title contact short description

The main objectives of the Bios4You AR 2.0 project is to sensitise young students to STEM issues related to Bio-Sciences, Bio-Engineering, Bio-Architecture, Bio-Technology, Bio-Photonics, etc and create innovative educational materials thanks to the use of new AR technologies in such a way as to make all much more engaging both from the point of view of learning and teaching by teachers.

Implementation: What activities are you going to implement?

The activities of the project that will be implemented are:
- Development of methodologies and guidelines for using AR technology in STEM education with Gamifying content.
- Updating existing units with AR exercises, creating 42 new units in English incorporating AR and gamification, and testing the units in schools through organised LTTAs.
- Organisation and implementation of 4 international webinars to present project results and promote the use of the methodology among a wider school network.


Supporting the twin digital and green transition on the manufacturing and traditional industry sectors through innovative VET resources.

Project Reference: 2021-2-DE02-KA220-VET-000050453

The TwinRevolution project supports Vocational Education and Training (VET) learners from the textile and furniture industries on their twin transition journey. By improving their digital and green skills, the project wishes to prepare professionals from both industries to meet the requirements of a sustainable, circular, and digitally enabled industry.

The TwinRevolution project will develop the following results:

  • BLUEPRINT ON TWIN TRANSITION IN THE MANUFACTURING SECTOR: The Blueprint will bridge key enabling technologies with circular strategies to be implemented in textile and furniture industries; compile and analyse European policies that influence the twin transition and the current approach in VET offer, and define the necessary learning outcomes to reskill the current and future workforce.
  • JOINT CURRICULUM ON TWIN TRANSITION IN THE MANUFACTURING SECTOR which will define the necessary learning paths to ensure knowledge acquisition, grouping key skills and competences into a set of training modules and units.
  • PORTFOLIO OF TRAINING MATERIALS ON THE TWIN TRANSITION FOR THE MANUFACTURING SECTOR. These online materials will be defined and developed to cover the knowledge gap for a successful green and digital transition.
  • DEDICATED E-LEARNING PLATFORM, which will host the learning materials.

INTRUST develops green skills strategies for the wood and furniture sector, specifically about how to achieve ecolabels and pass green certifications. The learners will become leaders of the green change not only by supporting the enterprises in achieving those labels but also raising awareness about the benefits for those companies. It will support the digital transformation of enterprises of the forestry and wood sector by developing brand new training units about Industry 4.0 solutions applied to the value chain. The project will target Higher Education and VET tertiary level students that will be able to apply those solutions in those companies and will allow those staff to achieve a digital mindset to undertake the digital transformation of the enterprises.

Das Vorhaben untersucht grundlegende Fragen zur geometrisch-semantischen Ausprägung von virtuellen Räumen. Diese Fragen resultieren aus den in der Corona-Pandemie gemachten Beobachtungen, dass virtuelle Arbeitsumgebungen sich etablieren und bisher keine grundlegenden Untersuchungen zum Aufbau und der Struktur mehrdimensionaler virtueller Arbeitsräume hinsichtlich ihrer Anforderungen an Wahrnehmungspsychologie, Effizienz und Akzeptanz vorliegen.

GIST(Fostering diGitalisation and bIonic transformation of SMEs through the development of a novel and innovative Training material for overcoming COVID-19 crisis) develops and implements a common curriculum and learning to achieve the basic competences for SMEs to reach the status of bionic enterprise. The training material will be focused on companies in the furniture sectors and related ones, where the Industry 4.0 have not entered massively due to low capacities of change in the pro-duction process of this kind of firms.

TOURINGS will consider different features of Collaborative Robotics; technical aspects, human-robot interaction, installation in the assembly line or robot design aspects. Collaborative Robotics make assembly lines more flexible, but it is important to install them without disrupting the balance of the production line. TOURINGS will address cycle times and process reengineering in the assembly line, it will cover ergonomics assessment of the human-robot interaction by following the ISO/TS 15066, Human Digital models and Human Digital Simulations along with the RULA (Rapid Upper Limb Assessment) method. The project will also cover technical aspects in different robots' module and behaviour design or workstation design. 
TOURINGS consists of six entities covering Higher Education and Vocational Education and Traning institutions, Research Centres and a National Standardisation Body, introducing different expertise related to Collaborative Robotics, teaching, human resources management, assembly line management, ICT tools and Project Management. This collaboration is addressed to significant labour and societal challenges like work-related musculoeskeletal disorders (WMSDs) or lack of knowledge of human-robot interaction

