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Information & Communication Technologies



FP7 projects in cultural heritage, digital libraries and preservation

The projects presented on this page result from the following calls for proposals under the ICT programme in FP7:

  • ICT Call 1, December 2006 - May 2007
  • ICT Call 3, December 2007 - April 2008
  • ICT Call 6, November 2009 - April 2010
  • ICT Call 7, September 2010 - January 2011
  • ICT Call 8, July 2011 - January 2012
  • ICT Call 9, January 2012 - April 2012
  • ICT Call 10, July 2012 - January 2013
  • ICT Call 11, September 2012 - April 2013

Project resulting from Call 11

PREFORMA - PREservation FORMAts for culture information/e-archives
Memory institutions are handling an increasing number of transfers of electronic documents and other media content into their archives for long term preservation. The data are normally delivered in standard file formats for documents, images, sound, video etc.  However, the correct implementation of file format standards cannot be guaranteed since the software used to produce the files is not in control neither by the owners of the content nor by the archiving memory institutions. This can jeopardise the whole preservation exercise. The project will research critical factors in the quality of standard implementation and develop a suite of innovative tools to assess standards compliance of collections to be archived and to correct non-compliance. The tools should provide a reference implementation for the most common file format standards. PREFORMA will target a wide digital preservation community, by providing specifications and feedback to developers, standardisation bodies and memory institutions, and build a sustainable network of common interest. The project will make use of joint pre-commercial-procurement to involve industrial suppliers.
Fact sheet - Project website

