2014

AllThingsTalk - Internet-of-Things cloud platform

About

AllThingsTalk wants to develop an open source Internet of Things (IoT) platform that integrates different ‘smart things’ from different manufacturers via a user-friendly interface.

Currently, IoT products (lamps, thermostats, security systems,…) are controlled with different communication protocols (Bluetooth, ZigBee, WiFi,…) and different applications. The innovation of AllThingsTalk lies in the fact that the consumer will be able to operate and manage different IoT applications via a single platform.

In a first phase, AllThingsTalk wants to bring its platform on the market in the form of Smart Living Kits (i.e. time-saving systems to be deployed in and around the home). In a later stage, extensions can be added to the platform.

Innovation Goals

In cooperation with the end-user, AllThingsTalk wants to give shape to possible use cases for the platform. Hereby, it aims to match to the needs of all stakeholders in a realistic ecosystem. By involving the end-users in an early stage of the design process, we can shape the innovation based on their needs, habits, attitudes and contextual factors.

This Living Lab research clarifies the following aspects:

  • Which user groups are most interesting to approach first?
  • What are the needs, use cases and user context of the potential users?
  • Which features have the highest priority and what is the according willingness-to-pay?

Methodology

In this Living Lab research track, we start with an online survey in which we try to gain insights in the use (in terms of why and how) of IoT products and services and users’ attitudes towards technology, IoT and the AllThingsTalk platform.

Next, a probe research that focusses on processes and situations of the users’ daily lives is conducted. The results of the probe research, i.e. scenario’s, are used in online and offline co-creation and co-designsessions with end-users, DIY’ers and developpers. An interaction between these online and offline sessions should lead to distinct use cases for the AllThingsTalk platform.

In a final phase, a stakeholdersession in which the market potential of these use cases is held. To wrap up, a validation survey with a large user group is conducted.

Duration of the project

The project runs from 01/10/2013 - 30/05/2014.

Staff involved

Financed by

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Cloudfriends - Cloud troubleshooting

About

CloudFriends is a Flemish startup that develops home automatition applications that can be installed on residential gateways (such as set-top boxes, wireless routers,…) of telecommunication companies (e.g. Belgacom, Telenet,…).

With the gateway as a home server telephony providers can offer extra services to their customers and thus prevent customer churn.

One of the applications developed by CloudFriends is a remote file access app that delivers the same services as traditional cloud applications (such as Dropbox, Google Drive, iCloud,…). The difference with these existing cloud applications is that CloudFriends enables the end-users to store their data on their residential gateway instead of “in the cloud”. Therefore, data is secured and protected from cloud service providers and potential hackers.

Innovation Goals

The ultimate goal is to optimize the application by means of a Living Lab methodology. By involving potential end-users through the whole scope of this process, the innovation can be molded based on their needs, habits, attitudes and contextual factors.

Moreover, we investigate if such an application can prevent customer churn if offered by telephony providers.

Methodology

In this Living Lab research track, we start with a co-creationsession in which we gain insights in the users’ attitudes towards the use of cloud applications. In this session, a demonstration of the remote file access app is given and subsequently evaluated thoroughly.

Next, three usability and user experience sessions are held to evaluate the looks and the functioning of the application. Between these sessions, the application is reshaped iteratively.

We end with a large scale validation survey based on the findings of both the co-creation and usability sessions. In this online questionnaire, we focus on the end-users’ willingness-to-pay and adoption potential of the remote file access app.

Duration of the project

The project runs from 01/06/2012 – 31/12/2014.

Staff involved

Financed by

CoMobile - Mobile meets communities

About

The consortium of industrial partners wants to build an open platform for cross-loyalty/payment schemes, using the synergy between two booming phenomena: the ever-growing group of mobile internet users and the online social networks.

This platform will be extended towards a Community Services Platform that will support location-based ad-hoc group deals and collaborative consumption.

The primary role of MICT within the CoMobile project will mainly consist of:

  • the implementation and management of the CoMobile Living Lab, in close collaboration with the industrial partners
  • the processing and reporting of data and insights gained from the living lab research related to usability, the optimal market introduction strategy and other potential opportunities

Methodology

Because of the strong user-centered methodological perspective, the end-user will play a central role in the project. Therefore, end-user feedback will be generated iteratively (by means of both qualitative as quantitative research designs) throughout the entire development process of the CoMobile services.

From the first month of the project a large-scaled panel will be set up to serve as a reference framework for profiling and validation on the one hand, and a recruitment framework more in-depth (living lab) research on the other hand.

Duration of the project

The project runs from 01/02/2012 - 31/01/2014.

