948 resultados para Horizon 2020


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For the upcoming calls for Horizon 2020 research funding, the European Commission has said that it would prefer bids from open, collaborative consortia rather than the competitive bids seen in previous funding programmes. To this end, the organizers of 18 European biodiversity informatics projects agreed at a meeting in Rome…

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This  background  brief  looks  into  the  new  research  and  innovation  strategy  introduced  by  the  European  Union  embodied in the Horizon 2020 funding programme. It focuses  on the  prospect  for  international  collaboration  in  Horizon  2020, and presents a roadmap for both European institutions  and  those  from  key  third  countries  to  get  ready  for  the  opportunities provided by this funding instrument to embark  on interesting research and innovation. The brief begins by  outlining the efforts by the EU to address issues of economic  competitiveness with a new growth strategy Europe 2020 in  response to the enormous challenges faced by Europe in the  midst of the debt  crisis. It looks at the introduction of the  Innovation Union  as  a  Europe 2020  initiative,  and  explains  how the  new  financial  instrument,  Horizon  2020,  may  be  used to support the primary goals   of more jobs, improved  lives,  better  society  and  the  global  competitiveness  of  Europe.  The  brief  also  outlines  the  major  differences  of  Horizon 2020 from the previous framework programmes, and  recommends close collaboration between the European and  the key third countries. The brief also proposes general and  priority‐specific  strategies  for  national  research  councils,  universities  and  research  institution  to  get  ready  to  participate in the Horizon 2020 programme.  

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Small- and medium-sized enterprises (SMEs) play a key role in the EU economy.[1] According to the latest “SME performance review” published by the European Commission,[2] in 2014 there were 22 million SMEs active in the non-financial business sectors, generating more than €3.7 trillion in added value and employing approximately 90 million people. SMEs’ contribution to the European economy becomes even more apparent if one considers that 99 out of every 100 enterprises active in the EU non-financial economy are SMEs, and that these firms account for about 67% of the total employment and some 60% of the overall added value produced in Europe. Against this background, enhancing the competitiveness of European SMEs is essential in order to foster the competitiveness of the EU economy as a whole. And since the competitiveness of European SMEs in the global arena largely depends on their ability to innovate,[3] unlocking the innovation potential of SMEs becomes pivotal to fostering growth and jobs in Europe.

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In the last decade the principle of Open Access to publicly funded research has been getting a growing support from policy makers and funders across Europe, both at national level and within the European Union context. At European level some of the first relevant steps taken by the European Research Council (ERC) with a statement supporting Open Access (2006), shortly followed by guidelines for researchers funded by the ERC (2007) stating that all peer-reviewed publications from ERC funded projects should be made openly accessible shortly after their publication. Those guidelines were revised in October 2013, reinforcing the mandatory character of the requirements and expanding them to monographs.

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La progettualità legata ai Bandi PON costituisce una parte consistente delle attività del Dipartimento. Attualmente sono 53 i progetti, legati al VII Programma Quadro, gestiti dal Dipartimento.

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Der Artikel befasst sich mit der europäischen Forschungsförderpolitik im Hinblick auf die Sozialwissenschaften. Derzeit laufen die Vorbereitungen für das nächste EU-Forschungsrahmenprogramm, das ab 2014 bis 2020 gültig sein wird. Es wird den Namen Horizon 2020 erhalten. Die Analyse skizziert die verschiedenen Aktivitäten, die nationale und europäische Erziehungswissenschaftsverbände entfaltet haben, um eine Repräsentation der Sozialwissenschaften im nächsten Rahmenprogramm zu gewährleisten. (DIPF/Orig.)

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Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We give an overview of current learning analytics methods in this field and reflect on existing challenges. An approach of providing reusable software assets for interaction assessment and evaluation in games is presented. This is part of a broader initiative of making available advanced methodologies and tools for supporting applied game development.

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Görzig, H., Engel, F., Brocks, H., Vogel, T. & Hemmje, M. (2015, August). Towards Data Management Planning Support for Research Data. Paper presented at the ASE International Conference on Data Science, Stanford, United States of America.

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Digital games constitute a major emerging technology that is expected to enter mainstream educational use within a few years. The highly engaging and motivating character of such games bears great potential to support immersive, meaningful, and situated learning experiences. To seize this potential, meaningful quality and impact measurements are indispensible. Although there is a growing body of evidence on the efficacy of games for learning, evaluation is often poorly designed, incomplete, biased, if not entirely absent. Well-designed evaluations demonstrating the educational effect as well as the return on investment of serious games may foster broader adoption by educational institutions and training providers, and support the development of the serious game industry. The European project RAGE introduces a comprehensive and multi-perspective framework for serious game evaluation, which is presented in this paper.

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The established (digital) leisure game industry is historically one dominated by large international hardware vendors (e.g. Sony, Microsoft and Nintendo), major publishers and supported by a complex network of development studios, distributors and retailers. New modes of digital distribution and development practice are challenging this business model and the leisure games industry landscape is one experiencing rapid change. The established (digital) leisure games industry, at least anecdotally, appears reluctant to participate actively in the applied games sector (Stewart et al., 2013). There are a number of potential explanations as to why this may indeed be the case including ; A concentration on large-scale consolidation of their (proprietary) platforms, content, entertainment brand and credibility which arguably could be weakened by association with the conflicting notion of purposefulness (in applied games) in market niches without clear business models or quantifiable returns on investment. In contrast, the applied games industry exhibits the characteristics of an emerging, immature industry namely: weak interconnectedness, limited knowledge exchange, an absence of harmonising standards, limited specialisations, limited division of labour and arguably insufficient evidence of the products efficacies (Stewart et al., 2013; Garcia Sanchez, 2013) and could, arguably, be characterised as a dysfunctional market. To test these assertions the Realising an Applied Gaming Ecosystem (RAGE) project will develop a number of self contained gaming assets to be actively employed in the creation of a number of applied games to be implemented and evaluated as regional pilots across a variety of European educational, training and vocational contexts. RAGE is a European Commission Horizon 2020 project with twenty (pan European) partners from industry, research and education with the aim of developing, transforming and enriching advanced technologies from the leisure games industry into self-contained gaming assets (i.e. solutions showing economic value potential) that could support a variety of stakeholders including teachers, students, and, significantly, game studios interested in developing applied games. RAGE will provide these assets together with a large quantity of high-quality knowledge resources through a self-sustainable Ecosystem, a social space that connects research, the gaming industries, intermediaries, education providers, policy makers and end-users in order to stimulate the development and application of applied games in educational, training and vocational contexts. The authors identify barriers (real and perceived) and opportunities facing stakeholders in engaging, exploring new emergent business models ,developing, establishing and sustaining an applied gaming eco system in Europe.

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Paper presented at the Cloud Forward Conference 2015, October 6th-8th, Pisa

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Dascalu, M., Stavarache, L.L., Dessus, P., Trausan-Matu, S., McNamara, D.S., & Bianco, M. (2015). ReaderBench: An Integrated Cohesion-Centered Framework. In G. Conole, T. Klobucar, C. Rensing, J. Konert & É. Lavoué (Eds.), 10th European Conf. on Technology Enhanced Learning (pp. 505–508). Toledo, Spain: Springer.