Proyectos

PROJECTS

LivAI
DIGI ESSA 4 SCHOOLS DIGI ESSA 4 SCHOOLS
e-DIPLOMA Horizon Europe e-DIPLOMA Horizon Europe
Argentum Erasmus+ K2 Argentum Erasmus+ K2
IKSE Innovative Keys For Social Entrepreneurship (April 2021 – March 2023) IKSE Innovative Keys For Social Entrepreneurship (April 2021 – March 2023)
Evaluación Para El Pronóstico De Deterioro Cognitivo Leve En Las Personas Mayores (January 2021 – December 2022 Evaluación Para El Pronóstico De Deterioro Cognitivo Leve En Las Personas Mayores (January 2021 – December 2022
AICO/2020/046 ( January 2021 – December 2022) AICO/2020/046 ( January 2021 – December 2022)
EO4GEO January 2018-December 2021 EO4GEO January 2018-December 2021
A-WEAR January 2018-December 2021 A-WEAR January 2018-December 2021
L3 and L4 advanced Products for the FLEX-S3 mission (FLEXL3L4) January 2019 – December 2021 L3 and L4 advanced Products for the FLEX-S3 mission (FLEXL3L4) January 2019 – December 2021
ERMES: An earth observation based rice information service  March 2014-February 2017 ERMES: An earth observation based rice information service March 2014-February 2017
GEO-C January 2015-December 2018 GEO-C January 2015-December 2018
Statistical analysis of events in space-time on networks and trajectories. (SpTNet) December 2016 – December 2020 Statistical analysis of events in space-time on networks and trajectories. (SpTNet) December 2016 – December 2020
Control inteligente de haces de luz aplicado a las ciencias de la vida (BRIGHT) January 2020 – December 2020 Control inteligente de haces de luz aplicado a las ciencias de la vida (BRIGHT) January 2020 – December 2020
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
Data and context-driven trust management approach in Internet of Everything using Machine Learning techniques and Blockchain (Trust4IoE) Data and context-driven trust management approach in Internet of Everything using Machine Learning techniques and Blockchain (Trust4IoE)

LivAI

The important challenge that LiVai project will address, focuses on how technology and data should be approached from an ethical perspective, within a certification framework that guarantees standards for all types of learning and work. The Commission has also presented a Digital Education Action Plan that aims to foster digital skills and competences for all citizens. This plan will explore the impact of AI on education and training through pilot tests.

In this way, this project is presented as a pilot with the aim of improving the availability of high-quality learning opportunities for adults.

This project provides knowledge, skills, and a certification framework that will standardize the competences gained, which is a small but significant step towards improving quality assurance in adult education.

Our project builds a digital platform that enables monitoring and evaluation (award certification scheme) of the three main groups adult educators, adult education institutions and adult learners. Finally, the complete framework provides practical guidance for the digital transformation of adult learning centers, a training framework for high quality digital learning pathways and a certification mechanism that will ensure high quality standards in the digital age.

DIGI ESSA 4 SCHOOLS

Project Number: 2022-1-TR01-KA220-SCH-000087735

In recent years, discussions in the field of education have focused on training qualified, environmentally friendly people with advanced digital and social skills. Achieving quality in the education system requires a sustainable and dynamic school development model.

Self-evaluation and external evaluation are two important tools that ensure continuous improvement and quality in the school. In the DIGI ESSA 4 SCHOOLS project, expert academics, inspectors, administrators, teachers and IT experts will examine the latest innovations in this field and develop an effective digital self-evaluation model and tool that can be used through digital tools (phone, computer, etc.).

In the developed model, important data will be presented to assess and improve the professional development of school leaders and teachers, as well as the results of self-evaluation based on objective evidence, school development assessment and student achievement.

The developed system will mobilize all school-related stakeholders, including the school leader, teachers, students, parents and inspectors, for school improvement, for quality education that will include all students, including disadvantaged students. Digital tools will be used in the developed model, unlike known self-evaluation systems.

