2020
CitizenHeritage : Citizen Science Practices in Cultural Heritage: towards a Sustainable Model in Higher education

September 2020 (36 months)

The project encourages citizen science in cultural heritage through the application of crowdsourcing and co-creation tools to some of Europe’s largest open digital collections. It contributes to the notion of European citizenship by enabling stakeholder communities to jointly take responsibility for their heritage advocating an open approach to otherness and a European community spirit surmounting regional and national differences. CitizenHeritage will address researchers in the field of Cultural Heritage, including PhD and Master students from different relevant research fields (Cultural Studies, (Art) History, Memory studies, but also Digital Humanities, Cultural Economics and software engineering) to train them in inducing, governing and leveraging on citizen participation, digital crowdsourcing and co-creation. These methods and activities will teach students how to take sustainable and economic viable decisions when engaging citizens. In order to optimize efficiency, CitizenHeritage will map and critically assess current practices with regards to their educational value and user friendliness. But the project will also develop and test new methods and activities, making use of large European digital collections that help to highlight the relevance and power of cultural diversity.

Partners

1. Katholieke Universiteit Leuven (Belgium)

2. Photoconsortium International Consortium for Photographic Heritage (Italy)

3. National Technical University of Athens (Greece)

4. Web2Learn (Greece)

5. Erasmus Universiteit Rotterdam (Netherlands)

CrowdSchool: Creative Learning at School thanks to a collaborative Crowdsourcing Annotation Process
CrowdSchool: Creative Learning at School thanks to a collaborative Crowdsourcing Annotation Process

September 2020 (36 months)

The CrowdSchool project moves from this situation to underline the importance of human and social capital as articulated in the aims of Erasmus+. The project intends to propose a new model for:

- enhancing schools with new interactive methods for increasing the creative thinking skills of students, taking benefit of the potential present in the digital repositories of cultural institutions.

 - creating an innovative tool for applying STEAM Education (i.e. a combination of Science, Technology, Engineering, Arts and Mathematics) as an access points for guiding student inquiry, dialogue, and critical thinking.

Partners

1. Michael Culture (Belgium)

2. National Technical University of Athens (Greece)

3. Steps (Italy)

4. European Fashion Heritage Association (Italy)

5. Stowarzyszenie Miedzynarodone Centrum (Poland)

6. L. Artistico Liceo F. Arcangeli (Italy)

7. Zespol Szkol Drogowo-Geodezyjnych i Licealnych im. Augusta Witkowskiego w Jaroslawiu (Poland)

8. Ecole Elementaire Polangis (France)

9. Calliope Education (Spain)

MediLudus: MediLudus
MediLudus: MediLudus

July 2020 (36 months)

δημοσιότητα ΕΣΠΑ

About the MediLudus

The project focuses on three important characteristics that affect the lives of people suffering from age-related problems:

  • Physical Fitness: One of the most common problems for older people is the loss of independence in living due to reduced mobility and general physical fitness. In most cases, the presence of a trained physiotherapist is required to improve the patient’s condition, in collaboration with the treating physician, or a support person who can support the patient in his daily activities on a permanent or temporary basis.
  • Intellectual ability: beyond the reduction of cognitive abilities in an elderly, a number of medical conditions can also reduce the extent of a patient’s skills. Here, too, the help of a therapist is often required to help the patient develop new skills or regain what he or she has lost, while specialized help is also required for the cognitive and memory component.
  • Social activity: the above problems often have as a side effect and the isolation of the patient, contributing to the lack of motivation for social interaction and the feeling of inactivity. The change in the life habits of the person, but also in his abilities, need the help of a specialized psychologist who will design an intervention scheme for each specific patient, according to his background and characteristics, and a therapist who will support him in his socialization.

