Marco Marsella, presentation, powerpoint , opens

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
---- ICT for wider inclusion
---- Lowering obstacles
Objects of enquiry
--- Knowledge
--- Interactions
--- Behaviours
Policy context
Dec
June
Nov
April
May
July
June
2006
UNCRPD
2005
European
i2010
2008
Riga
Ministerial
Declaration
Digital
Agenda
Pillar VI
2011
2010
2010
Disability
Strategy
20102020
2012
Mandate
376
Phase 2
Proposal
for Web
Accessibility
Directive
ICT and inclusion
@ DG CONNECT
Funded projects: target users
Motor impaired
Learning needs
Cognitive
disabilities
Visually impaired
Community
Developers
Industry
Physical and
Stakeholders
cognitive disabilities
Immigrants
NEET /
Social actors
Groups at risk of
exclusion
Carers
Carers
H2020: Three priorities
•Excellent
science
•Industrial
leadership
•Societal
challenges
Coverage of the full innovation chain
Societal challenges
Industrial leadership
Excellent science
Basic
Research
Demonstration
Technology
R&D
Prototyping
Large scale
validation
Pilots
Market
uptake
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.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
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
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
Thank you
• DG CONNECT
• Unit G4 Skills, Youth, Inclusion
• LUXEMBOURG