VAM Realities https://www.vam-realities.eu/ University business cooperation to promote virtual, augmented and mixed reality applications in SME manufacturing companies Mon, 07 Jul 2025 10:15:55 +0000 en-GB hourly 1 https://wordpress.org/?v=7.0.3 https://www.vam-realities.eu/wp-content/uploads/VAMRs_final_icon.png VAM Realities https://www.vam-realities.eu/ 32 32 MetaCivicEdu https://www.vam-realities.eu/metacivicedu/ Mon, 07 Jul 2025 10:15:55 +0000 https://www.vam-realities.eu/?p=41923 This project (2024 - 2026, KA220-SCH/Cooperation Partnerships in School Education) addresses the gaps in civic education in primary schools by enhancing teachers' skills and competencies in using metaverse technologies. It aims to empower educators with the tools to create engaging and impactful civic learning experiences, equipping young students with the knowledge, beliefs, and behaviors necessary for active participation in civic life. By leveraging advanced modern technologies, this initiative helps educators prepare students to contribute meaningfully to their communities. Supported by the European Commission, the project aspires to make civic education more effective, dynamic, and accessible through innovative applications of XR tools.

Research and Innovation
Metacivicedu is an innovative initiative that addresses critical gaps in primary school civic education through the integration of metaverse technologies. By empowering educators with XR tools, the project aims to foster a new era of immersive and engaging civic learning environments. Aligned with the priorities of the Erasmus+ Programme, Metacivicedu promotes common values, civic engagement, and professional development among educators. By merging cutting-edge technology with established educational practices, Metacivicedu ensures that civic education remains relevant, effective, and inspiring in the 21st century.

Contributions include:
Enhancing Teacher Effectiveness: Advanced tools and methodologies empower teachers to connect with digitally native students and deliver impactful civic education.
Fostering Active Citizenship: The project’s educational strategies instill values like democracy, participation, and civic responsibility in students.
Promoting Lifelong Learning: Educators gain access to ongoing professional development opportunities, ensuring they remain at the forefront of educational innovation.
Long-term Impact: The strategic application of XR technologies not only enhances immediate learning outcomes but also lays the foundation for sustainable educational reform. Students are equipped to become thoughtful, informed, and engaged citizens ready to navigate and contribute to the modern world.

Teacher Development
The project features a range of key activities designed to support teachers and improve civic education, including:
Developing innovative methodological and pedagogical models tailored for metaverse-enabled civic education.
Training educators to implement immersive learning scenarios within the metaverse.
Conducting pilot studies to validate and refine these new educational practices.
Promoting lifelong learning through the development and exchange of innovative teaching resources.
Sharing best practices and results through conferences and events at national and European levels.

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Full project title
Applying modern metaverse enabled pedagogical techniques for civic learning: Supporting K-12 teachers and students
Project acronym
MetaCivicEdu
Coordinator/applicant
The University of Piraeus Research Centre (UPRC)
Country of coordinator’s
or applicant’s residence
Contact person
Sonia Andreou
E-mail address
Programme/fund
Erasmus+
Project duration
01.12.2023 - 30.11.2026
Project weblinks
EU project showcase
Project description
This project (2024 - 2026, KA220-SCH/Cooperation Partnerships in School Education) addresses the gaps in civic education in primary schools by enhancing teachers' skills and competencies in using metaverse technologies. It aims to empower educators with the tools to create engaging and impactful civic learning experiences, equipping young students with the knowledge, beliefs, and behaviors necessary for active participation in civic life. By leveraging advanced modern technologies, this initiative helps educators prepare students to contribute meaningfully to their communities. Supported by the European Commission, the project aspires to make civic education more effective, dynamic, and accessible through innovative applications of XR tools. Research and Innovation Metacivicedu is an innovative initiative that addresses critical gaps in primary school civic education through the integration of metaverse technologies. By empowering educators with XR tools, the project aims to foster a new era of immersive and engaging civic learning environments. Aligned with the priorities of the Erasmus+ Programme, Metacivicedu promotes common values, civic engagement, and professional development among educators. By merging cutting-edge technology with established educational practices, Metacivicedu ensures that civic education remains relevant, effective, and inspiring in the 21st century. Contributions include: Enhancing Teacher Effectiveness: Advanced tools and methodologies empower teachers to connect with digitally native students and deliver impactful civic education. Fostering Active Citizenship: The project’s educational strategies instill values like democracy, participation, and civic responsibility in students. Promoting Lifelong Learning: Educators gain access to ongoing professional development opportunities, ensuring they remain at the forefront of educational innovation. Long-term Impact: The strategic application of XR technologies not only enhances immediate learning outcomes but also lays the foundation for sustainable educational reform. Students are equipped to become thoughtful, informed, and engaged citizens ready to navigate and contribute to the modern world. Teacher Development The project features a range of key activities designed to support teachers and improve civic education, including: Developing innovative methodological and pedagogical models tailored for metaverse-enabled civic education. Training educators to implement immersive learning scenarios within the metaverse. Conducting pilot studies to validate and refine these new educational practices. Promoting lifelong learning through the development and exchange of innovative teaching resources. Sharing best practices and results through conferences and events at national and European levels.

