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Section: Partnerships and Cooperations

European Initiatives

FP7 Projects

VERVE
  • Title: VERVE

  • Type: COOPERATION (ICT)

  • Defi: Services to promote E-inclusion using socially realistic virtual environments

  • Instrument: Integrated Project (IP)

  • Duration: October 2011 - September 2014

  • Coordinator: Trinity College - Dublin (Ireland)

  • Others partners: DFKI (Germany), CNRS-ParisTech (France), CNRS-IRCAM (France), U. of Zaragoza (Spain), Testaluna (IT), KAINOS (UK)

  • See also: http://www.verveconsortium.eu/

  • Abstract

    Social exclusion has many causes, but major factors are the fear and apathy that often accompany a disability. The European e-Inclusion policy stresses the importance of ICT in improving the quality of life in potentially disadvantaged groups, including older people and persons with disabilities. In this project, we will develop ICT tools to support the treatment of people who are at risk of social exclusion due to fear and/or apathy associated with a disability. These tools will be in the form of personalised VR scenarios and serious games specifically designed for therapeutic targets and made broadly available via a novel integration of interactive 3D environments directly into Web browsers. We will perform cutting edge research into rendering and simulating personalised and populated VR environments, 3D web graphics, and serious games. These technical efforts will be underpinned by our clinical/laboratory and industry partners, who will be fully involved throughout in the requirements, design and evaluation of VERVE, and liaison with the stakeholders (i.e., participants, carers/family, and health professionals). They will implement the VERVE interventions in three use-cases, each targeting a different group of participants: fear of falling, apathy related to cognitive decline and behavioural disturbances, and other emotional disturbances linked to anxiety. While developing clinical assessment methods and interventions for the first two patient groups is our primary focus, our results will be applicable to a much wider range of potentially disadvantaged individuals.

For the second period (October 2012 - September 2013), the consortium continued the work on implementing and improving the different solutions for the three use-cases: fear, apathy and anxieties. Different technologies were developed:

  • Kitchen, a serious game for apathy.

  • Freezing of Gait, a serious game for fear.

  • Fear of Falling, a serious game for fear.

  • Crowd-Phobia, a virtual reality application for anxieties.

  • Memory Motivation Virtual Experience (MeMoVE), virtual reality application for apathy.

In particular REVES was mainly involved in the second use-case with the MeMoVE scenario. During this second period, the IBR technique was ported to the Immersive Space on a single screen of the CAVE. Experiments with healthy adults were performed in collaboration with the hospital of Nice (CHUN). The results of these experiments will be published in IEEE VR2014.

CR-PLAY – Capture Reconstruct Play
  • Type: COOPERATION (ICT)

  • Instrument: Specific Targeted Research Project

  • Objectif: Creativity

  • Duration: November 2013 - October 2016

  • Coordinator: Testaluna SA (IT)

  • Partner: TU Darmstadt (DE), UC London (UK), U. Patras (GR), Miniclip UK, Cursor Oy (FI)

  • Inria contact: George Drettakis

  • Abstract: The goal of this project is to use image- and video-based rendering and relighting techniques in the context of games and in particular mobile or casual games. The computer graphics and vision partners (UCL, TUD) are leaders in their fields, and have developed algorithms allowing easy capture of scenes using images and video, and reconstruction using vision algorithms. UCL and Inria have developed image- and video-based rendering algorithms which can be useful for games. These tools need to be perfected, reducing artifacts and difficulty of use so that they can be useful and productive for games companies. For evaluation, the HCI lab of the University of Patras will provide cutting-edge methodologies to make the resulting systems useable. The consortium is led by the games company Testaluna, based in Genova Italy, with whom we have a solid working relationship from our previous VERVE project (see above). Other industrial partners include Cursor Oy (a regional group of games companies in Finland, which is a leader in Europe in Casual games) and Miniclip, which is one of the major players in the online game market.