 

e-DIPLOMA Horizon Europe

Project number: 101061424

Distance learning has become a great ally in the current pandemic situation. The e-DIPLOMA project will establish e-learning in an upper quality level in a three years’ research project, posing the use of Augmented Reality/Virtual Reality, Artificial Intelligence, Interactive Technologies, chatbots and gamification in a newly designed e-learning platform. This project will use techniques and technologies previously proven successfully in the broadcasting, gaming, and eSports industries. They will be adapted to the educational world developing innovative learning practices. A co-creation methodology will be used to include the main educational actors (teachers, educators, pupils, families, course providers and policy makers) and their social relationships.

In the first phase, the Horizon Europe e-DIPLOMA project will examine the strengths and weaknesses of the current European e-learning ecosystem, as well as the benefits of the latest technologies for online training, especially in experiential learning. e-DIPLOMA will analyse the usefulness of disruptive technologies to support education and training systems, specifically in practical distance learning and, therefore, the project focuses its analysis on the training levels of practical pre-university education and higher education.

In the second phase of the project, following a co-creation methodology, it will be determined which technologies are the most suitable for dealing with different types of educational methodologies.

In the third phase, the platform to be developed in e-DIPLOMA will host three educational modules that will integrate artificial intelligence, virtual and augmented reality, interactive technologies and gamification techniques, and pilot experiences will be carried out in different countries so that cultural aspects can be taken into account when assessing the results obtained.

Finally, in the fourth phase of the project, based on the results obtained previously, the e-learning platform developed will be redesigned and redefined.

In a transversal way, the use of these new technologies and the digitalisation of training will also be studied in terms of inclusion, accessibility and sustainability. To this end, an e-learning environment will be created that will avoid raising new inequalities between people and even countries. e-DIPLOMA will investigate the potential, opportunities, barriers, accessibility and risks of the use of emerging technologies for education, in order to support the digital transformation from the understanding of the social, ethical, political and economic impacts of digital practices. Another of the fundamental pillars of the project is the adequate training of teaching staff in relation to new educational technologies.

 

Argentum Erasmus+ K2

Project number: 021-1-BG01-KA220-VET-000029820

ARGENTUM project wants to promote the concept of Silver economy, which, despite the demographic trend mentioned above, is not very well known among private and public entities.

The main objective of the project is to create an Innovative Cluster for Silver economy with the aim to provide tailor made training courses, enhance collaboration and give visibility to all the relevant actors for the sector.

In the cluster will participate companies and service providers, which operate in Information technology, Welfare, Health&Care, Tourism, Leisure/Sport and Education (the 7 markets of Silver Economy).

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)

Evaluación Para El Pronóstico De Deterioro Cognitivo Leve En Las Personas Mayores (January 2021 – December 2022

The population projections made by the National Institute of Statistics (INE), based on the population as of January 1, 2018, suggest that, in the coming decades, in Spain the population of people aged 65 years and over will continue to increase until the year 2033. The number of people aged 65 and over living alone in 2018 was 2,037,700. On the other hand, there is great evidence on the effect of unwanted loneliness and social isolation on the health of the elderly, for example, in cardiovascular diseases, obesity, reduced physical activity and functional capacity, stress, depression , anxiety, sleep disturbances, mild cognitive impairment, risk of various dementias and even Alzheimer’s disease. Several studies have verified the relationship between the walking speed of the elderly with the development of mild cognitive impairment. The objective of this project is twofold, firstly, to evaluate the constructs of loneliness, social isolation, position at home and walking speed of the elderly to relate them to mild cognitive decline. Second, evaluate the constructs of loneliness and social isolation and relate them to caregiver overload. To carry out the longitudinal study, a sample of elderly people and caregivers will be monitored in their own homes. Conversational devices, wearables and bluetooth low energy (BLE) will be used to collect information. Subsequently, the mild cognitive decline of the elderly and the overload of caregivers will be modeled according to the variables, already mentioned, using statistical models and Artificial Intelligence.

AICO/2020/046 ( January 2021 – December 2022)

The general objective of the proposal is to evaluate loneliness, quality of life, satisfaction with life and well-being through the use of Information and Communication Technologies. To do this, it is proposed to establish new metrics based on objective parameters, such as movement patterns and activity level. In addition, these metrics will be complemented with others obtained from questionnaires that will be answered by interacting with a conversational assistant and from the sentiment analysis based on the data collected by the conversational assistant.

