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Fondazione Politecnico di Milano

Fondazione Politecnico di Milano

43 Projects, page 1 of 9
  • Funder: European Commission Project Code: 2017-1-PL01-KA202-038370
    Funder Contribution: 240,979 EUR

    Neurological diseases such as stroke are a growing disease or pathology in our society. Given that age is one of most confirmed risk factor for neurological disorders, the ageing of the EU population implies a growing number of persons at risk in the next years. Rehabilitation programs based on biomechanical technology systems (BTS) and virtual reality (VR) after stroke demonstrate a clear influence on the patient's functional improvement. Despite the therapeutic benefits and potential of these methodologies, it is undeniable that their applications are still limited to research, academicals scopes or private rehabilitation clinics. These therapies are mostly unknown by the majority of healthcare professionals. Taking into account such context of Brain4Train project the objective was defined as the development and implementation of an online free access course to assure medical specialist, mainly rehabilitators and physiotherapists, a worthy education and training regarding the applicability of BTS and VR in the treatment of patients after stroke. The project consortium was composed of four partners with interdisciplinary skills to guarantee the achievement of the project objective. Silesian University of Technology SUT (Poland), Instituto de Biomecánica de Valencia IBV (Spain), Fondazione Politecnico di Milano FPM (Italy) were selected to provide the specialist and up-to-date knowledge for the course. FPM was the bridge between the project and a recognized university in biomechanical instrumentation and techniques and has extensive experience in development of online training courses using open source platforms. IBV is the European leading research center focused on biomechanics and its application in medicine. SUT employs biomedical experts conducting research based on VR and Interactive Technologies including “3D Cave”. This is a unique part of laboratory for VR enabling 3D projects interactive visualization with integrated motion capture system.The adaptation of the training contents to the requirements of professionals of rehabilitation medicine was assured with the participation of European Society of Physical and Rehabilitation Medicine ESPRM (Netherlands). ESPRM is an international and a referent institution which represents the rehabilitation field in Europe. Therefore, ESPRM played a key role in applicability of project results. The project lasted 2 years and was divided into 8 WPs. From WP1 to 5 the core of the project was carried out, corresponding to the development of training contents and validation of the online course on using innovative VR and BTS in rehabilitation of post-stroke patients. The work in these WPs resulted with the creation of three Intellectual Outputs IO: -IO1 VET Curriculum that aim was to develop specification and design of the whole model of the e-learning course and that is compatible with ECVET politics, -IO2 Online course integrated in the e-learning platform that aim was to elaborate training contents based on up-to-date knowledge of using VR and BTS for rehabilitation of post-stroke patients and that are available in different forms of representation. -IO3 Final version of the on line courses in English, Spanish, Italian and Polish, that aim was to translate training contents and make them available for a wide international audience.WP6 and 7 were dedicated to dissemination and exploitation of the results respectively. WP8 contained all the activities related to project management.Project results are enriching medical professionals on the optimization of rehabilitation processes in the functional and cognitive environments. This is allowing them to understand and increase the use of VR and BTS and make them capable to upgrade the current rehabilitation methodologies with the new technologies.Brain4train project has a great impact on neurological patients, giving them an opportunity to enhance motivation to perform excercises and perform tasks of daily living with both clinic assistant and at home. This increases the degree of functionality, independence and consequently the quality of life of these patients. Furthermore, promoting a web based open access on-line course complemented with the work-based learning and apprenticeship-type training contributes to get a better standardization and qualifications of target users. This will provide new employment opportunities for them. Bran4Train has positive impact in the participating organizations. The experience of participating in this project contributed to reinforce the internationalization strategy of all partners. Furthermore, partners strengthened their position on this particular field, acting as a reference centre on biomechanical technology and the application of virtual reality among stakeholders. By exploiting the online course, all partners increased and improved their training course portfolio, gaining visibility among target users and potential future customers.

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  • Funder: European Commission Project Code: 609226
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  • Funder: European Commission Project Code: 621586-EPP-1-2020-1-NO-EPPKA2-KA
    Funder Contribution: 993,028 EUR

    The European Network for Catalysing Open Resources in Education (ENCORE) is an innovation initiative to respond to European policy priorities of opening up and modernising the European Higher Education sector through the creation of a coordinated European OER area for innovation. ENCORE will support uptake of OER through business & academia by taking a leading role in sharpening existing value propositions and implementation strategies for OER in academia and transferring them to the world of work thus bringing both sectors together into a Knowledge Alliance leading to a European OER area.1 ENCORE will contribute to the development of sustained and well-mapped European OER innovation area for well connected Higher Education & business stakeholder communities.2 ENCORE will realise a new vision of a technological infrastructure which fosters collaboration and connection of OER repositories into a European OER-Repository Ecosystem.3 ENCORE will foster the uptake of OER in Europe through stimulating the integration of policies for OER in organisations of business & academia and encourage both to learn from their practices.4 ENCORE will establish open, distributed and highly trusted community-based quality review communities for the Future European OER Repository Ecosystem and involve businesses as well as Higher Education Institutions into a dialogue on quality & innovation through OER.5 ENCORE will establish a connected European multi-stakeholder ecosystem of business and entrepreneurial innovation around OER for business & academia.The project starts from the insight, that while there are islands of innovative, viable, working and established solutions for each of the particular systemic challenges either on a practical, institutional or policy level in European institutions and member states, currently there is no orchestrated alliance to bring them together into a European overarching consensus leading to a European Open Education Area.

