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SILVERSKY

SILVERSKY3D VR TECHNOLOGIES LTD
Country: Cyprus
6 Projects, page 1 of 2
  • Funder: European Commission Project Code: 813546
    Overall Budget: 3,837,150 EURFunder Contribution: 3,837,150 EUR

    Mental health disorders pose a massive economic and societal burden. Emerging early in development and resulting in long-term disability, neurodevelopmental dysfunctions (NDD) compromise the quality of life of millions of Europeans. The purpose of the Neo-PRISM-C ETN is (1) to train Early Stage Researchers (ESRs) in applying the Research Domain Criteria, a novel framework for understanding psychopathology, to the study of the mechanisms and treatments of NDD. It aims (2) to train ESRs from multiple disciplines (psychology, neuroscience, data science) in state-of-the-art and transferable skills for innovating the study of brain-behavior relationships in NDD, in the context of a systems-based, trans-diagnostic theoretical frame. This ETN will also (3) support training in designing evidence-based, individualized treatments of learning, behavioral, and social maladjustment, bridging across diagnostic categories. Towards these goals, we have assembled a trans-sectoral European network with expertise in cognitive, social, educational, clinical, and emotion research and in training ESRs. Six research, training and management work packages (WPs) pursue these goals. WP1 comprises innovative projects, investigating risk and protective factors that span across NDD diagnostic categories (autism, learning, emotional difficulties) and linking to healthcare industry and education. WP2 examines systems-level brain development to identify biological substrates of specific dysfunctions. WP3 applies this knowledge to develop new multi-modal interventions to address domains of impairment. The academic, industrial and clinical partners collaborate across themes, offering ESRs project-specific secondments, supervision, workshops, summer school and courses on research, transferable and entrepreneurial skills. Neo-PRISM-C is expected to further understanding of NDD and improve the competitiveness of EU health professions, providing the market with highly-skilled researchers and clinicians.

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  • Funder: European Commission Project Code: 2020-1-CY01-KA203-065985
    Funder Contribution: 308,095 EUR

    Demand for highly skilled, efficient, healthy and socially engaged citizens and employees is increasing. Skills mismatches pose a massive economic and societal burden in EU, and compromise the employability, wellbeing and quality of life of millions of Europeans. Higher Education Institutions as drivers for wider socio-economic change and innovation, host a significant proportion of the future workforce. Despite the satisfactory acquisition of theoretical knowledge and occupation-specific skills, graduates still lack of key competencies, such as transversal skills. The objective of the LEVEL UP project is (1)To provide new understanding on transversal skills, by bringing together the most up to date knowledge across different fields, and scientific disciplines(2)to develop innovative educational material and tools for transversal skills training(3)to integrate all the produced material in a pragmatic and applicable framework for transversal skills training, using a systems-based approach.Towards these objectives, we have assembled a transnational European network (University of Cyprus, Vrije Universiteit Amsterdam, University of Jaén, University of Crete and Silversky3D) with expertise in skills training, research, development of multi-level models in educational system, and learning technologies. Six Intellectual Outputs (IOs) implement these goals. IO1 comprises an evidence synthesis on transversal skills, drawing from across scientific disciplines and linking to the industry and individuals’ wellbeing. IO2 (introductory course), IO3 (skills training program) and IO4 (self-monitoring/ eCoaching tool) apply this knowledge to develop new multi-modal educational methodologies, materials and resources to address domains of skills gap, where IO5 is designed to integrate them in a unified roadmap that can be readily utilized by Higher Education Institutions. Finally, IO6 tests the practical applicability of the framework in different HE settings.Participatory methods will be used to engage universities, industrial partners, and relevant stakeholders to collaborate in order to successfully carry out the project. At least 740 representatives of stakeholders and learners (e.g. students, academic and research staff from universities, employers, staff from career counselling and information services, representatives from chambers of commerce, trade unions) will participate in all phases of the project lifecycle. We also expect to reach directly an estimated number of 180 people through 4 Multiplier Events.Envisaged impact by the project: LEVEL UP is expected to further understanding of transversal skills acquisition, promote alignment of strategies for transversal skills at EU and in the long-term improve the competitiveness of EU Higher Education Institutions, contributing to society, productivity and economic growth with highly-skilled and effective graduates.