This global objective is broken down into the following specific objectives:

Transfer the current paper questionnaires to collect information on loneliness, satisfaction with life, quality of life and well-being so that they can be carried out through a conversational assistant.

Carry out a sentiment analysis based on the interaction of the users with the virtual assistant to improve the estimation of the indices of loneliness, satisfaction with life, quality of life and well-being of the users.

Monitor behavior patterns through a wearable device inside and outside the home to improve the estimation of the indexes of loneliness, satisfaction with life, quality of life and well-being of users.

Detect possible changes in the behavior pattern of users within their own homes as an indicator of improvement / worsening of the previously listed indicators.

Evaluate the effectiveness of the use of technologies to collect information on loneliness, satisfaction with life, quality of life and well-being.

EO4GEO January 2018-December 2021

EO4GEO is an Erasmus+ Sector Skills Alliance gathering 26 partners form 12 countries from academia, private and public sector active in the educational/training and space/geospatial sectors. EO4GEO aims to help bridging the skills gap between supply and services in end-user Applications. EO4GEO will work in an multi- and interdisciplinary way and apply innovative solutions for its education and training actions including: case based and collaborative learning scenarios; learning-while- doing in a living lab environment: on-the job training; the co-creation of knowledge, skills and competences, etc. EO4GEO will define a long-term and sustainable strategy to fill the gap between supply of and demand for space/geospatial education and training taking into account the current and expected technological and non-technological developments in the space/geospatial and related sectors (e.g. ICT). The strategy will be implemented by : creating and maintaining an ontology-based Body of Knowledge for the space/geospatial sector based on previous efforts; developing and integrating a dynamic collaborative platform with associated tools; designing and developing a series of curricula and a rich portfolio of training modules directly usable in the context of Copernicus and other relevant programmes and conducting a series if training actions for a selected set of scenario’s in three sub-sectors – integrated Applications, smart cities and climate change to test and validate the approach. Finally, a long-term Action Plan will be developed and endorser to roll-out and sustain the proposed solutions

GEOTEC will be in charge for the development of new innovative tools for the EO4GEO Platform leading WP3, and will be involved in the analysis of trends, challenges and opportunities under WP1 and in the definition and fine-tuning of an ontology-based approach (WP2). UJI will host a project meeting and a workshop connected to WP1. Moreover, it will contribute to capacity building and dissemination activities and will cooperate within the project Consortium in management and quality assurance and evaluation activities.

A-WEAR January 2018-December 2021

The mission of A-WEAR action is to cross-disciplinarily create new architectures, open-source software and frameworks for dynamic wearable ecosystems, with distributed localization and privacy constraints. We aim at building new joint/double European doctoral programmes to train a new generation of young researchers in order to be aware of, to cope with, and to disseminate to a large audience the vulnerabilities and the corresponding solutions of the communication and positioning through wearables. The impact of A-WEAR will be to enhance the future social well-being, to contribute to an easy living, effective and enjoyable work, and to offer new solutions to the challenges of violation of privacy by communication and positioning through wearables and to the need of applying the right of the ownership to one’s data.

GEOTEC contributes to several workpackages and leads WP3 “Social apps and crowdsensing”. This WP focuses on massive wearable data collected through crowdsensing approaches for the purpose of social and consumer applications, such as eHealth and public safety. We will focus here on both approaches by building several application-specific platforms: context-aware positioning, eHealth, and collaborative infrastructure-less localization solutions. Particularly, the cloud context-aware platform will be based on the UJI’s experience in open sensor platforms for the smart city context. UJI will host 3 ESR students. Their PhD topics for our students are ESR5: Cloud Platform for context-adaptive positioning and localization on wearable devices; ESR6: Collaborative techniques for infrastructure-less Indoor Positioning Systems; ESR7: Urban Mobility Observatory: balancing usefulness and privacy.

L3 and L4 advanced Products for the FLEX-S3 mission (FLEXL3L4) January 2019 – December 2021

The European Space Agency(ESA) FLuorescence Explorer (FLEX) space mission aims to remotely detect the Sun-induced fluorescence of
vegetation. This project aims to bring together the experience and work of different Spanish research groups for the development of
advanced Level 3 and 4 FLEX products. The University Jaime I of Castellón (INIT), due to its extensive experience, will be in charge of data processing and the application of new methodologies based on automatic learning to remote sensing imagery.