Projects - Call 10

COINVENT - Concept Invention Theory
The capacity of combinational creativity - i.e. when novel ideas are produced through unfamiliar combinations of familiar ideas - is difficult to recreate computationally. COINVENT aims to develop a computationally feasible, cognitively-inspired formal model of concept creation, drawing on Fauconnier's and Turner's theory of conceptual blending, and grounding it on a sound mathematical theory of concepts. Conceptual blending has hardly been used for implementing creative computational systems, mainly due to the lack of sufficiently precise mathematical characterisations. The model to be defined in the project will be based on Goguen's proposal of a Unified Concept Theory, and will draw from interdisciplinary research from cognitive science, AI, formal methods and computational creativity. To validate the model, a proof of concept of an autonomous computational creative system will be evaluated by humans in two test-bed scenarios: mathematical reasoning and melodic harmonisation.
Project website
CONCEPT - COllaborative CrEative design PlaTform
Product design and development is performed through a range of processes such as engineering design, analysis, process planning, assembly planning, manufacturing, inspection, etc. Professional designers use the Internet and Web technologies to collaborate and improve the new product and the development life. However, available technology support focuses mainly on the modelling stages of the design process while the early conceptual stages remain unexplored. The scope of this project is the implementation of a framework to be integrated into collaborative design environments, dedicated to assist professional product designers in the early stages of the design process. A number of research and technological challenges will be addressed, including the semantic integration of collaborative tools and data, effective methods for communication and interaction among distributed teams, group awareness and the use of metaphors for conceptual design.
Project website
ConCreTe - Concept Creation Technology
ConCreTe aims to study conceptual creativity in humans and machines. Hierarchical memory representations and techniques for conceptual blending are implemented in the context of a cognitive architecture of creativity based on information theoretic measures. ConCreTe advances autonomous creative systems by enabling computationally-creative reasoning when necessary domain knowledge is made available. The project uses Semantic Web technology, develops mechanisms for generating examples in the creative domain from a learned model, and mechanisms for evaluating generated examples according to novelty and value. ConCreTe develops computer systems to simulate conceptualisation by study of deliberately guided methods, systems that can conceptualise new meaning in terms of, but not restricted by, its existing knowledge. It develops and implements a cognitive architecture simulating human creativity, studies it as a creative entity in its own right, and behaviourally and neuroscientifically as a model of human creativity.
Project website
CREAM - CReativity Enhancement through Advanced brain Mapping and stimulation
Current ICT technology provides new capabilities to measure the functional activity of the brain and to compute in real-time stimuli that can be applied to the brain itself in order to train and modify its activity. This new frontier of research is made possible by a dramatic increase in cheap computing power, novel design methodologies for high-performance software, integrated circuits and systems for sensors and actuators, and algorithms and software environments for collaborative interaction of people cooperating on solving a specific problem. This project will explore the consequences of exploiting these novel technologies in a deliberate attempt to improve a higher-order task such as creativity.
Project website
CRE-AM - Creativity REsearch Adaptive roadmap
CRE-AM aims to bridge communities of creative industries with communities of technology providers and innovators, in a collective, strategic road-mapping, addressing the needs of the following sectors of the creative industries: arts, crafts, design, publishing and games. The focus will be the future ICT R&D agenda about new tools supporting the creative processes, as well as enhancing and improving existing tools and platforms to be more adapted to, or to better care for, the needs of specific creators' groups. The project will also contribute to the development of a critical mass of ICT and creative communities working together. Main results will include recommendations for policy, planning, and decision making for the creative industries community and roadmaps for specific future actions for each five creative sector.
Project website
CREATIF - Digital creative tools for digital printing of smart fabrics
This research will result in collaborative and intuitive software design tools, coupled to a digital dispenser printer, allowing the creation of smart fabrics by printing. Visualisation and simulation will interact in the collaborative design process with the senses of sight, hearing and touch. The tools will be validated and demonstrated in a real environment by producing three advanced smart fabric prototypes (for interactive light emission, interactive colour change and sound emission/touch). These directly target the sectors of design, advertising and architecture, although the collaborative tool impacts any creative industries using fabrics.
Project website
CR-Play - Capture-Reconstruct-Play An innovative mixed pipeline for videogames development
Videogames are one of the most relevant creative industries in Europe, both as regards the large number of actors involved and the internationally recognised excellence of available products. The market is strong, with an increasing demand for games that present realistic computer graphics, albeit very competitive. This project will create an innovative mixed pipeline for videogames development which will make the production of high quality realistic contents accessible even to small game developers. They will be able to capture and reconstruct buildings, trees and other real life elements by simply selecting a few sequences of photos and videos to be processed by the CR-Play semi-automatic software. The simplicity, speed and quality of the new pipeline will have a positive impact on development costs and time-to-market, free resources to produce more creative games and consequently give a significant competitive edge to the European SMEs in the game sector.
Project website
c-Space - An affordable tool to turn the space surrounding us into a creative experience
The goal of this project is to deliver a low-cost solution to reconstruct 4D scenes (3D plus time) of events from casual real-world footage (e.g. captured by mobile phones) through Video Based Rendering (VBR) techniques. 3D scenes of real scenes at different times (4D), e.g. public concerts, sports events but also meetings, parties or simple outdoor spaces, can then be used as the "virtual stage" for ubiquitous media-sharing. By significantly shortening the 3D content creation pipeline, c-Space fills a gap in current technology and yields manifold savings - in terms of time & resources -  in creative industry sectors such as performing arts, advertising, cinema, video games, cultural tourism etc. Non-technical issues will also be explored, i.e. 1) social acceptance or social communication mechanisms emerging from projecting information onto the surrounding space, and 2) creation of innovative businesses including, for instance, new services for personalised forms of localised advertisement or for cultural tourism.
