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EU Research and Innovation on eAccessibility @ Funka Accessibility Days
Marco Marsella Deputy Head of Unit G4 "Skills, Youth and Inclusion" DG CONNECT European Commission (Luxembourg)
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ICT and Inclusion Objects of enquiry ---- ICT for wider inclusion
---- Lowering obstacles Objects of enquiry --- Knowledge --- Interactions --- Behaviours
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Policy context June 2005 European i2010 July 2006
Riga Ministerial Declaration May UNCRPD April Digital Agenda Pillar VI Nov 2010 Disability Strategy 2011 Mandate 376 Phase 2 Dec 2012 Proposal for Web Accessibility Directive Policy context
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ICT and inclusion @ DG CONNECT
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Funded projects: target users
Motor impaired Learning needs Cognitive disabilities Visually impaired Community Developers Industry Immigrants NEET / Social actors Carers Physical and cognitive disabilities Stakeholders Groups at risk of exclusion Carers
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Industrial leadership
H2020: Three priorities Excellent science Industrial leadership Societal challenges
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Coverage of the full innovation chain
Societal challenges Industrial leadership Basic Research Technology R&D Demonstration Market uptake Large scale validation Prototyping Pilots Excellent science
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Mainstreaming innovation: How?
Market orientation Incremental and disruptive innovation R&I and Entrepreneurship SMEs leading innovations Risk capital for SMEs Innovation in selection of projects
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ICT and inclusion in H2020 WP 2014 – ICT 22
ICT and inclusion in H2020 WP 2014 – ICT 22.b Multimodal and Natural computer interaction Develop multi-modal adaptive interfaces assisting people with disabilities
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Research and Innovation Action
Users interaction and cooperation Behaviours, emotions and intentions Sensing and understanding the environment Multimodal interaction Interoperability standards
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R&I Actions Call 22.b - Expected Impact
Advancing the capacity of human-machine technologies for people with disability and elderly R&I Actions Small project proposals: maximum 3M Budget 16 M € Closing: 23 April 2014
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ICT and inclusion in H2020 WP 2014 – ICT 21 Advanced digital gaming/gamification technologies
New digital games and gamification techniques in non-leisure contexts for the market Building scientific evidence for governments, enterprises and individuals
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Innovation Action Technology transfer for non-leisure applications by digital games SMEs Small scale experiments For learning and skills acquisition and for empowerment and social inclusion Scientific evidence of effectiveness for target groups or problems
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R&I Actions Call 21 - Expected Impact of IA
Increase the collaborations between digital game industry and research community R&I Actions Small project proposals: maximum 3M Budget 8 MEUR Closing: 23 April 2014
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Unit G4 Skills, Youth, Inclusion
Thank you DG CONNECT Unit G4 Skills, Youth, Inclusion LUXEMBOURG
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