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  • Funder: European Commission Project Code: 2020-1-IT02-KA203-079633
    Funder Contribution: 390,317 EUR

    The goal of P-CUBE is to build an educational strategy game (the Policy Game: PG) aimed at teaching to different types of pupils the theory and the practice of public policy making. The theoretical approach, widely accepted in the public policy literature, assumes that an actor wanting to introduce a non-trivial policy innovation (the policy entrepreneur) will be faced with obstacles deriving from the opposition of other actors and/or by the lack of the necessary resources. In order to overcome these obstacles, the policy entrepreneur can use different strategies (altering the distribution of the resources, modifying the content of the decision, transforming the interaction between the actors, choosing the right timing for the decision) in various possible combinations.Because the actors vary from one policy to another and in order to reach a larger audience, the PG will be articulated in four different fields or game sets: 1. Policies in the field of social inclusion, targeting students of social policies and practitioners (both public servants and NGOs) involved in fighting social exclusion.2. Policies in the field of urban innovation. Here the main targets are advanced students of urban planning, local government employees but also NGOs and private firms (e.g. developers) involved in the transformation of cities.3. Policies with a high scientific content, targeting scientists of different disciplines who want to be trained in order to be able to be proactive in promoting policy change.4. European Union policy making, in order to familiarize ordinary citizens as well as undergraduate students with the complexities of EU legislative process, the roles played by the different components of its constitutional structure, as well as the influence the other actors who can influence the legislative and the policy process. The partnership created to develop the project includes 7 members carrying out the following activities:• Fondazione Politecnico di Milano as lead partner because of its familiarity with the Erasmus+ program, its vast experience in developing innovative teaching and the design of the first prototype of the PG, will be in charge of the overall design of the game and the management of the project;• Gamelab TU Delft, a structure whose mission lies in the creation of serious games, will develop the digital version of the game;• Four ‘policy partners’, namely IGOP-Universitat Autònoma de Barcelona, DIG-Politecnico di Milano, Université de Luxembourg and Science for Democracy, as organizations with a deep knowledge of the different policy fields (respectively Social Inclusion, Urban Innovation, EU Policy Making and Science-based Policy Making) will identify the real-world cases to be inserted in the PG as well as prepare the game sets; • ALDA, a 350-member strong network of local authorities, CSOs and NGOs will adapt, through the creation of communities of interest and the realization of pilot to adapt the PG to the needs of a vast audience outside the world of HE. The methodology employed in designing the game is essentially one based on co-creation: a strong and continuous interaction supplemented by a couple of brainstorming session and an effective project management will be the main way of linking the partners’ activities in creating a coherent and integrated output: the Policy Game.As far as the results are concerned the release of the PG will generate at the outcome level the integration of the game into the HE curricula in several disciplinary fields. This is particularly crucial given the push towards online remote teaching stimulated by the COVID-19pandemy: it will allow the use of digital innovation in order to practice active learning also outside face to face interactions. At the impact level, and leveraging the different communities of interest that we will activate since early in the process, the main goal will be fostering civic engagement by helping to correct the widespread misrepresentation of the dynamics of public policy making that discourages participation by the societal actors. It is important to note that, if increasing the awareness of the students, of the organized groups and of the public at large about the sheer complexity of policy making is certainly one of the main goals of the whole exercise, it is not the only one. The message that the game wants to carry is a more optimistic one, namely that change and reform are possible despite – and even exploiting – the complexity of the real world.

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  • Funder: European Commission Project Code: 821896
    Overall Budget: 3,434,050 EURFunder Contribution: 3,318,550 EUR

    HERMES (High Energy Rapid Modular Ensemble of Satellites) Scientific Pathfinder (HERMES-SP) is a mission concept based on a constellation of nano-satellites in low Earth orbit (LEO), hosting new miniaturized detectors to probe the X-ray temporal emission of bright high-energy transients such as Gamma-Ray Bursts (GRB) and the electromagnetic counterparts of Gravitational Wave Events (GWE). HERMES-SP main goal is to design and implement the first GRBs localisation experiment through a distributed space architecture realized by a 3 +3 CubeSat federation, each equipped with the novel detector to gain a wide deep space coverage and demonstrate capabilities in precisely localising the GRB event in space. HERMES-SP exploits synergies with an ongoing project funded by the Agenzia Spaziale Italiana (ASI). GRB localisation is gained by comparing time delays among the same event detection epochs occurred on - at least - 3 detectors spaced out on different satellites. Distribution in space and event detection are the fundamental ingredient to start building up the whole scientific experiment. HERMES-SP is aiming at demonstrating detection and localisation of high-energy transients feasibility with disruptive technologies and limited effort: simple payload on nano-satellites and a disruptive level of cost-effectiveness: 1-2 order of magnitude cost lower than that standard space projects (ESA class M mission, NASA Explorer mission), 1 order of magnitude lower lifecycle compared with 10-15 years for standard Space Science projects. The HERMES-SP represents also a step forward the HERMES Full Constellation (HERMES-FC), supposed to further increase the distributed detection points in space with several tents of detector-equipped CubeSats in LEO which timely and completely monitor the Universe listening for and chasing GWEs. It is, therefore preparatory for a proposal to European Entities (Commission, Space Agency), for the HERMES-FC implementation.

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