Project website
Dreamspace - A Platform and Tools for Collaborative Virtual Production
The project will research, develop and demonstrate tools that enable creative professionals to combine live performances, video and computer-generated imagery in real time and collaborate to create imaginative entertainment and experiences. The film and TV industry needs audiovisual media that combine the real world, CGI and 3D animation in real time, at a quality sufficient for major movies and at an acceptable cost. Meeting the demand requires advances in many areas: combination of 2D and 3D methods; depth and lighting capture; surround video; real-time depth-based processing and compositing; real-time high resolution rendering; new ways of manipulating CG objects and video in virtual environments. Dreamspace will make it possible for directors, designers and artists to build experiences directly from visual components, working together on set, and see the results immediately. It will also explore Virtual Production technologies to deliver new creative experiences.
Project website
Dr Inventor - Promoting Scientific Creativity by Utilising Web-based Research Objects
This project is an attempt to leverage the potential of technology in the scientific creative process within current technology limitations. Dr Inventor will act as a personal research assistant, utilising machine-empowered web search and computation to extend researchers' perspectives by informing them of a broad spectrum of relevant concepts and approaches, by assessing the novelty of research ideas, and by offering suggestions of new concepts and workflows with unexpected features for new scientific discovery. The project represents a balance between scientific insight into individual creative processes and the implementation of innovative technologies for information extraction, document summarisation, semantics and visual analytics. The research outcomes will be evaluated under real-world settings, leading to tangible measurements of the performance of the technologies in enhancing human creativity and a blueprint for future technologies in computational creativity.
Project website
GiantSteps - Seven League Boots for Music Creation and Performance
The project aims to create digital musical tools providing inspiration and support to practitioners.
- Musical expert agents will provide suggestions on melody, harmony, rhythm, structure, or style from sample to song level. Users will be guided when they lack inspiration or technical or musical knowledge.
- Improved interfaces for human-computer interaction and collaborative control of multi-dimensional parameter spaces will lead to new input modalities.
- New low-complexity algorithms for music analysis and recommendation will be made available on low-cost devices.
Project website
Lrn2Cre8 - Learning to Create
This research aims to understand the relationship between learning and creativity by means of practical engineering, theoretical study, and cognitive comparison. Lre2Cre8 uses music as its domain and will build systems that take musical data as input and learn the necessary representations and structure to memorise it efficiently. The hypothesis is that this is a cognitive model of human musical behaviour. It will be tested though empirical studies that compare the behaviour of the computational models with human behaviours. The relationship between well-understood and cognitively validated learning mechanisms and creative behaviour will be studied in musical composition and performance. Lrn2Cre8 aims to devise new methods for evaluation of creative behaviour in machines and humans and to apply them, comparatively, to creative processes and outputs of the project. It aims ultimately to produce music of genuine interest to society, and will launch a record label to promote it.
Project website
MAGELLAN - a Multimodal Authoring and Gaming Environment for Location-based coLlaborative AdveNtures
The latest wave of innovation for computer games is ‘location-based’, focussing  the players’ attention on the real world around them as much as on the digital world of the game, aiming to create a powerful juxtaposition of the two. But the creation and deployment of such experiences represents major challenges because of the blend of cutting-edge technologies they require, their hard to master limitations, and the complex gaming concepts they employ. This project will deliver an unprecedented authoring environment based on visual authoring principles in order to enable both non-programmers and advanced users to cost-effectively create multi-participant location-based experiences. A web platform will support the publication, browsing and execution of a massive number of such experiences. Finally, guides for authors of location-based experiences will be produced that will constitute a reference for the interested public as well as a foundational document for future research in the field.
Project website
M C SQUARED - A Computational Environment to Stimulate and Enhance Creative Designs for Mathematical Creativity
The project will develop an intelligent digital environment to support creative industries involved in the production of educational media content to collectively create educational media that enhances creativity in mathematical thinking. The project will develop the 'c-book' ("c" stands for "creative"), and will extend the e-book technologies by including diverse dynamic widgets, interoperability, collective design and an authorable data analytics engine. Publishers, software developers, researchers and school educators will be involved in the design of the c-book, and several, geographically distinct, multidisciplinary Communities of Interest will be established in the process. The project will help re-steer recent economy of scale initiatives in digital resources for mathematical thinking from traditional paradigms to 21st-century engagement and creativity in school and the workplace.
Project website
WHIM - The What-If Machine
Computational creativity research studies i.a. how to engineer software which can take on some of the creative responsibility in arts or science projects. For example, an artist might have a fictional idea and express it through a painting, poem or film. WHIM sets out to automate fictional ideation. It will derive, implement and test novel formalisms and processes enabling software to invent, assess, explore and present such ideas. WHIM will investigate the following model for creative idea generation: a) collect and analyse information about a domain b) form a set of 'what if'-style ideas from the analysis using notions of surprise, semantic tension and incongruity c) assess, rank and select ideas based on the quality and quantity of narratives that can be generated with each idea, d) use the world view, idea and narratives in linguistic renderings, taking into account notions of relevancy, expansion, obfuscation and affect.
Project website