Staff involved

Financed by

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Crowdfunding social innovation (Special Olympics 2014)

About

Crowdfunding has emerged in recent years an increasingly importance source of grants and investments for new ventures. Drawing on the concept of crowdsourcing, the idea is for large numbers of people to make a small donation to reach a target amount of funding.

Research has until now mainly focused on crowdfunding platforms for entrepreneurship, but crowdfunding may be a powerful engine for social innovation projects. Despite all positive forecasts, however, crowdfunding in Belgium is still in its infancy.

On the occasion of the Special Olympics, hosted by Antwerp in September 2014, the research project will address the opportunities for social innovation projects to entice sympathisers to make a small donation for charity organisations. Charity projects have been using donation-based funding for many years, but are now exploring technology platforms for raising money.

The goal of the project is to understand crowdfunding for social innovation, and gain insight in the attitudes, motivations and expectations of potential donators with regard to crowdfunding.

Methodology

  • By means of an environmental scan, we will map the crowdfunding sector in Belgium and identify the different components of the different platforms.
  • Using in-depth interviews, focus groups and workshops will allow to identify drivers and thresholds for donations
  • Recommendations are made for raising donators’ engagement and hence optimising crowdfunding campaigns

Duration of the project

This project runs from 01/12/13 – 30/04/14

Staff involved

Financed by

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G@S - Games at school

About

The G@S project aims to research and develop an open platform for the creation and distribution of educational games. In recent years, commercial and academic interest in educational uses of video games has been growing rapidly.

Due to their systematic and self-motivational nature, games are often seen as an important future aid in primary and secondary education. Nevertheless, the development of video games, particularly in 3D, is still complex and expensive, which explains why available content is limited.

Research design

G@S aims to overcome these problems by creating a platform for the easy creation and free distribution of user‐generated educational game content. In order to achieve this, the project aims to innovate in four main areas:

1. Authoring tools

In order to enable common users such as teachers to create inviting game content it is important that a new generation of game authoring tools is developed. These tools can ensure a visually rich and inviting game world adaptable to the designer’s needs.

Educators are not game developers so the editor will need to contain a suggestion framework for supervised level generation and a user‐friendly level creation interface. Moreover, in order to allow for the storage and exchange of educational game content it is important that an open, non-proprietary data specification with powerful compression is developed which supports this type of content.

2. Adaptive content

Ensuring optimal learning combined with a satisfactory game experience requires a powerful adaptive content and feedback framework. Existing systems are insufficiently dynamic to function in a complex learning environment such as an educational game. New algorithms are developed and tested in interaction with feedback systems. Individual learners are confronted with learning content appropriate to their needs.

3. Understanding the user

As the G@S project is aimed at common users and learners, it is important to understand and cater to their specific needs. Hence user research will be an important guide for the different technological developments.

Moreover, extensive testing of the effectiveness of prototypes of games and a longitudinal experimental study into the effectiveness of the use of the platform in schools will validate the different developments.

4. Distribution

Finally there is the distribution aspect which will be looked into as there are several educational, legal and business issues that need to be dealt with.

In terms of education, it is important that new transmedial possibilities are well integrated in existing learning practices both in terms of methods and infrastructure. This will involve working with the target audience to ensure the platform’s acceptance and compatibility with existing hardware.

Moreover, legal research is needed in order to ensure the legal compliancy of the platform in terms of security, data protection, privacy and intellectual property. G@S involves the creation and sharing of content by users, which raises questions related to user‐generated content (sharing of rights between users) and social media (liability, inclusion) and protection of minors.

Finally, there are a number of issues in the business realm that need to be researched. For this, we will rely on the lessons learnt from best practices observed in national and international industry cases that show similar characteristics in terms of services offered, technical design choices taken and financial revenue schemes.

Duration of the project

The project runs from 01/02/2012 - 31/01/2014.


Staff involved

Financed by

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iCinema - Mobile–public screen interactive cinema

About

The past few years cinema experienced a change from analog to digital projectors. It took longer than expected to integrate them in most cinemas, but now, the digital roll out is beyond its tipping point.

Nevertheless digitalization has more potential than changing from analog to digital projectors. There is still a lot of potential in changing the experiences of a visit to the cinema. The real digital challenge is to find new roles and functions in the broader content value change, in particular in its relationships and interaction with the audience.

The boom of mobile devices and their applications can turn passive screens into interactive public media. It will provide a lot of opportunities:

  • engage the audience into participation
  • create interactive advertisement
  • create new transmedia formats for all media
  • extend the cinema visit into a rich interactive experience
  • increase customer knowledge and visit frequency

Icinema, an iMinds-MIX project, wants to change the cinema experience and workflow from linear to interactive using second screen and interactive formats. A higher involvement and participation of the visitor will be created.

