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Projects
- VESVET LEVEL 5 for Validation of Entrepreneurship Skills through Interactive Learning Sets in VET
- Pathway + A mobile pedagogical assistant to develop meaningful pathways to personalised learning
- AI-TOP An AI Tool to Predict Engagement and ‘Meltdown’ Events in Students with Autism
- Diversasia Embracing diversity in ASIA through the adoption of Inclusive Open Practices
- Speech Pathology Tools Interactive tools for teachers in early education
- EDUROB Educational Robotics for People with Learning Disabilities
- ISRG Software Repository – download further software from ISRG projects
Category Archives: Projects
AI-TOP
AI-TOP project – An AI Tool to Predict Engagement and ‘Meltdown’ Events in Students with Autism (Sept 2020 – Aug 2023) AI-TOP aims to tackle early school leaving and to support the inclusive education of students with Autistic Spectrum Condition … Continue reading
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Diversasia
Diversasia project – Embracing diversity in ASIA through the adoption of Inclusive Open Practices (15 Jan 2021 – 14 Jan 2024) Students with disabilities have limited access to HE (Higher Education) in India and Bangladesh. This project aims to tackle … Continue reading
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Dial-a-Poem
Dial-a-Poem (app released July 2020) Dial-a-Poem celebrates 50 years since John Giorno’s public art project launched in New York City. Giorno’s Dial-a-Poem connected callers to answering machines playing recordings by poets such as Allen Ginsberg, John Cage and Patti Smith. … Continue reading
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VESVET project – LEVEL 5 for Validation of Entrepreneurship Skills through Interactive Learning Sets in VET
VESVET project – LEVEL 5 for Validation of Entrepreneurship Skills through Interactive Learning Sets in VET (Oct 2018 – Sept 2020 now extended to Mar 2021) The project targets VET students – aiming to increase their employability by entrepreneurship competence … Continue reading
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Pathway+ A Mobile Pedagogical Assistant to develop meaningful pathways to personalised learning
Pathway+ A Mobile Pedagogical Assistant to develop meaningful pathways to personalised learning (Sep 2017 – Aug 2020) The Pathway+ project aims to contribute to inclusive education by using mobile game applications to assess the pedagogical needs of a child with … Continue reading
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Speech Pathology
Speech Pathology Tools (Sep 2017-Aug 2020) The Speech Pathology Tools project began in September 2017, and aims to create a speech and language pathology online tool for pre-school and primary school teachers with multiple sound checks for each project language. … Continue reading
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3D4VET
3D4VET – 3D modelling curriculum and applications for 3D printers and tabs for VET schools (Dec 2016 – Nov 2018) The 3D4VET European project’s main aim was to create a comprehensive 3D modelling curriculum, and 3D printing and scanning training … Continue reading
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Procee
PROCEE: a PROstate Cancer Evaluation and Education serious game for African Caribbean men (2016) Prostate cancer is the most common cancer diagnosed in men in the UK. Black men are in a higher prostate cancer risk group possibly due to … Continue reading
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RealLife Project
RealLife – Serious Games to Prevent Recidivism (Sep 2015 – Aug 2018) RealLife is an innovative project in which serious gaming and virtual reality are used to improve skills needed in the 21st century and skills needed for employability of … Continue reading
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MaTHiSiS
MaTHiSiS – Managing Affective-learning THrough Intelligent atoms and Smart InteractionS (Jan 2016 – Dec 2018) MaTHiSiS is a 36-month project funded by the European Union under the H2020 work programme that will assist the educational process for learners and their … Continue reading
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No One Left Behind
NOLB – No One Left Behind (Jan 2015 – Jun 2017) “No One Left Behind” was an innovation action project co-funded by Horizon 2020 Framework Programme of the European Union that started in January 2015 lasting 30 months. The project … Continue reading
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An Internet of Soft Things
IoST – An Internet of Soft Things ISRG are collaborating on the Internet of Soft Things project. The project asks how a radically connected world can be designed to benefit human wellbeing, and in particular, what types of experience will … Continue reading
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Educational Robotics for People with Learning Disabilities
EduRob – Educational Robotics for Students with Learning Disabilities (Jan 2014 – Dec 2016) Using an ethnographic approach the EduRob project aimed to validate innovative – robotics based – teaching and learning strategies to enable diversification and personalisation of learning … Continue reading
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Co-Design to Re-Engage the Disengaged
CodeRED – Co-Design to Re-Engage the Disengaged (Oct 2013 – Sept 2015) High rates of early school leaving (ESL) are detrimental to making lifelong learning a reality and increase the risk of unemployment, poverty and social exclusion. ESL is over-represented … Continue reading
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Serious Games for Social Competences and Creativity
SGSCC – Serious Games for Social and Creativity Competence (Jan 2013 – Jun 2015) The LLP EU Project “SGSCC” aims to develop educational computer games for adolescents/young adults with mild learning difficulties in order to increase their employability. Despite the … Continue reading
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Refugee Interactive Skills for Employment
RISE – Refugee Interactive Skills for Employment (Jan 2012 – Dec 2014) The RISE project will assist refugees to improve their employment skills. The four serious computer games and curriculum material will help to prepare jobseekers in six important areas: … Continue reading
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Thought Dance
Thought Dance (2011) ‘Thought Dance’ is an artistic project conceived by choreographer Matthias Sperling. The result is an interactive installation that uses EEG brain scanning technology to allow two participants at a time to engage in a visible dance that … Continue reading
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Virtual Portal for Interaction and ICT Training for People with Disabilities
Virtual Portal for Interaction and ICT Training for People with Disabilities (Jan 2011 – Dec 2013) ViPi aims to support and facilitate the acquisition of basic ICT skills for people with disabilities. The project aims to provide a “one-stop-shop” interactive … Continue reading
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Open Accessibility Everywhere – Groundwork, Infrastructure, Standards
AEGIS – Open Accessibility Everywhere – Groundwork, Infrastructure, Standards (Sept 2010 – Aug 2012) Interactive Systems at NTU is a test site for the many exciting assistive technology innovations being developed under the AEGIS project. We have been involved in … Continue reading
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CLAHRC Stroke Rehabilitation Project
CLAHRC Stroke Rehabilitation Project (2009 to 2011) After stroke, a patient will typically need to do many repetitions of specific exercises over a short period of time in order to regain muscle definition and strength in their affected upper limb. … Continue reading
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Game On Extra Time
GOET – Game On Extra Time (Oct 2008-Sep 2010) The work from the GOET project was undertaken to support people with learning disabilities in getting and keeping a job by helping them to learn more independent living skills that help … Continue reading
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Virtual Cane
Virtual Cane (2007) The Virtual Cane uses the Wiimote’s ability to describe a body within 3D space to provide an interface to 3D environments for the visually impaired. The Wii Cane System maps the real world position and orientation of … Continue reading
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Game On
Game On (Oct 2006 – Sep 2008) Highly engaging and motivating games-based learning materials were created to encourage development of basic, personal and work sustainability skills in prisoners, those at risk of offending and ex-offenders, including those with disabilities. The … Continue reading
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Quest
Quest (2006) In the Quest project, the ISRG designed, implemented and evaluated a serious game to address the development needs of young people at risk of social exclusion. These were characterised as having low self esteem, poor levels of confidence, … Continue reading
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ISRG Software Repository
ISRG Software Repository There are further details and downloads of other games and software developed by the group in the ISRG Software Repository. (here)
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