Projects - Call 9

3D-PITOTI - 3D acquisition, processing and presentation of prehistoric European rock-art
Ancient rock-art - pictures and geometric shapes cut into rather than painted onto rock - exists in most European countries. An example is the UNESCO World Heritage site Valcamonica (northern Italy) which consists of tens of thousands of so-called 'Pitoti' (local dialect word for 'little puppets'), spanning a period from about 4000 BC into medieval times. Pitoti are 3-dimensional because they are carved into the rock, thus traditional photography does not allow to record them in all their aspects and to study them in detail. This project will provide a step change by researching and developing: an affordable and portable multi-scale 3D scanning toolkit for the high resolution acquisition of Pitoti figures and their natural context; intelligent data processing technologies to enrich the scans by classification, clustering and retrieval techniques; and interactive 3D visualisation and presentation techniques to make the digital rock-art accessible for scientists, museum visitors, school children and web users.
Fact sheet - Project website
4C - Collaboration to Clarify the Costs of Curation
The 4C project will examine how existing digital preservation cost modelling tools and methods might be made more fit-for-purpose, relevant and useable by a wide range of organisations operating at different scales in both the public and the private sector. A coordinated programme of outreach and engagement will identify existing and emerging research, analyse user requirements and assess gaps in the current provision of tools, frameworks and models. The project will support stakeholders to better understand and articulate their requirements and will clarify relationships between cost and other factors. Outputs will include the establishment of an international Curation Costs Exchange framework.
Fact sheet - Project website
CULTAR - Culturally Enhanced Augmented Realities
CultAR will provide a mobile platform that actively increases users' awareness of their cultural surroundings with advanced, adaptable and personalised interfaces, increasing social engagement with culture via a leap in social media technologies and contextual inference methods. To reach these goals, CultAR will advance the state of the art in mobile 3D, augmented reality and tactile technologies, combining them into a completely new mobile experience interface. The CultAR platform will achieve personalised and engaging digital cultural experiences through enhanced representation, hybrid space mediation, social engagement and awareness.
Fact sheet - Project website
DAVID - Digital AV Media Damage Prevention and Repair
This project will research how to structure, store, monitor, repair and improve digital audio-visual content in a way that balances long-term costs, risks of loss, and content quality. Scalable tools for damage detection, repair, and quality improvement will deliver comprehensive quality assurance over time. Calibration, testing, evaluation and demonstration by archive and industrial partners from the audio-visual sector using real-world data will ensure practical applicability of the project results.
Fact sheet - Project website
DIACHRON - Managing the Evolution and Preservation of the Data Web
DIACHRON takes on the challenges of evolution, archiving, provenance, annotation, citation, and data quality in the context of Linked Open Data and modern database systems. It intends to automate the collection of metadata, provenance and all forms of contextual information so that data are accessible and usable at the point of creation and remain so indefinitely. The results will be evaluated in three large-scale use cases: open governmental data life-cycles, large enterprise data intranets and scientific data ecosystems in the life-sciences.
Fact sheet - Project website
DuraArK - Durable Architectural Knowledge
DuraArK will develop a long-term preservation system for architectural content that will overcome shortcomings of current long-term archiving systems in the architectural domain that are still based on simple metadata schemes inherited from the analogue world and therefore limited in the same way as searching with a card index in the analogue age. The potential inherent in a full digital representation is not exploited so far as detailed semantic information in the digital documents is either not available or simply not used for retrieval. DuraArk will allow searching and accessing data on different semantic levels going far beyond the possibilities of currently used metadata schemes. At the same time, it will provide secure and future-proof data storage by tackling the problems arising from digital decay.
Fact sheet - Project website
eCultValue - Valorisation of EU project results in the area of access to cultural content
The aim of eCultValue Support Action is to encourage the use of new technologies that have the potential to revolutionise new ways to access cultural heritage and experiences offered by cultural resources in real and virtual environments or a mix of both. For this purpose, eCultValue will look into technologies arriving from EU and national funded projects, promote their validation in Living Labs and develop real-life showcases for take-up in museums and other cultural heritage institutions.
Fact sheet - Project website
EEXCESS - Enhancing Europe's eXchange in Cultural Educational and Scientific Resources 
The vision of the Integrated Project EEXCESS is to unfold the treasure of the cultural long-tail content (cultural content that is maintained and curated by a large number of small to medium-sized professional organisations such as archives, museums, digital libraries and open educational repositories. Instead of bringing the user to the content, the project's aim is to bring the content to the user. EEXCESS will develop personalized and contextualized recommendation technologies that will be used to augment those existing content dissemination channels that users habitually use, like for example social media. The project will put emphasis on high-quality recommendations, through the analysis of user behaviour and content consumption patterns as well as through the integration of knowledge from memory organisations about their user base. The project will as well develop methods for retaining the user's privacy while offering the full range of personalisation. 
Fact sheet - Project website
ForgetIT - Concise Preservation by combining Managed Forgetting and Contextualized Remembering
This large-scale project combines three new concepts to ease digital preservation in the personal and organisational context: Managed Forgetting models inspired by the important role of forgetting in human memory; Synergetic Preservation, making intelligent preservation processes an integral part of the content lifecycle in information management; and Contextualized Remembering, with the aim of keeping preserved content meaningful and useful. ForgetIT brings together an interdisciplinary team of experts in preservation, information management, information extraction, multimedia analysis, personal information management, storage computing, and cloud computing, as well as in cognitive psychology, law, and economics.