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  • Funder: European Commission Project Code: 2021-1-CY01-KA220-HED-000023329
    Funder Contribution: 300,118 EUR

    << Background >>The success of Higher Education as an effective learning environment rests on establishing an inclusive context that promotes Life-long learning opportunities. Socio- Emotional Learning skills are considered as fundamental competencies for sustainable development and lifestyle, through which individuals acquire the ability to make decisions, to collaborate, to be prosocial, to communicate effectively, and to manage emotions. SEL, as an integral part of life-long learning, is considered crucial for individuals’ academic achievement, mental health and life success. Although, universal SEL programs have produced promising findings, their administration lacks success in populations with diverse abilities (e.g. students with cognitive challenges/learning difficulties). There is growing literature indicating the potential of incorporating music and digital technology as an effective medium for SEL programs in people with cognitive challenges/learning difficulties. The purpose of the proposed project is twofold. Firstly, to develop a research informed multimodal SEL program (combining SEL+ music+ digital tools) and assess its effectiveness in university students with and without cognitive challenges/learning difficulties. Secondly, to build capacity among professionals in universities who provide SEL programs to students and raise awareness about project results in relevant stakeholders inside and outside partnership.<< Objectives >>The project’s objectives are:To increase training opportunities, by training at least 160 students (with and without cognitive challenges/learning difficulties) in SEL, via multimodal approach, as a part of a well-designed and rigorously conducted effectiveness study.To advance scientific knowledge in the respected field, by conducting a metanalysis for effectiveness of SEL programs in HE, by consulting 80 stakeholders to maximize training usefulness and applicability.To publicize the project results to 80 university professionals and 80 outside partnership professionals and train them on how to use project’s materials and tools.To contribute to partners’ growth and development, by utilizing transnational cooperation in a European consortium as a mean to increase partner’s knowledge and confidence in all relevant to project fields by 20%.To raise awareness about Erasmus + program and project aims, by reaching to at least 10000 people within university community, 40 external stakeholders and 15000 people from the wider public, through targeted promotional activities.<< Implementation >>Main Activities of the project:Conduct a metanalysis/ systematic review on effective SEL trainings for university students with learning DifficultiesRun stakeholders' consultations to define pragmatic factors for maximizing trainings impact.Synthesize the resultsDevelop a trainer's manual and a Participant's workbook for multimodal SEL training Pilot the multimodal trainingDevelop an online course to introduce professionals in multimodal trainingDevelop an online platform to host the course and other learning resources.Develop an accessible app to accompany students' learning during multimodal training.Run a feasibility and preliminary effectiveness study to define the multimodal SEL trainining impact on students with and without learning difficulties.<< Results >>The following project results and outcomes are expected to meet the aims stated above:R1: To prepare an evidence synthesis report (Systematic Review/metanalysis and stakeholders’ consultations).Outcomes: Make a significant contribution to theoretical knowledge, and add to the existing literatureR2: To develop a training bundle (trainer’s manual and participant’s workbook) based on multimodal approach.Outcomes: Participants report high levels of satisfaction and appropriateness for the multimodal training.R3 and R4: To develop digital learning tools for both professionals and students (e.g. online course and online resources platform for trainers, and eLearning app for students).Outcomes: Professionals increase knowledge, skills, self-efficacy and willingness to provide multimodal trainings for students with and without LD. Both professionals and students report high levels of usability and appropriateness for the learning tools.R5: To prepare a report for a feasibility and preliminary effectiveness study to evaluate the impact of the novel multimodal training.Outcomes: Participants show an increase in SEL knowledge and skills and report high levels of satisfaction and appropriateness for the multimodal training.

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  • Funder: European Commission Project Code: 2020-1-CY01-KA226-HE-082726
    Funder Contribution: 172,580 EUR