In three stages of the 'Icinema' experience, information of the customer will be generated through prolonged and bi-directional interaction:

  • BEFORE: Building up towards the movie experience and bring the audience sooner to the theatre
  • DURING: Engaging the audience in the cinema complex and during the pre-show, while collecting more and relevant customer data
  • AFTER: Keep the viewers engaged after they have left the movie theatre by relying the experience and building up towards the next experience

The purpose is to research how this interactivity can be realized in a proof-of-concept and what the possible results are in terms of end-user experience and business value for all stakeholders: the customer, the cinema exhibitor, the technical supplier, broader film and media industry player and the advertisers.

The role of MICT will be to gather all the key cinema players in a living lab environment and involve them from the very beginning of the project. Current needs, habits and practice of cinemagoers will be researched and serve as input for the movie 'crowdfunding model', the interactive commercial format and the interactive marketing campaign of a movie.

Duration

The project runs from 25/03/2013 - 01/03/2014.

Staff involved

Financed by

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Media ID - A next generation federated identity management solution for a regional ecosystem of media providers

About

The MIX project Media ID aims to develop and evaluate a new, unified authentication system that gives entrance the Flemish media ecosystem.

Prominent media institutions participate in the project: audio-visual partners VMMa and VRT, press companies (Roularta Media Group, Corelio, Concentra Media, Mediafin, De Persgroep en Sanoma Media) and digital press database Mediargus NV. These media players see the Media ID as a means to get to know their users.

The Media ID is one login, which allows users to automatically sign in to the different media sites. The result of the project consists of an open, federated identity and permission management solution, opening doors for a better provision of service, advanced services with added value and new business models for personalized media.

Two main challenges lie in the project:

  1. The consumer’s trust must be gained. Scepticism towards online data collection is growing among the media users. Therefore transparency is a central issue: users are given control of their personal data and privacy preferences though a user dashboard.
  2. Align the different (often competing) media partners. The Media ID aims to evolve into the sector standard and needs to be broadly based.

During the project MICT will do research on the adoption and market potential of Media ID, the usage of the service, the (perceived) extra value and the willingness-to-pay. A representative panel survey will be conduced, using among others the PSAP method.

Duration of the project

The project runs from 01/02/2013 - 31/01/2014.

Staff involved

Financed by

Sustainable financing models for Flemish television drama series

About

Various developments have shifted the financing and production of television fiction (i.e. serials, drama and comedy series):

  • First, new media services have not only complexified the traditional audiovisual value chain, but have also increased the potential for new revenue for TV fiction (e.g. video-on-demand) and new investment in fiction production (e.g. Netflix).
  • Second, media regulators and policymakers alike, have in recent years increasingly developed mechanisms for the support of the audiovisual sector, directly by subsidies and grants in small markets, indirectly through investment in networks, promotion, training and the creation of a ‘level-playing field’ for small actors to develop audiovisual works.
  • Third, a fragmentation of existing revenue streams and financing mechanisms have caused great concern amongst traditional media players and policymakers, fearing a decreased spending in domestic television fiction.

On the one hand, these traditional players – mostly broadcasters – fear that their position of financers and distributor of TV fiction will erode or even become obsolete with the entrance of telecom distributors and OTT players in domestic markets.

On the other hand, traditional players fear that the shifted chronology of windows (with more windows and reduced exclusivity) will eventually result in less revenue and therefore less means for financing TV fiction.

Despite the limited economies of scale, linguistic barriers and limited potential for export, small markets often portray a vivid domestic production. This has been notably the case for the Flemish case, where over the last decades TV fiction production has increased and professionalized, in turn a result of their popularity and large market shares. In recent years, this has led to a growing recognition of the potential to further commercially and culturally exploit Flemish TV fiction in international markets.

This project focuses on the economic and cultural sustainability of television drama series in Flanders. The research question is how can small ecosystems for drama financing and production survive, and how can policymakers directly or indirectly contribute to the sustainability of financing draman in small markets in the long run. Evidence is drawn from a case study approach. Four successful TV fiction series in Flanders are being compared and analyzed. The project therefore builds on a series of expert interviews with stakeholders involved within TV production, financing, aggregation and distribution; analysis of secondary data (revenues and costs) and document analysis (annual reports, press releases, policy statements).

Duration

This project runs from 01/01/2014 - 31/05/2014

Staff involved

Financed by

  • Department of Culture, Youth, Sport & Media (CJSM)

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Wanagogo - An online 3D and multi-device game environment

About

In Wanagogo a number of innovative solutions in the context of 3D MMO (Massive Multiplayer Online) games are pursued that provide the project partners with a competitive advantage in their markets: the realization of a subscription model for advertising-free content, novel multi-player gameplay concepts, and high-quality online multi-device 3D games.

