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)
ICT and Inclusion Objects of enquiry ---- ICT for wider inclusion ---- Lowering obstacles Objects of enquiry --- Knowledge --- Interactions --- Behaviours
Policy context June 2005 European i2010 July 2006 Riga Ministerial Declaration May 2008 UNCRPD April 2010 Digital Agenda Pillar VI Nov 2010 Disability Strategy 2010-2020 2011 Mandate 376 Phase 2 Dec 2012 Proposal for Web Accessibility Directive Policy context
ICT and inclusion @ DG CONNECT
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
Industrial leadership H2020: Three priorities Excellent science Industrial leadership Societal challenges
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
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
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
Research and Innovation Action Users interaction and cooperation Behaviours, emotions and intentions Sensing and understanding the environment Multimodal interaction Interoperability standards
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
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
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
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
Unit G4 Skills, Youth, Inclusion Thank you DG CONNECT Unit G4 Skills, Youth, Inclusion LUXEMBOURG