ERMES: An earth observation based rice information service March 2014-February 2017

An Earth observation model-based rice information service

The ERMES project (EU-FP7) aims to develop pre-operational downstream services dedicated to rice farming systems based on the assimilation of Earth Observations (EO) products and in-situ data within crop yield modelling. ERMES exploits state-of-the-art of Geospatial Information Infrastructures (GII), also known as Spatial Data Infrastructures (SDI), and smart applications to acquire in-field information and deliver the service information to End-Users.

GEOTEC is leading WP3 Users’ requirements and services’ evaluation, in which coordinates activities with End-User in order to: i) identify their requirements for the design ERMES services at regional and local scale and ii) evaluate their satisfaction after the service demonstration GEOTEC is also leading WP7 Geo-services for information management: Integration and Communication (leader), which consists on i) To design an SDI to integrate existing registered web services for discovering, accessing, visualizing data and information including the new ERMES EO services, and for providing notification of alarms; ii) to build-up, on the basis of the designed SDI, the geo-portal interface; iii) to develop and integrate smart tools applications for the interaction and information exchange with end-users using participative and mobile technology.. The group has a deep involvement in WP4 Service design, WP8 Scientific and technical validation of product and services.

GEO-C January 2015-December 2018

GEOTEC is one of three partners organising the Joint Doctorate “Geoinformatics: Enabling Open Cities (GEO-C)”, funded under the EU Marie Curie International Training Networks (ITN) program, European Joint Doctorates (EJD). GEO-C aims to contribute methods and tools to realise smart and open cities, in which all groups of society can participate on all levels and benefit in many ways. Complementary strands of research in GEO-C (participation, data analysis & fusion, services) will lead to an improved understanding of how to build open cities and will produce a prototypical open city toolkit. With a budget of over 3’5 million EURO, Geo-C provides 15 Phd students (5 in Spain, 5 in Portugal, 5 in Germany) the opportunity to do research and advance the state of the art in smart and open cities.

Statistical analysis of events in space-time on networks and trajectories. (SpTNet) December 2016 – December 2020

New technologies have opened the door to the era of big data and with it the emergence of data science. In a massive world of information, the need for statistical treatment of events that evolve in space-time on a network system is increasingly common. When these events are monitored over time they give information on the displacement and provide trajectories over networks. The theory of stochastic space- time processes on networks provide the theoretical and methodological support for this type of data.

This project aims to address the statistical modeling of this type of event in these new scenarios. We will begin with the parametric analysis of first-order
characteristics, which are necessary to arrive at those of second order and higher orders. We intend to characterize all the orders (as far as possible) of a specific process on networks to determine the underlying structure of space-time interaction existing on the network.

Control inteligente de haces de luz aplicado a las ciencias de la vida (BRIGHT) January 2020 – December 2020

The general objectives of the project are the development of new instruments to obtain multimodal and multidimensional images using
structured light-based imaging techniques and integrated detection for biomedical applications, as well as laser synthesis of nanostructures
and nanocomposites with expanded properties for use as biomarkers or Bactericidal nanomaterials.

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.

Data and context-driven trust management approach in Internet of Everything using Machine Learning techniques and Blockchain (Trust4IoE)

Trust4IoE will investigate the design and validation of a data-centric trust management system, capable of establishing reliable relationships between IoE elements in a decentralized, unalterable and transparent way.

 

The design will be based on three basic pillars:

Internet of Things, Machine Learning and Blockchain. To establish trust relationships between IoE elements, we define the Experience value by using Machine Learning techniques. This value will be obtained for each IoT device (static or dynamic) and geospatial area and will be based on the quality of the data and previous relationships between them.

The Fog Computing elements will be part of a blockchain network, to share the Experience value between IoE elements, in this way the system will increase in terms of scalability, security, transparency and /or traceability. Based on the concept of the Smart Contract, we present the Smart Geospatial Contract concept. This approach, using geometries, will be able to determine the validity of an interaction (contract) through compliance or not with certain conditions (inside, near, touching,…) and depending on the location (or area) of the device.

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