Research design

MICT will inform the project from a user-centered point of view. Together with the project partners a reference measurement regarding today’s media consumption, behavior and experiences among children between three and nine years old through a mixed-method approach.

This user research especially focuses on quality of experience, user experience and usability issues with:

  • respect to children’s digital media use
  • acknowledging for the differences in uses
  • gratifications according to the type of digital platforms, devices, contents, and use contexts
  • accounting for the parental attitude and mediation in children’s media use.

Duration of the project

The project runs from 01/01/2013 - 31/01/2014.

Staff involved

Financed by

ASPRO+ - AutoStereoscopic multi-view video PROcessing and PROjection

About

3D movies brought new momentum to cinema today. In many other applications however, a 3D breakthrough has not yet been reached.

ASPRO+ has two main goals:

  • tackle the technological limitations of current 3D solutions without the use of 3D glasses and maintaining the viewer’s freedom of movement
  • achieve a natural 3D experience

Stereoscopic 3D images are recorded today through a complex setup with two cameras. In the ASPRO+ project, we will investigate stereo recording with just 1 camera and 1 single lens.

Moreover, we find a multitude of 3D formats nowadays. There is however no optimal format to transport 3D information with viewpoint freedom. ASPRO+ wants to investigate the possibilities to realize such a format.

Finally, autostereoscopic displays, which do not require the viewer to put on 3D glasses, often have a large number of limitations:

  • restricted number of predefined viewing positions
  • mixed perspectives through crosstalk
  • decreased resolution
  • 3D inversion

ASPRO+ will investigate the possibilities to offer a large screen solution with autostereoscopic 3D rendering.

Methodology

MICT will perform user requirements analyses for the four most important applications of autostereoscopic 3D technology:

  • immersive display environments
  • video conferences
  • small venue digital cinema
  • multi-viewer simulators

We also identify new opportunities for this technology by organizing focus groups and interviews. However, MICT’s most important role in the project is doing research into the quality of experience. The focus is on the spatio-temporal quality, depth perception and the naturalness.

Duration of the project

The project runs from 01/01/2013 - 31/12/2014.

Staff involved

Financed by

AIVIE - Augmented immersive-video-based interactive environments

About

The AIVIE-project introduces Augmented Immersive Video (AIV): a new medium based on the integration of immersive, omnidirectional video with 3D computer graphics. AIV entails a variety of potential applications, ranging from business, engineering & science to entertainment.

In this project three technological challenges are tackled:

  • integrating the 3D content with immersive video
  • optimizing transport
  • making interaction in AIVIE effective

The feasibility of practical applications will be demonstrated via a multitude of output configurations, ranging from ad hoc constructions to full 360-degree surround projection setups.

Methodology

In this project MICT supports the user-centric design methods to identify the most promising applications. Meanwhile, we maintain a feedback loop between developers and target groups.

Duration of the project

The project runs from 01/01/2013 - 31/12/2014.

Staff involved

Financed by

CoPlaSM - Multi-standard communication platform for smart metering

About

CoPlaSM aims to realize a proof of concept of a multi-standard communication platform for smart metering applications. We want to validate it under realistic and challenging conditions.

We face a revolution in energy production and consumption. Decentralized renewable electricity production (e.g. solar panels) sharply increases, leading to a two-way electricity transport in the grid. A stable grid requires continuous monitoring based on smart metering, both in the grid infrastructure and at the consumer.

In CoPlaSM we build a highly innovative upgradeable multi-standard communication solution. This leads to a higher reliability in the adverse and time-varying conditions that are typical of the smart grid environment.

The multi-connectivity (wireless, cable, PLC) is a one-fit-all solution for the grid operator with:

  • shorter time-to-market
  • lower unit price
  • cheaper logistics
  • easier and uniform installation

One of the main challenges is to obtain a multi-standard module that can compete with single-standard dedicated solutions in terms of cost, performance and power consumption.

Methodology

We will perform a stakeholder requirement analysis and organize brainstorm sessions with end-users to identify the affordances of smart metering in relation to smart living.

Duration of the project

The project runs from 01/01/2013 - 31/12/2014.

Staff involved

Financed by

EMSOC - User empowerment in a social media culture

About

Due to the fundamental change of media and communication, we are entering a social media culture. There is a shift from mass media and personal media to media for “mass self-communication”. Mediated communication becomes increasingly participative and personalized by means of social computing (web 2.0). The user is hereby the central actor to a certain extent.

The goal of this project is to critically assess the belief of the user being (dis)empowered in a social media culture.

The research on user empowerment in a social media culture is structured around three main areas of interest:

  1. Inclusion: there is no automatic link between social media and user empowerment as not all users are able, willing or even permitted to be involved and to participate through digital media.
  2. Media literacy: not all users have the required capabilities to optimally use and apply social computing in their own life and work.
  3. Privacy: to what extent are users self-reflexive about and sufficiently aware of changes in privacy and personal data, i.e. how their digital activities are being monitored, processed, analyzed and commodified by third parties.