Fact sheet - Project website
INSIDDE - INtegration of cost-effective Solutions for Imaging, Detection, and Digitisation of hidden Elements in paintings
This project aims at providing an innovative solution for capturing, imaging, and digitising unknown details of paintings and 3D artworks by means of terahertz technology in a unique approach, with the purpose of going beyond our present knowledge and adding value to the cultural content. A versatile, easy to configure and affordable prototype – working in different frequency bands within the THz range – will provide a complete set of images of paintings and sealed objects, revealing complementary information about its hidden features – such as underlying contents, pigment/substance identification, brushstroke texture, defects – through various processing techniques. The resulting enriched images and 3D models will be exploited in two ways: by integrating them into the professional knowledge-sharing platform Europeana and by developing an innovative smartphone application based on Augmented Reality.
Fact sheet - Project website
i-Treasures - Intangible Treasures - Capturing the Intangible Cultural Heritage and Learning the Rare Know-How of Living Human Treasures
The main objective of i-Treasures is to develop an open and extendable platform to provide access to ICH resources, enable knowledge exchange between researchers and contribute to the transmission of rare know-how from Living Human Treasures to apprentices. To this end, the project aims to go beyond the mere digitization of cultural content. Its main contribution is the creation of new knowledge by proposing novel methodologies and new technological paradigms for the analysis and modelling of ICH. One of the main objectives of the proposal is the development of an appropriate methodology based on multisensory technology for the creation of information (intangible treasures) that has never been analysed or studied before.
Fact sheet - Project website
MAXICULTURE - MAXimising the Impact of CULTUral REsearch projects
The MAXICULTURE Support Action aims to maximise the impact of EC funded ICT projects in the cultural domain through the use of a domain-specific socio-economic assessment methodology. MAXICULTURE will analyse projects’ outputs, in terms of innovation and in terms of transferability of results to the wider society/industry in general. These assessment results and best practices will be used to develop recommendations for the successful implementation of a long term agenda for ICT for cultural resources, in years 2015-2020.
Fact sheet - Project website
meSch - Material Encounters with Digital Cultural Heritage
The project has the goal of designing, developing and deploying tools for the creation of tangible interactive experiences that will connect the physical experience of museums and exhibitions with relevant cross-media information in novel ways. It will enable heritage professionals to compose and realise physical artifacts enriched by digital content without the need for specialised technical knowledge. The platform will include an authoring toolkit for the composition of physical/digital narratives to be mapped to interactive artefacts, and an embedded multi-sensor digital system platform for the construction of ad-hoc physical smart exhibits. The ultimate goal of the project is to support the creation of an open community of cultural heritage institutions driving and sharing a new generation of physical/digital museum interactives.
Fact sheet - Project website
PERICLES - Promoting and Enhancing Reuse of Information throughout the Content Lifecycle taking account of Evolving Semantics
PERICLES targets the long-term sustainability of dynamic, heterogeneous digital resources. It addresses the evolution of these resources and their dependencies, not only through technology obsolescence, but also through “semantic drift” (e.g. due to evolving terminology), or changes in the disciplinary and societal contexts. The project will develop models and tools for capturing complex dependencies, intents and interpretations, thus enabling content to remain relevant to changing communities of users. The research outputs will be validated against real-life user scenarios in (i) digital media and contemporary art, and (ii) space science.
Fact sheet - Project website
PHENICX - Performances as Highly Enriched aNd Interactive Concert eXperiences
The project aims at bridging the gap between the online and offline entertainment worlds. It will make use of the state-of-the-art digital multimedia and internet technology to make the traditional concert experiences rich and universally accessible: concerts will become multimodal, multi-perspective and multilayer digital artefacts that can be easily explored, customized, personalized, (re)enjoyed and shared among the users. The main goal is twofold: to make live concerts appealing to potential new audience and to maximize the quality of concert experience for everyone. PHENICX will mainly focus on classical music - a European heritage asset that suffers heavily from an image of inaccessibility to outsider audiences. However, findings from PHENICX will be relevant to live concert situations in any genre.
Fact sheet - Project website
Prelida - Preserving Linked Data
PRELIDA will target the particular stakeholders of the Linked Data community, including data providers, service providers, technology providers and end user communities. These stakeholders have not been traditionally targeted by the Digital Preservation community, and are typically not aware of the digital preservation solutions already available. Therefore, an important task of PRELIDA is to raise awareness of existing preservation solutions and to facilitate their uptake. At the same time, the Linked Data cloud has specific characteristics in terms of structuring, interlinkage, dynamicity and distribution, that pose new challenges to the preservation community. PRELIDA will organise in-depth discussions among the two communities to identify which of these characteristics require novel solutions, and to develop road maps for addressing the new challenges.
Fact sheet - Project website
PRESIOUS - PREdictive digitization, reStoration and degradatIOn assessment of cultUral heritage objectS
