphone
Read More