The Alliance of Centres of Vocational Excellence in the Wood Sector (ALLVIEWS) objectives are:

  • Strengthen quality assurance of new curricula related with the furniture and wood industry involving sectoral representatives in the process.
  • Speed-up qualification development
  • Simpler skills matching (Dual learning, Apprenticeship)
  • Better careers information raising attractiveness of VET
  • Clearer secondary school pathways
  • Greater access for disadvantaged Europeans.
  • Accreditation of new curricula
  • Ensure effective impact of the activities at governmental level

Education Supporting Smart ENvironments for SEniors

EU Erasmus+ Programme - Key Action: Cooperation for innovation and the exchange of good practices - Strategic Partnerships

MAKING 4.0 aims to establish a European-Asian collaborative consortium in order to develop an innovative curriculum to modernize the current training offer, around Industry 4.0, in the countries of Malaysia and Sri Lanka that will allow on the one hand to improve the sustainability of the industry in each of the countries, and on the other to strengthen ways of collaboration and development between European and Asian universities.

The main aim of ESSENSE is to develop and implement a common curriculum and learning approach on BIM towards the design, construction and management of public and private environments for older adults that will meet the learning needs of Higher Education students that will be relevant to the labour market and societal needs. This will address the topics BIM, smart housing and Ambient Assisted Living (AAL) principles and their interaction. 

The main aim of FURN360 is to develop and implement a common curriculum and training content focused in the office and contract furniture sectors for implementing strategies able to ease the transition to a circular model and therefore:

  • Design towards life cycle.
  • New services/departments that can be created (maintenance, spare components, etc.).
  • New business models and opportunities that Circular Economy can bring to the sector: B2B (hotel and catering, private hospitals, clinics etc.), B2G (Governments) or even C2C (sharing platforms).

This will address those competences required to be revised for a circular economy as well as the key elements previously indicated. From this main objective, several specific objectives are defined:

  • SO1 Foster the creation of Green Collar jobs and new business models all along the value chain of these sectors.
  • SO2 Create flexible learning pathways, based on the learning outcomes approach, able to provide, assess and recognize the key competences identified of the target groups: actors already involved (continuing VET) and those willing to work in these sectors (Initial VET), along with methodologies for introducing those competences in curricula.
  • SO3 Capacity building in the sector, promoting active cooperation among social partners (AMUEBLA, SEF, BEDA), companies (Sancal, ACTIU), and VET providers (ECORES, CENFIM, HMCOLLEGE) towards the promotion of work-based learning at local dimension.

Innovation activities, including those related to traditional industries, tend to be geographically concentrated in individual entities where knowledge has been transferred among different industrial and VET actors, considering also the substantial influence of geographic culture. Innovation in education and training is rarely achieved in isolation, as competences and experiences are spread across from different entities, outside academia and geographical borders. These characteristics make FURN360 well positioned through its actors which crosscut different sectors and countries.

According the results of the project E3D+, the 3D printing (or additive manufacturing) is aimed to play a critical role in STEAM
(Science, Technology, Engineering, Arts and Mathematics), 3D printing is transforming how users learn by offering a hands-on
experience that inspires them to pay attention to details, get more creative and see the physical realization of their work. Getting
users to make a further step in 3D printing can ultimately inspire them to take the incremental steps that often lead them to become
the one to invent the “next big thing”, since they are challenged to think more deeply / differently.
“3D Printing’s Role in Shaping the Future is increasing very fast! More appropriate and adequate training of users is needed”
On the other side, unfortunately, broad adoption is often stifled due to 3D printers being too difficult to use, without insufficient
educational & learning & training support at present time. The situation is becoming slightly better as a community of different level
educators, VET programmes offers, etc. is rising. As new 3D printing technologies, materials and designing potentials rapidly arise,
there is also a need for a qualitative upgrade and keeping consistent and adequate level of educational support (together with the
help of available ICT tools).
Furthermore, according the results of project results "3D printers in schools: uses in the curriculum" of the "The Department for
Education (DfE) from UK", the use of 3D printing in schools heightened the interest of pupils with poor concentration in different
subjects like mathematics and improved their desire to learn. They see tangible results more quickly and as a result they kept
interest in the lesson.
The main objective of this project is to train teachers non-computer design (CAD) skilled in VET centres with the aim of using 3D
printing across almost of all the subjects. The use of this technology in VET schools will improve educational transversal skills of the
students. Furthermore, it aims to enhance the concentration of students with Attention Deficit Disorder. At mid-term, it will feed an
industry that is in high growth with future professionals, students natives of this fascinating technology.
Our project team is composed by 6 partners from 4 countries composed by organizations with different profiles: 3D printing experts
close to the academic and business sector, an international network of VET centres, one expert authority in training teachers and one
web developer.
To achieve the goals of the project, the consortium has defined the following intellectual outputs:
- Methodology for defining 3D printing exercises suitable for transversal education.
- Set of 3D printing exercises for VET-school lessons in different subjects improving skills of students
- Networking community tool for teachers using 3D printing that will contain the set of exercises
- Report and tools for immersion of 3D printing in European education and training
- Set of webinars about the use of 3D printing in VET
E3D+VET tool aims to be a sustainable open tool to support the teachers in educating students in 3D printing and different subjects
using the 3D printing. It’ll also provide the teachers the necessary guides and tools to feed the software application in the future
with own exercises and will make the educational centres do not necessary depend on their own 3D printers machines by using 3rd
party services. The project will also take advantage of different face to face workshops to improve the intellectual outputs of the

