Visualización Interactiva

Visualización Interactiva

  • Realidad Virtual.

 

  • Realidad Aumentada.

 

  • Creación automática de contenidos 3D.

 

  • Optimización y gestión eficiente de geometría.

 

  • Juegos Serios aplicados a diferentes campos: Industria, Salud, Educación…

 

  • Tecnologías de visualización interactiva aplicadas al e-Learning

 

  • Gamificación

INVESTIGADORES

IKSE Innovative Keys For Social Entrepreneurship (April 2021 – March 2023) IKSE Innovative Keys For Social Entrepreneurship (April 2021 – March 2023)
Interactive technologies for the improvement of serious games in the creative industries and education Interactive technologies for the improvement of serious games in the creative industries and education
(FITGAMES-UJI) AVANCES EN LA CREACIÓN E INTERACCIÓN DE CONTENIDO PARA JUEGOS DE FITNESS
INTERACTIVE TECHNOLOGIES FOR IMPROVING SERIOUS GAMES FOR CREATIVE INDUSTRIES AND EDUCATION (ACTIVE)

IKSE Innovative Keys For Social Entrepreneurship (April 2021 – March 2023)

Project number: 2020-1-IT01-KA202-008393

 

As a result of the COVID-19 pandemic and the closing of education and training institutions all over the world, several initiatives have been taken to ensure continuity of the learning and teaching through this period. To capture the variety of initiatives that have been undertaken, the European Commission launched an online survey. The survey has been opened on 18th March 2020. For what can be observed a vast number of online courses/learning modules is available. However they are mostly NOT VET specific.

General objectives:
IKSE project will focus on building capacity to implement online, blended, and distance teaching and learning; to develop digital pedagogical competences of VET Actors, Professionals and End Users enabling them to deliver high quality inclusive digital education. Moreover, it will support them in using high-quality digital content such as innovative online resources and tools in the field of Social Entrepreneurship.

Specific objectives:
In first place, to deploy innovative digital tools and methods to deliver quality and inclusive education through online/virtual means, including blended teaching, training and learning. In second place, to support learners, teachers and trainers in adapting to online/ distance learning. In third place, to promote safer and more responsible use of digital technology. And fourthly, to define how to best incorporate digital online technology into subject-specific teaching, training and learning, including work-based learning.

EXPECTED RESULTS:
  • Toolbox
  • E- learning Training Course for E-learning Designers and VET Key Actors
  • Piloting the System: 4 Drivers for Social Entrepreneurship Key Competencies
  • E-Learning Platform
  • Roadmap and Policy Recommendation

 

Partners: 

Aris – professional training and research center (Italy)
Universitat Jaume I de Castellón  (Spain)
Ankara Directorate of National Education  (Turkey)
National Agency for Microcredit  (Italy)
Bulgarian-German VET Center – (Bulgaria)

Interactive technologies for the improvement of serious games in the creative industries and education

The objective of the project is the improvement of interactive technologies, Augmented Reality (AR) and Virtual Reality (VR), for serious games and its applications in the creative industries and education, addressing specific sectors such as: entertainment, the design of products, training and STEM education (Science, Technology, Engineering and Mathematics), among others. For this reason, we are going to develop intuitive and easy-to-use authoring tools that will allow experts in different areas to create applications interactive for the end user. We will also make contributions to
current video game technology, specifically in the modeling, visualization, and interaction, to facilitate better integration of AR and VR technologies
into serious games.

Finally, some serious gaming applications will be developed in the field of product presentation, education and training to evaluate the technology
developed in the project. The results of the project will help to increase the use of interactive technologies in the targeted sectors and will benefit directly to companies interested in the results of the project, improving their business opportunities.

(FITGAMES-UJI) AVANCES EN LA CREACIÓN E INTERACCIÓN DE CONTENIDO PARA JUEGOS DE FITNESS

(FITGAMES-UJI) AVANCES EN LA CREACIÓN E INTERACCIÓN DE CONTENIDO PARA JUEGOS DE FITNESS

PDC2021-120997-C31

INTERACTIVE TECHNOLOGIES FOR IMPROVING SERIOUS GAMES FOR CREATIVE INDUSTRIES AND EDUCATION (ACTIVE)

INTERACTIVE TECHNOLOGIES FOR IMPROVING SERIOUS GAMES FOR CREATIVE INDUSTRIES AND EDUCATION (ACTIVE)

PID2019-106426RB-C32

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