Area: Childhood And Education. An Innovative, Inclusive Society
BIOTECPLAY: Incorporation of biometric techniques in toys
AIJU, in collaboration with the IT Technology Institute (ITI), is developing a project on the incorporation of biometric techniques in a customised and interactive toy prototype that is able to perform facial and voice recognition of users. The prototype was conceived as a robot for children's education classrooms where the children will learn while they play. [...]
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Knowledge Centre for Children
The general aim regarding the contents is to progress developing and managing contents on marketing, consumption and childhood and make use of ICT as a key for understanding the characteristics of the modern child and their needs in products and services for the Children's Knowledge Centre. [...]
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Childhood and sweet consumption: recommendations for the business sector (second year)
The project intends to learn about the current offer of sweets and to analyse possible repercussions or factors associated with their consumption. Its ultimate aim is to prepare guidelines and recommendations directed at companies that would optimise manufacture and sale of sweets directed at children. [...] View more
Financed
Investigation for generating a unified proposal of informative icons on toys (ICONOTOY)
The main aim was to unify and standardise the symbols used by companies and bodies linked to play and toys on packaging, publications and other resources, to indicate the characteristics, potential and virtues of the toy. [...] View more
Financed
REPLAY. Gaming Technology Platform for Social Reintegration of Marginalised Young People
REPLAY intends to convey to young Europeans appropriate values for preventing antisocial behaviour by means of a video game. [...] View more
Financed