The MediLudus project proposes the development of an integrated home medical monitoring system and the provision of incentives and suggestions for improving living conditions for the elderly living alone or without ongoing monitoring and support. This system has two poles: one is related to a local system of decisions and motivation of the patient by providing intangible rewards for individual or repetitive actions that improve his life and encourage compliance with medical instructions, while the second pole with the use of sensors in the home and on the patient (wearable sensors) which constantly provide information about its activities and clinical picture, but also about the conditions prevailing in the home (temperature, air quality, lighting). This system collects data, generates suggestions for improving the quality of life at home, informs the treating physician and the patient’s relatives if any of the medical measurements correspond to any of the risk models selected by the doctor for the patient. specific patient, while at the same time applying individualized mechanisms and gamification rewards, in order to motivate the patient to implement his suggestions, but also to follow the exercise and social activity program that may have been prescribed by the treating physicians. Based on the sensors at home and on the patient, various medical problems or accidents can be covered, such as falls or an unplanned departure from home (which can lead to an accident or endanger the lives of certain patients), while the living conditions that may be related to the system proposals are improved by simple movements (eg opening a window for air supply or temperature change) or the use of simple technological tools (eg calling a relative to enhance the patient’s social interaction). Gaming includes activities related to exercise, social contact, cognitive training or learning games, and the observance of safety rules and good conditions in the home.

Mediludus incorporates:

  • A decision system that enables the treating physician to design an individualized follow-up plan for the user.
  • Home medical information monitoring and communication system with doctor and relatives, whenever the system deems it necessary.
  • Providing personalized advice and incentives / rewards for adhering to what the doctor has prescribed.
  • Personalized interaction with physical, mental, and social activities to enhance the patient’s respective skills.
  • Gaming system that enhances the social activity of the user and increase the sense of satisfaction when using the application.
2019
IN.C.L.U.D.E.: Integrated Content and Language via a Unified Digital Environment
IN.C.L.U.D.E.: Integrated Content and Language via a Unified Digital Environment

September 2019 (36 months)

INCLUDE is a 3-year Erasmus+ European project (2019-2022) coordinated by CNR-IRPPS aimed at developing a communal European framework for Content and language integrated learning (CLIL) in secondary school that promotes, besides linguistic and disciplinary competences, also key-competences for lifelong learning suggested by the European Council, with particular reference to the digital, personal and social, citizenship and cultural awareness competences. The concept of “Europeanity”, intended in an inclusive and open way – as a sense of belonging to a European community where linguistic and cultural differences are considered as a resource – is a transversal element that the project aims to value, in order to promote active citizenship and prevent populism, xenophobia and violence.

Among the objectives of the project there is the participative development of an open access, multimedial and interactive online platform usable by teachers to develop and share CLIL scenarios. 120 interdisciplinar scenarios will be developed within the project, 40 of which to be tested in the 5 European partner countries: Cyprus, Greece, Italy, Romania and Spain.

Funded by ERASMUS +

2018
Kaleidoscope: Fifties in Europe Kaleidoscope
Kaleidoscope: Fifties in Europe Kaleidoscope

September 2018 (36 months)

The Action aims at leveraging photographic content from 1950's in Europe, increasing the engagement of citizens with the Europeana content, involving user interaction, crowdsourcing and co-curation of digital content. The Action will implement an intelligent visual similarity search. It will use demonstrator applications web/mobile and augmented reality services in order to improve the end-user experience by supporting discovery and further use of the photographic content in Europeana and combining it with personal experience and own material. It will improve the Europeana database integrating back-end tools to allow users to manipulate photographic collections, then interacting with the source Europeana database to update the existing records with the crowdsourced annotation, contents and addenda. The Action will also develop a community of users for awarenessraising on Europeana content and its potential. Moreover, it will create an educational portal including a Massive Open Online Course (MOOC). Lastly, it will yield data that are beneficial to support curation work.The tools that are created and tested under the overarching theme of 50s in Europe will be developed so as to allow their re-use within other thematic frameworks. In particular the outcomes of this Action will be used to enrich the Europeana Photography and Europeana Migration thematic collections with new stories, new and interesting photographic materials, and other compelling resources for the users’ benefit and engagement.The tools developed will be sustained for at least two years after the end of the Action.