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Lionfish https://www.vam-realities.eu/lionfish/ Tue, 11 Jun 2024 10:00:36 +0000 https://www.vam-realities.eu/?p=41887 Lionfish E+ is a small-scale partnership in school education, bringing together experts in documentaries from Fox Media Documentaries - Fox Media Film and learning scientists from EdMedia, CYENS Centre of Excellence in collaboration with local environmental centers and schools, aiming to engage students into playing an active role in reacting to climate change. Immersed in the 360VR film titled ''End of Line'', the students are transported to a climate hotspot, a coast in Cyprus, where the new region's lionfish species is spreading out, putting in danger the local ecosystem and the fishermen's craftsmanship. The primary objective is to help students understand the impact of climate change on the Mediterranean marine ecosystem, and the spread of lionfish, and via STEAM activities and visual thinking canvases, explore local challenges related to climate change and sustainability. It is crucial to address this age group in school settings. As the European Council states, the green transition is a priority in educational programs and needs to happen by providing students with opportunities to learn about the climate crisis as well as possible sustainable solutions through both formal and non-formal education. We see those early teenage years as a very crucial time when sensitivity to environmental and social matters is being developed and can affect their future and the way they interact with nature and take responsibility for their actions. In Lionfish E+, we explore and expand this educational potential by proposing innovative, attractive, immersive, and interactive experiences.
The innovation of our Lionfish E+ project concerns the intersection of 360VR viewing with working on STEAM activities (Lego Mindstorms EV3, BBC micro:bits, 3D pens) and visualization tools. In this E+ project, the EdMedia group (CYENS) developed a learning toolkit built around a 360VR film, STEAM, and visualization tools (visual thinking canvases). We conducted pilot studies with more than 80 students aged 14-16 who visited the Cyprus Centre for Environmental Research and Education - CYCERE during March 2024. The learning scientists from EdMedia in collaboration with the environmentalists of CYCERE, engaged students into thinking about climate change. Through the “End of Line'' 360VR film, the students were transported to a climate hotspot, a coast in Cyprus, where the new region's lionfish species is spreading out, putting in danger the local ecosystem and the fishermen's craftsmanship. Furthermore, the students were involved in thinking about possible solutions to tackle the spread of lionfish as well as climate change in general, while they explored technological solutions e.g., robotics for clearing the oceans from this invasive species.