The project team proposes breakthrough ICT solutions tackling the following challenges: the difficulty and inefficiency of the 3D digitisation process, the quantification of stone monument degradation, and the reconstruction of objects from large numbers of constituent fragments that may be worn, immovable, dispersed or incomplete. Using a common core of geometric processing, analysis and retrieval methods, PRESIOUS will develop a predictive geometric augmentation technology with the following scientific objectives: on-the-fly auto-completion for 3D digitisation that exploits similar template models to allow gradual shape prediction from partially digitised objects, estimation and prediction of monument degradation and 3D cultural heritage object repair.
Fact sheet - Project website
Presto4U - European Technology for Digital Audiovisual Media Preservation
Presto4U will focus research efforts onto useful technological solutions, raise awareness and improve the adoption of audio-visual preservation research results, both by service providers and media owners, and with a particular emphasis on meeting the needs of smaller collections, private sector media owners and new stakeholders. The project will: create a series of Communities of Practice in the principal sub-sectors of audio-visual media preservation, identify useful results of research into digital audio-visual preservation, promote the take-up of promising research results by users, technology vendors and service providers, evaluate the impact of the project and develop plans for long-term sustainability. The resulting knowledge, tools and services to support the uptake of research, will be maintained after completion by PrestoCentre, the European Competence Centre for audio-visual preservation.
Fact sheet - Project website
RePlay - Reusable low-cost platform for digitizing and preserving traditional participative sports
Sport is the most universal and accessible of cultural pursuits. European Traditional Sports and Games (TSG) are as diverse as our cultures. This project focuses on two families of TSG - Gaelic and Basque -, that are integral to the fabric of their communities of origin and have successfully staved off the current trend to convergence. It proposes a study of the biomechanics and play dynamics of a number of sports and the creation of capture methodologies which balance cost and effectiveness. The RePlay platform will combine off-the shelf technology and leading-edge studio rigs. It will allow the styles of play of elite sportspersons (national heroes) to be captured with precision for posterity, and amateur sportspersons (local heroes) for the more routine elements of play with inexpensive setups as well as a comparison of the two approaches. Re-Play includes novel 3D rendering and allows interaction for coaching, teaching and entertainment to allow a user practice new basic skills and to emulate their hero. Gaelic and Basque sports are  practised internationally and experience high levels of participation amongst all genders and age groups. They also share common techniques and forms of play and thus open the opportunity for the Re-Play project results to be applied to other TSGs.
Fact sheet - Project website
Rovina - Robots for Exploration, Digital Preservation and Visualization of Archeological Sites
Mapping and digitising archeological sites is an important task to preserve cultural heritage and to make it accessible to the public. Current systems for digitising sites typically build upon static 3D laser scanning technology that is brought into archaeological sites by humans. This however prevents the digitisation of sites that are inaccessible by humans, even if they are of high archaeological value. ROVINA makes use of recent developments in robotics research and the significant progress in the creation of autonomous robots that can access hazardous areas. The project aims at extending this line of research with respect to reliability, accuracy and autonomy. It will develop methods for building precise, textured 3D models of large sites including annotations and semantic information. ROVINA will furthermore develop advanced techniques for the safe navigation in cultural heritage sites that are difficult to access. The robot will be controlled through interfaces enabling different levels of robot autonomy.
Fact sheet - Project website
SUCCEED - SUpport action Centre of CompEtEnce in Digitisation
The project will promote the take up and validation of research results in mass digitisation, with a focus on textual content. The action will be implemented through the Impact Centre of Competence in Digitisation, an output of the IMPACT FP7-project which gathers and exposes digitisation tools and resources. The Centre will sustain the actions beyond Succeed since a legal entity will be substantiated and a roadmap for its long-term sustainability will be defined during the action. The consortium is integrated by content-holding institutions and researchers, with complementary backgrounds and experience in the implementation of digitisation programmes, the execution of research activities in the field of digitisation, and in the creation of successful public-private partnerships.
Fact sheet - Project website
TAG CLOUD - Technologies lead to Adaptability & lifelong enGagement with culture throughout the CLOUD
TAG CLOUD offers a radically new approach in developing truly personalised cultural experiences by seamlessly incorporating cloud-based (non-sensitive) information about the habits, preferences and motives of individuals into the digital content of a cultural objects (e.g. artefacts, buildings, sites, etc.) and allowing to increase the users & apos; interest for cultural heritage giving an active participation in the assignment of the importance of a cultural artefact, becoming participants in the creation of their own cultural experiences, creating, sharing, and adding information within social media. TAG CLOUD plans to add new meaning to cultural digital content by producing adaptive cultural contents based on fusion of expert and visitor information. The methodology and interactive technologies, which will be developed in TAG CLOUD, will result in introducing more people into cultural heritage activities, improving the quality of their engagement and increasing the frequency of their visits to cultural sites.
Fact sheet - Project website
The tranScriptorium project aims to develop innovative, efficient and cost-effective solutions for the indexing, search and full transcription of historical handwritten document images, using modern, holistic Handwritten Text Recognition (HTR) technology. For typical handwritten text images of historical documents, currently available text image recognition technologies are not suitable. Traditional Optical Character Recognition (OCR) is simply not usable since characters cannot be isolated automatically in these images. HTR tools based on tranScriptorium techniques will be incorporated into HTR web platforms that will be accessible to users through two different means: i) a content provider portal that provides access to handwritten historical documents for casual, individual researchers; and b) a specialized HTR web portal for structured crowd-sourcing transcription projects.
Fact sheet - Project website