Duration of the project

The project runs from 01/12/2010 - 30/11/2014.

Staff involved

Financed by

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e-Strips - Building a digital e-Strips platform: from creation to selling

About

The e-Strips project aims to create an e-Strips platform and an innovative collection of tools. Goal is to offer newly produced as well as the long tail of old ‘strips’ (as comics are known in Flanders) to readers.

In cooperation with the project partners, we will develop new tools enabling publishers to:

  • enrich digital strips
  • prepare them for multiplatform digital distribution
  • tailor them to the unique aspects of the content creator, the digital product itself, and the consumers

Of these diversified offerings, the market potential and willingness to pay in all its manifestations will be investigated through a living lab panel.

Methodology

MICT will develop an instrument for measuring and predicting the adoption and use of the e-Strips platform based on scientific insights from the theory of planned behavior (TPB) and the technology acceptance model (TAM). MICT will review the literature of the existing, related instruments and constructs based on TPB and TAM to choose a conceptual framework.

Furthermore, MICT will also integrate the results of qualitative, exploratory research. We will make constructs related to e.g. perceived usefulness and perceived ease of use operational in relation to potential hurdles and/or added value of e-Strips.

As a result MICT will deliver a large-scale quantitative survey in which reliability and validity of the instrument are tested. In this survey, we determine the degree to which it can measure and predict buy and use intention in terms of variance explained. This measurement will be combined with an adoption potential assessment based on the PSAP method and the Van Westendorp price meter.

In this way, MICT will explore the attractiveness of different ownership and payment models and assess their potential for different segments.

Duration of the project

The project runs from 01/11/2013 – 31/10/2014

Staff involved

Financed by

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Levenslijn II City jam - Follow-up the development of the traffic safety game

About

The main goal of the Levenslijn Child Fund is to stimulate children and adolescents in stating safe behavior on the road by organizing a variety of campaigns.

The Levenslijn Child Fund consists of three sections:

  1. Prevention aiming at safer mobility among children and adolescents
  2. Better care of young victims of traffic accidents
  3. Scientific research concerning all problems that go together with mobility of children and adolescents

Levenslijn Child Fund was founded in 2002 by the VMMa (Flemish Media Association) and administered by a separate committee form the King Baudoin Foundation. The financial resources are supplied by Levenslijn activities and the VMMa.

Research design

In collaboration with the government, one will develop a game to enhance the awareness of road safety and to stimulate safe behavior on the road among adolescents.

In 2012, MICT was in charge of a research trajectory to develop a concept document for this game. This trajectory consisted of a state of the art, expert interviews, focus groups and co-design sessions with the target group. This had led to a location-based game concept, which in a first stage will be played in traffic free city zones of several Flemish cities.

In February 2013, the actual development of the game will start by citygame developer La Mosca. MICT will be responsible for involving the target group in different phases of the development.

MICT will start involving the target group at a relatively early stage of the development to gather input and feedback on game design. Further, MICT will be responsible for the testing of the game, both on usability as on effectiveness concerning the learning goals of the game.

Duration of the project

The project runs from 01/01/2013 - 31/12/2014.

Staff involved

Financed by

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Linear+ - Intelligent networks-smart grids

LINEAR+ focuses on energy technology. The effort goes especially out to hard- and software systems to optimize the energy flow and to energy consumption. A great deal of attention goes to the use of electrical interfaces and control aspects of the electrical distribution systems. This Flemish project, supported by IWT, is a breakthrough for the transition to smart grids and smart distributed generation.

The Flemish Institution for Technological Research (VITO) is the project coordinator and MICT is responsible for the user survey and the potential estimation.

Duration of the project

The project runs from 01/01/2009 - 31/12/2014.

Staff involved

Financed by

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MISTRAL - Managing Internet video STReaming through Adaptation and Learning

About

The goal of MISTRAL is to investigate the next generation HTTP (Hypertext Transfer Protocol) adaptive streaming architecture, protocols, and algorithms for high quality media streaming over IP networks in general, and the Internet in particular.

Both extensions to the current 3rd generation of AVC-based (Advanced Video Coding) HTTP adaptive streaming, and a 4th generation SVC-based (Scalable Video Coding) HTTP cognitive streaming will be researched, targeting disruptive innovations in the video streaming domain.