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Full project title
LIONFISH E+
Project acronym
Lionfish
Coordinator/applicant
FOX Media Documentaries
Country of coordinator’s
or applicant’s residence
Contact person
Sonia Andreou
E-mail address
Programme/fund
Erasmus+
Project duration
01.09.2023 - 31.10.2024
Project weblinks
EU project showcase
Project description
Lionfish E+ is a small-scale partnership in school education, bringing together experts in documentaries from Fox Media Documentaries - Fox Media Film and learning scientists from EdMedia, CYENS Centre of Excellence in collaboration with local environmental centers and schools, aiming to engage students into playing an active role in reacting to climate change. Immersed in the 360VR film titled ''End of Line'', the students are transported to a climate hotspot, a coast in Cyprus, where the new region's lionfish species is spreading out, putting in danger the local ecosystem and the fishermen's craftsmanship. The primary objective is to help students understand the impact of climate change on the Mediterranean marine ecosystem, and the spread of lionfish, and via STEAM activities and visual thinking canvases, explore local challenges related to climate change and sustainability. It is crucial to address this age group in school settings. As the European Council states, the green transition is a priority in educational programs and needs to happen by providing students with opportunities to learn about the climate crisis as well as possible sustainable solutions through both formal and non-formal education. We see those early teenage years as a very crucial time when sensitivity to environmental and social matters is being developed and can affect their future and the way they interact with nature and take responsibility for their actions. In Lionfish E+, we explore and expand this educational potential by proposing innovative, attractive, immersive, and interactive experiences. The innovation of our Lionfish E+ project concerns the intersection of 360VR viewing with working on STEAM activities (Lego Mindstorms EV3, BBC micro:bits, 3D pens) and visualization tools. In this E+ project, the EdMedia group (CYENS) developed a learning toolkit built around a 360VR film, STEAM, and visualization tools (visual thinking canvases). We conducted pilot studies with more than 80 students aged 14-16 who visited the Cyprus Centre for Environmental Research and Education - CYCERE during March 2024. The learning scientists from EdMedia in collaboration with the environmentalists of CYCERE, engaged students into thinking about climate change. Through the “End of Line'' 360VR film, the students were transported to a climate hotspot, a coast in Cyprus, where the new region's lionfish species is spreading out, putting in danger the local ecosystem and the fishermen's craftsmanship. Furthermore, the students were involved in thinking about possible solutions to tackle the spread of lionfish as well as climate change in general, while they explored technological solutions e.g., robotics for clearing the oceans from this invasive species.

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VR PAIN https://www.vam-realities.eu/vr-pain/ Tue, 21 Nov 2023 18:23:45 +0000 https://www.vam-realities.eu/?p=41821 There is a need to provide a structured approach to enhance physiotherapy students' development of clinical reasoning skills in pain management. Pain science is a core field in a physiotherapy curriculum and physiotherapists are essential members of healthcare teams managing people with pain. Pain is the main reason people attend physiotherapy. In physiotherapy programmes clinical placements provide students with the experiential work based learning opportunities to develop and and enhance clinical reasoning skills dealing with ‘real’ patients. It accounts for approximately 40% of a programme. Clinical reasoning is the analytical and non-analytical processes and skills carried out when assessing patients; either developing hypotheses or an automatic retrieval process described as pattern recognition (Weiss, 2011). It is a skill
integral to practice, influencing decision making processes that determines patients treatment. The landscape for how physiotherapists practice in Europe is changing. Physiotherapists are first contact practitioners; they can assess and treat patients autonomously without a medical referral. A challenge to working in an environment where the patient has not been screened by a Doctor relates to safety concerns i.e. the danger of missing “red flags” (Ferguson et al Rafferty, 2010). It is therefore essential that physiotherapists have the skillset to make evidence based, clinically reasoned decisions. To develop clinical reasoning skills students need opportunities to practice applying their knowledge to clinical cases and to reflect on their diagnostic and treatment decisions. These patient cases can be real or virtual. With capacity for clinical placements at a maximum there can be a lack of opportunity to do so on “real” patients in the first years of training, hindering the advancement of clinical reasoning skills. Real clinical practice experience is essential but can be supported using virtual cases. Providing such opportunities that are robust, that do not overlook serious pathology, that map to international best practice to help decision making on assessment and treatment options will result in graduates who can provide the best care. Virtual patient cases can also provide opportunities to incorporate transferable skills: effective communication, health literacy, empathy and teamwork. Using virtual patients in virtual reality technology can provide a real clinical learning environment that bridges the gap between theory and clinical practice. Virtual Reality technology can provide an attractive pedagogical strategy and can act as a facilitator of knowledge retention, clinical reasoning, improved satisfaction with learning, and finally improved self-efficacy through the immersive experience. Additionally, it can also support standardisation of 3D teaching and learning content for clinical reasoning among higher education institutions in different countries, as it is instructor independent.