Funded under: Innovation and Networks Executive Agency (INEA)/ Connecting Europe Facility (CEF)/ ICT / A2017

DSI4: The Europeana Digital Service Infrastructure
DSI4: The Europeana Digital Service Infrastructure

September 2018 (48 months)

The aims of DSI4 project are the purchase of services to operate, maintain and further develop Europeana, Europe's digital platform for cultural heritage, as a pan-European cultural heritage platform for citizens, cultural heritage institutions, education, research and creative industries. In particular, the scope of DSI4 is implemented to enhance the active use of the Platform by user groups and to expand the number of Cultural Heritage Institutions providing high-quality content and metadata on the platform and ensuring approval across the EU or the initiative.The Europeana Digital Service Infrastructure (DSI) showcases and provides online access to Europe’s cultural and scientific heritage. Europeana DSI-4 is a continuation of the previous Europeana DSI projects (Europeana DSI, DSI-2, DSI-3). Europeana DSI-4 operates the Europeana core service platform from mid-2018 to mid-2020. The Europeana DSI-4 consortium consists of Europeana Foundation as coordinator as well as 23 partners from ten different countries represented by aggregators and expert hubs, developers, experts and organisations with relevant distribution networks. The consortium that operates the Europeana DSI creates access, interoperability, visibility and use of European cultural heritage in our target markets. The Europeana DSI manages data for use in education, research and creative industries as well as engaging European citizens by providing access to Europeana Collections and Europeana thematic collections. Europeana DSI-4 will fulfil Europeana’s 2020 strategy and Business Plans as confirmed by the European Commission's Expert Group on Digital Cultural Heritage and Europeana (DCHE), European Commission and Europeana Network Association.


Funded under: Connecting Europe Facility (CEF) Trans-European Telecommunications Networks Work Programme 2014.

ANTIKLEIA: Development of technologies and methods for cultural inventory data interoperability
ANTIKLEIA: Development of technologies and methods for cultural inventory data interoperability

July 2018 (36 months)

The project  ANTIKLEIA aims to carry out applied research on semantic interoperability (automatic metadata modeling, use of thesauri terms and ontologies), methods of big data analysis (analysis and extraction of useful data from unstructured data and organs), human-computer interaction methodologies (personalized navigation and search services, data presentation, gaming). In addition, it aims to develop infrastructure services (databases and indexing, APIs) for the retrieval and management of cultural content and metadata, as well as the development of an online platform for navigation, search, presentation and creative reuse of digital content, content sharing and collaboration with other users, as well as launching online crowdfunding campaigns. Part of the project will also be a cultural web space builder that will provide the above services at a personalized level. These services are mainly aimed to provide cultural and tourism services (museums, local government etc.) but also end users. and conducting market research (target customer profile study, competitive analysis and developing a business plan (product promotion strategy, pricing strategy, etc.) for the financial exploitation of project results.


Funded under: Operational Programme Competitiveness, Entrepreneurship and Innovation 2014-2020 (EPAnEK)

Culture Labs: Recipes for social innovation
Culture Labs: Recipes for social innovation

April 2018 (36 months)