The technical requirements for a next generation HTTP streaming will be determined based on three complementary and equally challenging use cases:

  1. Multi-site collaboration
  2. Internet-based media production and delivery
  3. Web television

Next, in-depth research will be done along 4 dimensions:

  • Optimal video encoding and temporal segmentation for H.264/AVC and H.264/SVC in the context of HTTP-based delivery, optimization of SVC encoding for the same context, and study the efficient encoding of synthetic content (combining images, video, data, and graphics).
  • Architectural extensions, features, and interaction with network level functionality (e.g. appropriate linking with network traffic engineering, proactive video segment downloads) that can improve HTTP-based delivery of video segments.
  • HTTP adaptive streaming quality monitoring mechanisms and a novel perceptual video quality metric, based on detailed experiments and user experience studies for the three defined use cases.
  • Exploration of self-learning mechanisms that allow the streaming system to gradually improve over time, these mechanisms will be studied for the encoding side, the cognitive network elements and the client-side decisions.

Methodology

This project is multidisciplinary since it requires the combined expertise in various domains:

  • advanced networked system design
  • network management
  • video encoding
  • advanced optimization algorithm design
  • user perception modeling
  • subjective and objective video quality assessment

Research results will be thoroughly analyzed through a variety of simulation and emulation experiments, and extensive subjective testing in a two phase approach. Finally, the obtained results will be integrated in three Proof-of-Concept (PoC) implementations (one for each use case) and detailed validation and evaluation will be performed on each of the PoCs.

The consortium is composed of Flemish leading stakeholders in the domain of video delivery:

  • VRT: content provider
  • Belgacom: network operator and IPTV service provider
  • Alcatel-Lucent Bell Labs: network equipment provider
  • Barco: high-end user equipment and networked application provider

The industry consortium is convinced of the high-added value of jointly investigating in detail the novel added-value of adaptive video streaming for their future products.

Five iMinds research groups are involved, one of them is MICT.

Duration of the project

The project runs from 01/01/2013 - 31/12/2014.

Staff involved

Financed by

Open data - An experimental open data platform for Flanders

About

Open data are non-personal data and datasets, disclosed by the government and the private sector, that can be used, reused and redistributed by anyone. By ‘linking’ and combining these datasets, data can be enriched and new knowledge can be created. In that way, ‘linked open data’ can result not only in a higher level of transparency and citizen participation but also in economic growth, innovation and better public service.

However, disclosing ‘open data’ is often regarded as a too technical, complex and time-consuming task. In order to lower these barriers and to stimulate (linked) open data, this project will develop a platform that facilitates and automates the disclosure, publication, re-use and linking of data for everyone.

In this project, MICT will guide the development of the use cases, research the needs of the different target groups and sectors, gain insights on the valorization of such a platform in Flanders (and outside) and disseminate the acquired knowledge to a wide audience.

Duration of the project

The project runs from 01/01/2013 - 30/06/2014.

Staff involved

Financed by

Ragasi - Quality guarantees for online 3D games for children

About

The RAGASI-project wants to elaborate services to guarantee and improve the quality of an online 3D game environment for children. With this project RAGASI focuses on the quality aspects of integration, launching and research.

The RAGASI-research will concentrate mainly on the confidential use by using semi-automatic testing and controlling, but will also focus on a new technology to deliver 3D graphics of high quality, that can be streamed from various devices. Besides the research project will investigate the possibilities of parental mediation.

Duration of the project

The project runs from 01/02/2014 - 31/01/2015.

Staff involved

Financed by

SoLoMIDEM - Social, local & mobile identity management

About

The ‘converging’ combination of SOcial + LOcation + MObile platforms and services is a powerful, yet often misunderstood business opportunity. People often hold back on the full use of these services, because they believe companies track every move to inundate them with marketing and create a business by using their aggregated identities. And so they resist.

Therefore, one of the most important challenges for the next generation of SoLoMo-Technology is to deliver highly targeted, context-rich communications that:

  • do not harm the confidence and trust of the users
  • ensure control over their mobile identity and privacy
  • allow a diversity of 3rd parties an efficient way to benefit and hook up to such platforms and technology

The primary innovation goal of SoLoMIDEM is to build such a user-centric, multilayered, open SoLoMo platform.

However, the ‘end-user centricity’ is transcended to the level of ‘end-user empowerment’: the end-user will be able to indicate his strict preferences for personal information disclosure. In exchange for this information disclosure, he will receive personalized information and service offers (of various stakeholders). At the same time, his privacy is fully guaranteed through the integration of user-centric federated identity management solutions and location-privacy techniques.

MICT takes the lead in the user-centred research work package:

  1. Several quantitative research tracks will be performed, based on the existing Living Lab panel.
  2. An extensive iterative qualitative research track will be performed with the core panel members of the Living Lab. Goal is to scrutinize the general platform and the potential opportunities/services that could be implemented more in depth and fine-tune the concrete use cases.

Duration of the project

The project runs from 01/10/2012 - 31/12/2014.