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Full project title
Technology in undergraduate Physiotherapy Education
Project acronym
VR PAIN
Coordinator/applicant
University College Dublin
Country of coordinator’s
or applicant’s residence
Contact person
Brona Fullen
E-mail address
Programme/fund
Erasmus+
Project duration
18.12.2022 - 17.12.2024
Project weblinks
EU project showcase
Project description
There is a need to provide a structured approach to enhance physiotherapy students' development of clinical reasoning skills in pain management. Pain science is a core field in a physiotherapy curriculum and physiotherapists are essential members of healthcare teams managing people with pain. Pain is the main reason people attend physiotherapy. In physiotherapy programmes clinical placements provide students with the experiential work based learning opportunities to develop and and enhance clinical reasoning skills dealing with ‘real’ patients. It accounts for approximately 40% of a programme. Clinical reasoning is the analytical and non-analytical processes and skills carried out when assessing patients; either developing hypotheses or an automatic retrieval process described as pattern recognition (Weiss, 2011). It is a skill integral to practice, influencing decision making processes that determines patients treatment. The landscape for how physiotherapists practice in Europe is changing. Physiotherapists are first contact practitioners; they can assess and treat patients autonomously without a medical referral. A challenge to working in an environment where the patient has not been screened by a Doctor relates to safety concerns i.e. the danger of missing “red flags” (Ferguson et al Rafferty, 2010). It is therefore essential that physiotherapists have the skillset to make evidence based, clinically reasoned decisions. To develop clinical reasoning skills students need opportunities to practice applying their knowledge to clinical cases and to reflect on their diagnostic and treatment decisions. These patient cases can be real or virtual. With capacity for clinical placements at a maximum there can be a lack of opportunity to do so on “real” patients in the first years of training, hindering the advancement of clinical reasoning skills. Real clinical practice experience is essential but can be supported using virtual cases. Providing such opportunities that are robust, that do not overlook serious pathology, that map to international best practice to help decision making on assessment and treatment options will result in graduates who can provide the best care. Virtual patient cases can also provide opportunities to incorporate transferable skills: effective communication, health literacy, empathy and teamwork. Using virtual patients in virtual reality technology can provide a real clinical learning environment that bridges the gap between theory and clinical practice. Virtual Reality technology can provide an attractive pedagogical strategy and can act as a facilitator of knowledge retention, clinical reasoning, improved satisfaction with learning, and finally improved self-efficacy through the immersive experience. Additionally, it can also support standardisation of 3D teaching and learning content for clinical reasoning among higher education institutions in different countries, as it is instructor independent.

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Vol3DEdu https://www.vam-realities.eu/vol3dedu/ Thu, 09 Nov 2023 07:13:26 +0000 https://www.vam-realities.eu/?p=41796 Despite the promises and obvious advantages to distance learning, there are concerns that need to be resolved. Not all students are suited for this type of learning with lack of interaction in real space. Also teachers have expressed major concerns in terms of their passive role in the educational content delivery and their digital skills readiness. Modern technology like smart boards and student iPads have become the norm in the typical classroom. From ensuring a student’s full participation to greater ease in grading exams, many educators’ jobs have become easier through these technologies. However, the tools we’ve seen are just the tip of the iceberg for generation Z students. The future classroom technology predictions and the recent COVID-19 crisis have emphasised the increased need to harness the potential of XR digital technologies for teaching and learning and to develop digital skills for all while at the same time providing open source XR digital content and lesson plans to share good practices.
In October 2021, to mark World Teachers Day, the EU has launched a new online tool for teachers in the EU and beyond to reflect on how they use digital technologies in their teaching activities. Within the Digital Education Action Plan (2021-2027) the challenges and opportunities of the COVID-19 pandemic, which has led to the unprecedented use of technology for education and training purposes, this project focuses on the need for stronger cooperation at the EU level on digital education and the importance of working together across sectors (Academia, Industry, Research Centres and Schools) to bring education into the digital age including improved quality and quantity of teaching concerning XR digital technologies, support for the XR digitalisation of teaching methods and pedagogies and the provision of toolkits required for inclusive and resilient remote learning. The need for improvement of distance learning seems bright but investment should be made towards the design of cost-effective and educationally effective digital content that permits 3D teachers’ input in the educational reality. Therefore, this project should be supported to train the teachers and students (tomorrow’s educators) towards immersive learning, to inform them about the technological state of the art and the most promising learning app (Volu) for 3D Volumetric assets and to train them how to work with them within their educational practices. In order to maximise participation all training will be available hybrid and can be carried out completely online, if necessary. As there is also an urgent need for availability of 3D educational content, an XR digital repository will be provided with free access to the content and training material. It is absolutely necessary to tackle teachers’ XR digital skills at the transnational level since it deals with a transnational phenomenon.