Projects - Call 8

Two projects on Computational Creativity selected through ICT Call 8 have started in October 2012. They join the efforts and expertise of 18 participating organisations and are supported with an EU contribution of € 5 298 488 mio.

IdeaGarden- An Interactive Learning Environment Fostering Creativity
Innovation and creativity are predictors of success in a knowledge-based society. Yet the "fuzziness" and unpredictability of the creative workflow remains an obstacle for effective ICT support. Tools that require users to formalize and structure their ideas and working processes are frequently regarded as being at odds with creative practice. The IdeaGarden project therefore starts from an understanding of creative problem solving as a complex and situated knowledge practice rather than as a set of well-defined methods and techniques. The project will develop a creative environment, capitalizing on the notion of visual information mash-ups as catalysts for creative working and learning. Adopting a practice-oriented approach will further the understanding of creativity in different settings and open up new perspectives for ICT support. This perspective will also give rise to new methods for seeding and cultivating creative knowledge practices in workplace and educational settings.
Fact sheet - Project website
COLLAGE - Creativity in learning through Social Computing and Game Mechanics in the Enterprise
COLLAGE will exploit new synergies between the social Web phenomenon, emerging Web analytics, and collaboration and gaming technologies to energize and enable social creativity in learning. It will design, develop and validate an innovative cloud-enabled Social Creativity Service-Set that will support the interlinking of learning processes and systems with (i) social computational services for inspiring learners, (ii) social affinity spaces for leveraging expression and exploration, and (iii) social game mechanics for supporting social evaluation and appreciation of creative behaviour.
Fact sheet - Project website


Projects - Call 7

GameArch - Supporting mobile game requirements and architecture
The main objectives of the GameArch project are: to identify the current growth barriers in the mobile games industry; to define a strategy for growth of the mobile gaming industry and identify specific European barriers; to support actions to provide recommendations on standards, specifications, actions, practices in the area of mobile technology. As a result, the GameArch project will produce a roadmap and set of technological, commercial and political recommendations.
Fact sheet - Project website
MIReS - A Roadmap for Music Information ReSearch
The project aims to create a Roadmap for Music Information ReSearch, by expanding the context of the field of Music Information Retrieval and addressing challenges such as multimodal information, multiculturalism and multidisciplinarity.
Fact sheet - Project website
RE@CT - Immersive production and delivery of interactive 3D content
The project will introduce a new production methology to create realistic 3D film characters by developing an automated process to extract and represent actor performance captured in a multiple camera studio. The key innovation is a novel method for analysis and representation of 3D video allowing its reuse for realtime interactive animation. This will enable more efficient and cost-effective authoring of interactive characters with video quality appearance and motion.
Fact sheet - Project website
SCENE - Novel Scene representations for richer networked media
SCENE will develop novel scene representations for digital media that go beyond the ability of either sample based (video) or model-based (CGI) methods to create and deliver richer media experiences. The SCENE representation and its associated tools will make it possible to capture 3D video, combine video seamlessly with CGI, manipulate and deliver it to either 2D or 3D platforms in either linear or interactive form.
Fact sheet - Project website
TOSCA-MP - Task-oriented search and content annotation for media production
This project aims at developing user-centric content annotation and search tools for professionals in networked media production and archiving (television, radio, online), addressing specific use cases and workflow requirements. This will be achieved by scalable and distributed content processing methods performing advanced multimodal information extraction and semantic enrichment. Other key technology areas are search methods across heterogeneous networked content repositories and novel user interfaces. An open standards based service oriented framework integrates the components of the system. TOSCA-MP will enable professionals in media production and archiving to seamlessly access content and indexes from distributed heterogeneous repositories in the network.
Fact sheet - Project website
VENTURI - immersiVe ENhancemenT of User-woRld Interactions
The project will innovate and enrich contextual awareness: exploiting a richer sensor set and innovative sensor fusion to extract multi-depth context: at home/on the move; user type and level of activity; noisy urban/quite countryside; smart object/other user proximity. Responding to contextual factors and data connection state, VENTURI will have the ability to change the modality of data delivery. Currently, mobile platform evolution is not driven by user expectations nor by AR core technologies/applications leaving the user isolated from information, creating a poor sense of immersion. VENTURI will exploit, optimize and extend current and next generation mobile platforms; verifying platform and QoE performance through life-enriching use-cases and applications to ensure device-to-user continuity.
Fact sheet - Project website