Staff involved

Financed by

VIAA living lab case

About

By means of targeted digitalization and the creation of digital platforms and services, Flanders wants to conserve and unlock their heritage, knowledge and history. The Flemish institute for digital archiving (iMinds-VIAA) wants to make this data available for diverse applications.

This Living Lab research focuses specifically on the creation of an audiovisual archive for Urban Libraries and for education, by means of the online web portal iMinds-VIAA. Therefore, they collaborate with potential end users to shape the possible use cases for the platform align the needs of all stakeholders. In this research we focus on the possibilities of the digital archive for libraries and for teachers.

Innovation Goal

This Living Lab research tries to answer the following questions:

  • Which are the most interesting target groups for the VIAA-platform in both the library and the education context?
  • What are the needs, use cases and user context per target group for the VIAA-platform in both the library and education context?

MICT will provide an environmental scanning of similar initiatives and models regarding consultable audiovisual archives. We do that within an education and library context by means of a desk research and literature research. Based on previous studies on digital archiving, a State of the Art of end-users will be drafted. A number of international experts will be confronted with the results of the Environmental Scanning.

There will be three creative co-creation-sessions organized for both the education and library section, with representatives of the Lead User-profiles of previous research steps. By means of a number of stakeholder interviews from different educational networks, the previous results will be deepened.

The adoption intention of the iMinds-VIAA-platform in both library as education context will be considered by a dual online survey. In one or more libraries a demonstrator will be installed, which meets one scenario from the previous research steps. Concluding both field trials, fore co-creation-sessions will be organized. In these workshops the results of the Living Lab research will be used as a base to validate the iMinds-VIAA-platform with a number of experts from the library and education sectors.

Duration of the project

  • The project runs from 01/07/2013 - 31/12/2014

Staff involved

Financed by

CityTripPlanner

About

CityTripPlanner targets travelers who do not have much time to prepare a citytrip but who want to pick up as much as possible from their (short) visit. With minimal effort for the user, this platform generates personalized routes with an aggregated offer of relevant products and services such as hotels or restaurants. CityTripPlanner is available in three languages on www.citytripplanner.com and covers an offer for 28 European cities. This offer grows constantly by adding new cities on a monthly basis.

CityTripPlanner is successfully distributed as an affiliate program: a private label version of the planner is already uses by different travel agents, such as Thomas Cook. The main goal is to generate as much traffic as possible on the platform and subsequently sell products from the stakeholders (conversion). This can only work within an optimal user experience and an aligned offer for the most interesting target groups.

Duration of the project

  • This project runs from 01/02/2014 - 30/10/2014

Staff involved

Financed by

Cityzen

About

CityZen is a Living Lab research project, instigated by Nazka mapps, aimed at the development of a ‘smart’, engaging and interactive online map. Remote sensing and GIS data are therefore combined with web and mobile applications. Data aggregation and user-friendly visualisations allow for governments, organizations companies and individuals to make the right decisions. More specifically, the CityZen project is a ‘smart platform for climate adoption’.

The goal is to connect city governments and citizens and enable common actions to fight climate change:

  • For citizens, the platform is an application that allows to make informed decisions and act differently, to think and debate together and to help in the collection data (participatory sensing).
  • For governments the platform is aimed at informing citizens (e.g. status-updates on air quality), communicating policy actions and mobilizing city inhabitants (set-up of campaigns).

iMinds-iLab.o is the independent research institution in this project.

Duration of the project

This project runs from 01/12/13 – 30/11/2014

Staff involved

Financed by

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Flowrooms

About

Sourcerooms is a webbased platform focusing on sourcing and procurement professionals facing the challenge of working in a competitive and demanding environment. They experience pressure to source high quality goods and services at the lowest cost possible within short timeframes.

Sourcerooms is a platform that will allow procurement and sourcing professionals to manage their purchasing process more efficiently by structuring the overall workflow, such as optimizing the decision process, following up of tight deadlines, e-mails, etc.

MICT will be responsible for the user research during the Living Lab.

Duration of the project

The project runs from 01/11/2013 – 31/10/2014

Staff involved

Financed by

GeoCommunication

About

GeoCommunication is an online platform in which people can make their own digital letterbox. This allows them to filter their preferred advertisement and to communicate with their neighbourhood. During this Living Lab the focus will lie on the further development of the prototype by actively involving end-users during co-creation workshops and a field trial.

Duration

  • This project runs from 01/05/2014 to 01/09/2014

Staff involved

Financed by

Library for the future

About

During the preparation of the Krook, the City Library Ghent (CLG) wants to explore which strategy they should use for the organization and functioning of a youth library. To shape the youth department in the Krook, it is important to involve youngsters in this research.