The proposal’s central concept is CultureLabs, an open and evolving ICT-empowered infrastructure which comprises a rich variety of resources including guidelines, methodologies, digital tools, existing community engagement projects, as well as novel ideas and approaches that can facilitate social innovation in culture. The infrastructure is addressed to both institutional stakeholders and community members to make use of existing shared, and in many cases commonly created, resources, according to their missions and needs. Different resources, the “ingredients”, can be combined in various ways to form a “recipe” that describes how to carry out a participatory project to address the needs of a specific target audience. The primary focus will be on approaches that build positive awareness about communities’ own heritage and memories, and engage their members as bearers and producers of culture. CultureLabs’ case studies focus on different immigrants communities (e.g. refugees, second generation immigrants, female immigrants etc). CultureLabs toolkits and infrastructure are reusable and extensible, and its ingredients can be easily combined and adjusted to meet the needs of different stakeholders and target groups. At least 20 concrete recipes will be designed through the collaboration between different stakeholders, including museums, civil organisations, and policy makers. Four of these recipes will be implemented and evaluated as pilots in three different countries. Research outcomes and the empirical evidence gained from the project’s activities, including the recipes’ design and implementation, will be consolidated into general-purpose methodological guidelines and best practices that can be adopted by any stakeholder who wishes to organise participatory approaches to CH with a social impact.


Funded under: H2020-EU.3.6.2.2.and H2020-EU.3.6.3.

CrowdHeritage: Crowd Heritage
CrowdHeritage: Crowd Heritage

April 2018 (36 months)

The project aims at improving the quality of Europeana’s digital content by developing a standalone online platform for enriching metadata of selected cultural items.Users will be able to add annotations, depending on the type of content, missing metadata, and validate existing annotations in a user-friendly way. The enriched metadata descriptions will affect the searchability and usability of the digital content available and improve user experience.
The platform will mobilise and engage different user communities to enrich and validate selected cultural heritage metadata, while raising awareness about cultural heritage assets. It will offer cultural heritage institutions and aggregators the possibility to design and launch ad-hoc crowdsourcing campaigns for metadata quality improvement with gamification elements and measurable results.

It will be used and tested by the three partners (Michael Culture, French Ministry of Culture, and the Europeana Fashion International Association) in six campaigns, targeting different audiences on four themes: Fashion, Music, European cities and Sports. The standalone online platform will connect to the Europeana Core service platform through interaction with the Europeana Application Programming Interface (API), the Annotations API, and the Entity API.

Funded by CEF program

ECoWeB: Assessing and Enhancing Emotional Competence for Well-Being  in the Young: A principled, evidence-based, mobile-health approach to prevent mental disorders and promote mental well-being
ECoWeB: Assessing and Enhancing Emotional Competence for Well-Being in the Young: A principled, evidence-based, mobile-health approach to prevent mental disorders and promote mental well-being

January 2018 (36 months)

Although there are effective mental well-being promotion and mental disorder prevention interventions for young people, there is a need for more robust evidence on resilience factors, for more effective interventions, and for approaches that can be scalable and accessible at a population level. To tackle these challenges and move beyond the state-of-the-art, ECoWeB uniquely integrates three multidisciplinary approaches: (a) For the first time to our knowledge, we will systematically use an established theoretical model of normal emotional functioning (Emotional Competence Process) to guide the identification and targeting of mechanisms robustly implicated in well-being and psychopathology in young people; (b) A personalized medicine approach: systematic assessment of personal Emotional Competence (EC) profiles is used to select targeted interventions to promote well-being: (c) Mobile application delivery to target scalability, accessibility and acceptability in young people. Our aim is to improve mental health promotion by developing, evaluating, and disseminating a comprehensive mobile app to assess deficits in three major components of EC (production, regulation, knowledge) and to selectively augment pertinent EC abilities in adolescents and young adults. It is hypothesized that the targeted interventions, based on state-of-the-art assessment, will efficiently increase resilience toward adversity, promote mental well-being, and act as primary prevention for mental disorders. The EC intervention will be tested in cohort multiple randomized trials with young people from many European countries against a usual care control and an established, non-personalized socio-emotional learning digital intervention. Building directly from a fundamental understanding of emotion in combination with a personalized approach and leading edge digital technology is a novel and innovative approach, with potential to deliver a breakthrough in effective prevention of mental disorder.


Funded under: H2020-EU.3.1.2. - Preventing disease RIA - Research and Innovation action - SC1-2017-Two-Stage-RTD SC1-PM-07-2017 - Promoting mental health and well-being in the young