AUREA4RURAL aims to create an innovative digital augmented reality platform (Smartphone APP) for the rural tourism sector along with training materials according to the tasks of the staff working in these sector: managers of Natural Parks, rural hotels, restaurants, companies providing leisure activities, culture or environment departments from rural towns and villages and visitors. From this main objective, several specific objectives are defined:

  • SO1. To identify and understand competences and needs of rural tourism´s employees and professionals in the use of digital tools for information and promotion of the sector.
  • SO2. To create a tourism product for the interpretation of a location as selected by the tourist.
  • SO3. To develop an e-learning platform considering the needs identified and focused on the target group elected.
  • SO4. To enhance the integration of AR in learning and training and support learners and educational staff in improving the use of ICT and digital competences.
  • SO5. To promote open access to learning content addressing rural tourism sector in line with individual’s needs and expectations, reducing skills mismatches.
  • SO6. Capacity Building in the rural tourism sector: Establishing a stable and active Strategic Partnership that will promote active cooperation among enterprises, professional organisations and local/Regional Bodies to support high quality VET with a strong work based learning component.

AURea4RURAL will enhance opportunities for cooperation between VET and economic actors, boosting initiatives among stakeholders and the transfer of knowledge in these sectors.

Im Projekt "Akustische Raumwahrnehmung" wird untersucht, inwieweit die gezielte und gesteuerte Sonifizierung akustischer Merkmale die Erlebbarkeit von noch nicht vorhandenen oder nicht zugänglichen architektonischen Komplexen verbessert werden kann. Diese Erweiterung der Architekturdarstellung ergänzt die bisher üblich rein visuelle Vermittlung von Architektur um akustische Elemente und erlaubt dadurch insbesondere sehgeschädigten Menschen Orientierung, Erleben und Navigation in Gebäuden. Die prototypische Umsetzung dieses Ansatzes erfolgte durch die Bereitstellung räumlich bedeutsamer akustister Parameter in einem Surround-System und deren Überprüfung und Bewertung durch sehgeschädigte Wissenschaftler am Studienzentrum für Sehgeschädigte am KIT.

cand. inform. Patrick Gebert
Dr.-Ing. Volker Koch

Im Rahmen des Projekts wurde ein Prototyp entwickelt, mit dem virtuelle Objekte haptisch-visuell
dargestellt und mit Hilfe von Gestenerkennung manipuliert werden kann. Für die visuelle Darstellung wird
 das Head-mounted Display Oculus Rift verwendet und mit einem ein Leapmotion Controller zur Gestenerkennung kombiniert. Das haptische Feedback wir durch die Modifikation von Handschuhen mit handelsüblichen Vibrationsmotoren konzipiert und umgesetzt. Die Möglichkeiten und Grenzen der Anordnung wurde hinsichtlich ihrer Eignung zur Darstellung und Interaktion von Sehgeschädigten mit virtuellen Objekten evaluiert.

Haptische Vermittlung von Gemälden für Sehgeschädigte und Blinde

Immersive virtual simulation of spaces with visual, acoustic, olfactoric, climatic and haptic effects in a comprehensive test environment

Softwaresteuerung über ein Brain Computer Interface am Beispiel emotiv und sketchup.