It is also significant to know what the goals and aspirations are for the CLG. This motive can explain why this inquiry tries to generate an optimal interaction between youth and library to create an ideal strategy for the future. This Living Lab research should clarify the different potential target groups in Ghent and their expectations of a modern library in the Krook.

Innovation Goal

This Living Lab research tries to answer the following questions:

  • What are the most interesting youth target groups for a modern library?
  • What are the needs and user contexts for every specific segment of the youth library?
  • What are the most interesting scenarios and ideas for a youth library?
  • How about the adoption potential for every specific segment of the youth library?

The objective of MICT is to draft an environmental scan, supplemented by international expert interviews. Then a short online intake survey will be organized as a pre-measurement and recruitment tool for the creative co-creations. Based on the data of the quantitative survey, a core-panel of potential end-users will be composed based on their specific ‘Lead Userness’.

In this project, three co-creation sessions are planned. We do a field trial and focus on the scenarios resulting from a previous evaluation. To include the opinion of experts in this analysis, there will be an expert validation exercise. The results of previous research steps will be translated in a final survey, which will be spread among 250 youngsters.

Duration of the project

The project runs from 01/06/2013 - 31/05/2014.

Staff involved

Financed by

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Mediawijs - Knowledge centre for media literacy

About

Mediawijs.be, the knowledge centre for media literacy, was launched in January 2013. The goal of Mediawijs.be is to promote media literacy for all citizens in order for them to act in a more conscious and critical way in the mediated society. In order to do so, the centre wants to stimulate and raise media competences, to create an e-inclusive society and a safe media climate.

On behalf of MICT, Elke Boudry works part-time for Mediawijs.be and is in charge of the development of the Mediawijs.be knowledge platform. This online platform is aimed at different actors from the broad field of media literacy (stakeholders from the field as well as policy makers, media industry and researchers). The platform offers various information, knowledge, methods and good practices and actors active in the field of media literacy.

Mediawijs.be is a network organization based on a consortium of 12 partners who will initiate projects focusing on training, knowledge sharing and communication. The partners of Mediawijs.be are:

  • iMinds-Digital Society Department
  • LINC vzw
  • Mediaraven
  • Stuurgroep Volwassenenonderwijs (via VOCVO)
  • MAKS
  • REC Radiocentrum
  • MIOS-Universiteit Antwerpen
  • ICRI-KULeuven
  • Cemeso-Vrije Universiteit Brussel
  • Thomas More
  • Katholieke Hogeschool Limburg
  • Provinciale Hogeschool Limburg

Duration of the project

The project runs from 01/01/2013 - 31/12/2014.

Staff involved

Financed by

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NeoScores - Play app for scores

About

NeoScores (founded by three musicians of the Brussels Philharmonic) started living lab research with iMinds-iLab.o by means of an SME service portfolio (KMO dienstenportefeuille) from Enterprise Flanders (Agentschap Ondernemen). In an iterative way through the living lab methodology their web-app is tested.

NeoScores is an application for digital music scores which at the moment runs in bèta and already has more than 800 international users. NeoScores wants to make further progress in the shape of potential use cases for the online platform together with end users. End users are the different kinds of musicians profiles (orchestra, band, lecturer,…). By involving these target groups in an early stage of the design process, it allows the innovation to shape real needs, habits, attitudes and contextual factors from the beginning.

Innovation Goal

This Living Lab research tries to answer the following questions:

  • What is the market for neoScores?
  • How is the application used by different musicians profiles?
  • Which features are missing and on which features should neoScores focus?

By means of an environmental scanning of the market and a competitor analysis, MICT wants to indicate similar models, applications and systems. Based on the data of a survey of +/- 800 existing users, a core-panel will be composed according to their specific ‘Lead Userness’. With a heterogeneous selection from the core-panel a co-creation session will be held. The focus will be the current habits and practices about the neoScores application.

In association with neoScores and based on previous research steps, relevant profiles of people who do not know neoScores will be identified on account of the field trial. A list of relevant stakeholders for neoScores (e.g. publishers, bandleaders,…) will be drafted. These representatives will be invited for an interactive workshop lead by an iMinds expert, whereby de possible business models will be drafted and validated.

Duration of the project

The project runs from 01/07/2013 - 31/03/2014.

Staff involved

Financed by

Partago

About

Partago leverages the opportunities of emerging technologies to provide city inhabitants an easy and comfortable way of moving around. The Partago Project will evaluate the model together with iMinds during a Living Lab research. This Living Lab research is situated in the start-up of an enterprise and has the ultimate goal to validate the suggested business model (offer, price) of Partago. Is this model viable or not? Secondary, when the model is viable, what tracks have chances of success?

Duration of the project

  • This project runs from 01/05/2014 - 31/12/2014

Staff involved

Financed by