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Full project title
Volumetric 3D Teachers in Educational Reality
Project acronym
Vol3DEdu
Coordinator/applicant
Eleni Mangina
Country of coordinator’s
or applicant’s residence
Contact person
Eleni Mangina
E-mail address
Programme/fund
Erasmus+
Project duration
01.12.2022 - 30.11.2024
Project weblinks
EU project showcase
Project description
Despite the promises and obvious advantages to distance learning, there are concerns that need to be resolved. Not all students are suited for this type of learning with lack of interaction in real space. Also teachers have expressed major concerns in terms of their passive role in the educational content delivery and their digital skills readiness. Modern technology like smart boards and student iPads have become the norm in the typical classroom. From ensuring a student’s full participation to greater ease in grading exams, many educators’ jobs have become easier through these technologies. However, the tools we’ve seen are just the tip of the iceberg for generation Z students. The future classroom technology predictions and the recent COVID-19 crisis have emphasised the increased need to harness the potential of XR digital technologies for teaching and learning and to develop digital skills for all while at the same time providing open source XR digital content and lesson plans to share good practices. In October 2021, to mark World Teachers Day, the EU has launched a new online tool for teachers in the EU and beyond to reflect on how they use digital technologies in their teaching activities. Within the Digital Education Action Plan (2021-2027) the challenges and opportunities of the COVID-19 pandemic, which has led to the unprecedented use of technology for education and training purposes, this project focuses on the need for stronger cooperation at the EU level on digital education and the importance of working together across sectors (Academia, Industry, Research Centres and Schools) to bring education into the digital age including improved quality and quantity of teaching concerning XR digital technologies, support for the XR digitalisation of teaching methods and pedagogies and the provision of toolkits required for inclusive and resilient remote learning. The need for improvement of distance learning seems bright but investment should be made towards the design of cost-effective and educationally effective digital content that permits 3D teachers’ input in the educational reality. Therefore, this project should be supported to train the teachers and students (tomorrow’s educators) towards immersive learning, to inform them about the technological state of the art and the most promising learning app (Volu) for 3D Volumetric assets and to train them how to work with them within their educational practices. In order to maximise participation all training will be available hybrid and can be carried out completely online, if necessary. As there is also an urgent need for availability of 3D educational content, an XR digital repository will be provided with free access to the content and training material. It is absolutely necessary to tackle teachers’ XR digital skills at the transnational level since it deals with a transnational phenomenon.

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Woendrik Zuurdeeg https://www.vam-realities.eu/woendrik-zuurdeeg/ Thu, 06 Apr 2023 08:00:20 +0000 https://52.59.209.19/?p=41761 While having no experience with VR/AR/MR of my own, I see opportunities for the use VR/AR/MR in our products and or services. I am hoping to learn more about this and come into contact with people that have experience and or expertise in this field.

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VR/AR/MR
Network Member
Woendrik Zuurdeeg
City, Country
Amsterdam,
Social Media
Affiliated organisations
RR Mechatronics Manufacturing B.V.
Description of VR/AR/MR interest, experience, expertise
While having no experience with VR/AR/MR of my own, I see opportunities for the use VR/AR/MR in our products and or services. I am hoping to learn more about this and come into contact with people that have experience and or expertise in this field.
Fields of VR/AR/MR interest/expertise
General
Manufacturing
Medical Applications
Remote Monitoring
Repair and Maintenance
Years of experience
in VR/AR/MR
0 - 2 years

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Joris Putteneers https://www.vam-realities.eu/joris-putteneers/ Mon, 20 Mar 2023 11:09:45 +0000 https://52.59.209.19/?p=41747 Joris putteneers is an architect and researcher, interested in speculating the anthroposcene through means of software, hardware and media technologies.