    Background:Digital solutions have the potential to radically transform education. Using virtual reality as a primary tool for leadership training can improve healthcare systems by broadening the experiences of healthcare leaders thus providing better outcomes, services and quality to patients across the EU. Virtual reality simulation offers educators the chance to provide students with experiential learning that would otherwise not be available to them. This project uses virtual reality to increase the leadership capabilities of future healthcare managers and policy makers using public health crises as the key theme of the training programme. Leadership education within healthcare is vital to healthcare systems. Health professionals are dealing with constant changes to both the systems they work in and the patients they serve. Equipping the health workforce with the skills to deal with this change is of pressing importance for educators, researchers and policy makers. And further to this, the interconnected nature of global society has highlighted that healthcare leaders increasingly face common challenges and require similar skillsets, creating an urgent need for transnational coordination of healthcare leadership which is currently severely lacking.Objectives:The project aims to facilitate the development of knowledge, skills and attitudes relevant to leadership and management in healthcare, incorporating human resource management, financial management, disaster management and quality processes. The project aims to encourage understanding of the impact of leadership and effective management on healthcare systems, and the positive change that it can have. For this reason, public health crises, with their numerous complexities, will be used as the key topic for the project´s virtual reality based educational toolkit. The project objectives are:•To develop a multifaceted toolkit to support healthcare educators teach leadership to healthcare professionals across Europe•To test and implement innovative virtual reality practices in healthcare leadership education•To develop a leadership curriculum that can be used for online, blended and distance teaching and learning•To develop a 'train the trainers' e-learning platform that supports teachers and trainers in adapting their leadership courses to online & distance learning•To test, evaluate and peer review the toolkit in multiple EU countries•To disseminate and exploit the project results for maximum impactMethodology and Preparation:This project will create an innovative and highly essential educational tool to increase the leadership skills of healthcare professionals when dealing with public health disaster events. The project builds on experience gained through a pilot event, CovSim2018, which provided the project with a case study overview of a cross-faculty interprofessional simulation experience which aimed to develop practice-ready graduates. CovSim2018 involved developing a series of six individual but interlinked simulation stations with a linear major incident narrative to help contextualize the learning outcomes. These simulations comprised immersive elements which used both novel, innovative technology as well as being underpinned by existing, evidenced pedagogical tools and structures. The pilot and project proposal benefited from detailed feedback from delegates of the European Conference of Health Workforce Education & Research (Athens, Greece, May 2018) as well as during a full demonstration held at the same conference in Dublin during January 2019.Partners:The project brings together a consortium of 6 partners in 4 countries who specialise in the key areas of leadership, public health and virtual reality technology. All partners have extensive experience in health workforce education and pedagogical change. Results and Impact:Overall, the project will develop a Leadership Academy toolkit that can be used through online/virtual, blended or face-to-face training and learning. Specifically, this toolkit will involve standard videos and presentations, virtual reality in the form of both realists 360 degree video and computer-generated environments, along with other associated training and learning resources. Additionally, a 'train the trainer' e-learning platform will enable educators to understand how best to incorporate the toolkit and other digital online technology into healthcare leadership teaching, training and learning. All resources will be fully tested and peer reviewed by two higher education institutes. The project is designed so that the toolkit has scope to be taken up by higher education organisations across the EU and beyond. The toolkit will be fully open access and free to use. The multifaceted nature of the learning tools will allow for the products to be adapted to educators' specific needs, thus enabling them to deliver high quality inclusive digital education on leadership in healthcare.

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  • Funder: European Commission Project Code: 860768
    Overall Budget: 4,009,880 EURFunder Contribution: 4,009,880 EUR

    The primary objective of CLIPE is to train a generation of innovators and researchers in the field of virtual characters simulation and animation and help bringing Europe at the forefront of the field. Advances in technology are pushing towards making VR/AR worlds a daily experience. Whilst virtual characters are an important component of these worlds, bringing them to life and giving them interaction and communication abilities requires highly specialized programming combined with artistic skills, and considerable investments: millions spent on armies of coders and designers to develop video-games is a typical example. The research objective of CLIPE is to design the next-generation of VR-ready characters. CLIPE is addressing the most important current aspect of the problem: making the characters capable of: behaving more naturally; interacting with real users sharing a virtual experience with them; being more intuitively and extensively controllable for virtual worlds designers. To meet our objectives, the CLIPE consortium gathers the main European actors in the field of VR/AR, computer graphics, computer animation, psychology and perception. The project will expose young researchers to the state-of-the-art research work in the areas, allowing them to develop character simulation techniques beyond the current frontiers, such as: machine learning to provide characters with new abilities based on examples, procedural animation techniques to design large-scale virtual population of characters, perceptual studies to evaluate character simulation quality and communication abilities. CLIPE also extends its partnership to key industrial actors of populated virtual worlds, giving students the ability to explore new application fields and start collaborations beyond academia. Finally, a thorough training program will equip the young researchers with many of the skills required to succeed in the very competitive industry/start-up world, if they decide to venture there.

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