Projects (Information Technology)
As part of the “Sparkling Science” program, many projects are concerned with new information technology and media use and deal with their repercussions on values and communicative behaviour. Therefore, they are highly interdisciplinary in character and in some cases delve deep into the interdisciplinary areas of the social, human and cultural sciences.
According to the scale, methodological demands and content of the projects, the management of the following research projects is the responsibility of the scientific or academic partners.
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4 W – What We Want to KnoW
Collaborative information-integration supported by intelligent software
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AAS Endurance
A robotic sailing boat to do research on marine mammals
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ACTO
Evaluation of modular Actuated Tangible User Interfaces
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“Applications on the Move“
Development of a mobile gaming application for young people. Location based games from students for students
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DISBOTICS - Disassembly Robotics
Distributed and intelligent disassembly of products with mobile robots
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Students design technology-supported learning scenarios
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FUNSET Science (Future Network-Based Semantic Technologies)
Concepts for the applications of semantic and software agent technologies in small- and
medium-scale enterprises to form network organizations -
Games4School – Researcher develop games together with and for school children
Following the principle of user-centered design, school children develop mini games with new interaction possibilities in cooperation with researcher and teachers
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GeoWeb
Geographic information systems based on OpenStreetMap and Google Maps-API
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OpenPOI
A web-based portal to collect and reuse free points-of-interest data
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QUASSUMM
Quality assessment and enhancement of user-generated mobile multimedia content
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Sensors4All
Acquisition of micro-climatic data for the area of Villach, concerning sustainable correction of raw data via open-source software and standards
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Sparkling Fingers
Participatory design of assistive technology in the educational context
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Sparkling Fingers 2.0
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Speech synthesis of auditory lecture books for blind school children (SALB)
Speech synthesis of auditory lecture books for blind school children
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trans.eco.compare
Interactive learning game for an ecological and economical comparison of different modes of goods transport
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XINU-Control
eXcellent Interface for Nonphatic Use