His work has been exhibited at MomA New York, Londen design festival, Venice Biennale and multiple film festivals.
He has taught studios and workshops internationally at the Bartlett UCL, Texas A&M, KUL Faculty of Architecture and TU Wien.

Since 2017 he has been actively working in his practice where he develops solutions in the fields of Data driven design, Machine learning applications, web and software development, visualisations and Art direction.

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VR/AR/MR
Network Expert Member
Joris Putteneers
City, Country
gent,
Description of VR/AR/MR interest, experience, expertise
Joris putteneers is an architect and researcher, interested in speculating the anthroposcene through means of software, hardware and media technologies.His work has been exhibited at MomA New York, Londen design festival, Venice Biennale and multiple film festivals.He has taught studios and workshops internationally at the Bartlett UCL, Texas A&M, KUL Faculty of Architecture and TU Wien.Since 2017 he has been actively working in his practice where he develops solutions in the fields of Data driven design, Machine learning applications, web and software development, visualisations and Art direction.
VAMRs-Badge
Fields of VR/AR/MR interest/expertise
Architecture
Years of experience
in VR/AR/MR
6 - 10 years

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Kasper Jordaens https://www.vam-realities.eu/kasper-jordaens/ Mon, 20 Mar 2023 11:09:40 +0000 https://52.59.209.19/?p=41750 - immersive audio
I accumulated expertise in immersive 3D audio by building a lab for research and executing several projects around 3D audio (object based, ambisonics, ...)
- Virtual Production
I have been researching building a virtual production lab, for which funding is currently being searched

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VR/AR/MR
Network Expert Member
Kasper Jordaens
City, Country
Gent,
Social Media
Affiliated organisations
LUCA school of arts
XRvalley.be
Description of VR/AR/MR interest, experience, expertise
- immersive audioI accumulated expertise in immersive 3D audio by building a lab for research and executing several projects around 3D audio (object based, ambisonics, ...)- Virtual ProductionI have been researching building a virtual production lab, for which funding is currently being searched
VAMRs-Badge
Fields of VR/AR/MR interest/expertise
General
Architecture
Gaming
Visualisation
Years of experience
in VR/AR/MR
3 - 5 years

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Claretta Caravita https://www.vam-realities.eu/claretta-caravita/ Sat, 11 Mar 2023 20:13:00 +0000 https://52.59.209.19/?p=41739 -

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VR/AR/MR
Network Member
Claretta Caravita
City, Country
Alkmaar,
Description of VR/AR/MR interest, experience, expertise
-
Fields of VR/AR/MR interest/expertise
General
Visualisation
Years of experience
in VR/AR/MR
0 - 2 years

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Ing. Peter J. Tol https://www.vam-realities.eu/ing-peter-j-tol/ Thu, 09 Mar 2023 10:12:09 +0000 https://52.59.209.19/?p=41709 In the past I have organised several meetings for SME's with VR & AR as one of the subjects.
At the moment we use AR for training purposes for young tecnical students

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VR/AR/MR
Network Member
Ing. Peter J. Tol
City, Country
Den Helder,
Social Media
Description of VR/AR/MR interest, experience, expertise
In the past I have organised several meetings for SME's with VR & AR as one of the subjects.At the moment we use AR for training purposes for young tecnical students
Fields of VR/AR/MR interest/expertise
Education and Training
Years of experience
in VR/AR/MR
0 - 2 years

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Bsc Vincent Keijzer https://www.vam-realities.eu/bsc-vincent-keijzer/ Wed, 08 Mar 2023 15:39:56 +0000 https://52.59.209.19/?p=41704 Interest in application of VR in the medical field (physicaltherapy in particular) in frailty-patients.
Currently no experience with the use of VR.

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VR/AR/MR
Network Member
Bsc Vincent Keijzer
City, Country
Middenbeemster ,
Description of VR/AR/MR interest, experience, expertise
Interest in application of VR in the medical field (physicaltherapy in particular) in frailty-patients.Currently no experience with the use of VR.
Fields of VR/AR/MR interest/expertise
Medical Applications
Years of experience
in VR/AR/MR
0 - 2 years

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