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Motivating end-users behavioral change by combined ICT based tools and modular information services on energy use, indoor environment, health and lifestyle.

GreenSoul pursues higher energy efficiency in public buildings by altering the way people use energy consuming shared devices (lights, printers) and personal devices (personal pluggable appliances). For that, it applies a twofold strategy: 1)persuades users to increase their energy-awareness and change their e-consumption habits and 2)embeds intelligence in the devices to let them autonomously decide about their operation mode for energy efficiency purposes. For the first part, it will use a variety of techniques, from persuasive social applications to physical interaction mechanisms linked to the devices. For the second part, it will learn from the usage habits, acting only when an energy wasteful behaviour is detected or the users do not heed the devices' suggestions. The aim is to add a green-soul to devices in a pluggable manner to avoid costly replacement of equipment and the corresponding disposal of old-fashioned devices to the landfill.

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  • Project: ManuSkills

The main aim of ManuSkills was to study the use of enhanced ICT-based technologiesand training methodologies to facilitate an increase of young talents' interest inmanufacturing and to support their training of new manufacturing skills. The project experimented with a wide range of innovative delivery mechanisms, such as serious games and teaching factory, supported by the use of social media augmented by gamification and leveraging the distribution channels preferred by young talent. In addition, the project explored the pedagogical frameworks best suited to the personalization of individual learning needs taking into account the industrial demand. ManuSkills addressed two stages of the young talent pipeline (i.e. teenagers and young adults), where for the youngest target the focus was to make manufacturing education more attractive, whilst for the elder one the focus was to facilitate transformative deep learning of individuals, with reduced time-to-competencProject website:

  • Project: TELMI

Learning to play a musical instrument is mostly based on the master-apprentice model in which the student's interaction and socialization is often restricted to short and punctual contact with the teacher followed by long periods of self-study resulting in highabandonment rates. In such a learning model, modern technologies are rarely employed and almost never go beyond audio and video recording.

The main aim of the TELMI project is to study how we learn musical instruments, taking the violin as a case study, from a pedagogical and scientific perspective and to create new interactive, assistive, self-learning, augmented-feedback, and social-aware systems complementary to traditional teaching.

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  • Project: ICP4Life (An Integrated Collaborative Platform for Managing the Product-Service Engineering Lifecycle)

The specific quantitative objectives of ICP4Life are:

- To reduce up to 30% the lead times in product development and process planning for modular product-services.

  • - To improve sustainability and decrease time-to-market by 20% for all products including configurations and associated services.

  • - To reduce the set-up and ramp-up times by up to 40% through seamless exchange of process information and knowledge reuse from previous projects.

  • - To reduce the environmental footprint of products by up to 30% through the control and monitoring of all their lifecycle phases from design up to disposal.

  • - Improve maintenance in energy supply networks by reducing relevant process times by 40%.

Furthermore, some of the main objectives of ICP4Life are the introduction of advanced services in the energy suppliers industry through early dissemination as well as the better integration of customers and manufacturers (targeting all SMEs and industrial equipment manufacturers) so as to increase the competitiveness of the European manufacturing community.

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  • Project: People-Centred Development Approaches in Practical and Learning Environmnets (PEOPLE) - Erasmus+ (Knowledge Alliances 2016)

The project focuses on the mismatch between qualifications gained by humanities and social science students and skills expected from graduates by employers in industry. Particularly in the fields of anthropology, psychology, sociology, and related disciplines, a lack of practical experiences among recent graduates often diminishes their employability in the industry sector and contributes to high overall rates of unemployment among youth in the European Union. The main goal of the project is the development, implementation, and evaluation of a new model of knowledge transfer between higher education and industry. Interdisciplinary teams of students formed in the PEOPLE project will use different people-centred development approaches to test and improve existing products or services and to seek new development solutions for the industry.

  • Project: DriveGreen: Development of an ecodriving application for a transition to a low-carbon society

The main goal of the project is to develop an intuitive and user-friendly mobile application DriveGreen which helps lower CO2 emissions by monitoring driving habits and encouraging ecodriving. The positive outcomes of a driving style modified by such an application have to do with more than lower greenhouse gas emissions, however; they include lower fuel consumption, economical vehicle use and safe driving. Thus, ecodriving is the optimal solution for both the individual (lower costs, greater safety) and the society (lower CO2 emissions).

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Peter Op 't Veld
Huygen Installatie Adviseurs B.V.
Parkweg 22b, 6200AM Maastricht
The Netherlands
T: +3188 0322222
T his project has received funding from the European Union’s Horizon 2020
research and innovation programme under grant agreement No. 723032.