Projects - Call 6

The 15 projects selected through ICT Call 6 have started between December 2010 and April 2011. They join the efforts and expertise of 194 participating organisations and are supported with an EU contribution of € 69 mio.

APARSEN - Alliance Permanent Access to the Records of Science in Europe Network
This Network of Excellence gathers a very diverse set of practitioner organisations and researchers in order to bring coherence, cohesion and continuity to research into barriers to the long-term accessibility and usability of digital information and data, and to build a long-lived Virtual Centre of Digital Preservation Excellence. Joint research activities will cover technical methods for preservation, access and re-use of data holdings over the whole lifecycle; legal and economic issues including costs and governance as well as digital rights; and outreach within and outside the consortium to help to create a discipline of data curators with appropriate qualifications.
Fact sheet - Project website
ARCOMEM - Archive Communities Memories
The vision of the ARCOMEM project is to leverage the Wisdom of the Crowds present in the social web for the purposes of content appraisal, selection and preservation. This will be the basis for creating and preserving archives that reflect collective memory and social content perception and are thus closer to current and future users. The research will be showcased on two example applications, the first for media-related Web archives and the second for political archives.
Fact sheet - Project website
AXES - Access to Audiovisual Archives
The goal of AXES is to develop tools that provide various types of users with new engaging ways to interact with audiovisual libraries, helping them discover, browse, navigate, search and enrich archives. Research includes better understanding of user groups and their present and emerging new media behavior; robust and scalable automatic tools for semantic enrichment; and novel, more intuitive and pro-active access schemes for experiencing digital libraries. All final components will be implemented as services in a flexible, layered system.
Fact sheet - Project website
The research team will develop robust digital preservation, management and dissemination facilities for weblogs. These facilities will be able to capture the dynamic and continuously evolving nature of weblogs, their network and social structure, and the exchange of concepts and ideas that they foster. The final output of the project will be a digital archiving solution that any user, user group or institution could use to preserve their weblog(s) and ensure their authenticity, integrity, completeness, usability, and long term accessibility as a valuable cultural, social, and intellectual resource.
Fact sheet - Project website
CHESS - Cultural Heritage Experiences through Socio-personal interactions and Storytelling
CHESS will integrate interdisciplinary research in personalisation and adaptivity, digital storytelling, interaction methodologies, and narrative-oriented mobile and mixed reality technologies, with a sound theoretical basis in museological, cognitive, and learning sciences. The result will be an innovative conceptual and technological framework that will enable both the experiencing of personalised interactive stories for visitors of cultural sites and their authoring by the professional curators. These narrative-driven cultural 'adventures' will adapt continuously to their visitors, extend over space and time, and involve multiple users with different interfaces.
Fact sheet - Project website
CULTURA - Cultivating Understanding and Research through Adaptivity
CULTURA will deliver innovative adaptive services and an interactive user environment which dynamically tailors the investigation, comprehension and enrichment of digital humanities artefacts and collections. This will offer genuine user empowerment and unprecedented levels of engagement with digital cultural heritage collections and communities.
Fact sheet - Project website
DECIPHER - Digital Environment for Cultural Interfaces; Promoting Heritage, Education and Research
Digital heritage and semantic web technologies hold out the promise of nearly unlimited access to cultural knowledge. The problem is that cultural meaning does not reside in individual objects but in the patterns of knowledge and events, belief and thought that link them to each other and to the observer. DECIPHER will, through combining event-based metadata with casual reasoning models, enable the presentation of digital heritage objects as part of a coherent narrative that is directly related to the user’s interests. Users will be able to interactively assemble, visualise and explore not only collections of objects, but also the knowledge structures that connect them and give them meaning.
Fact sheet - Project website
This partnership of researchers and innovation experts sucessfully supported the deployment of technologies and tools resulting from EU-funded research in the cultural heritage field to the creative industries sector, in particular to SMEs.

Fact sheet - Project website

ENSURE - Enabling kNowledge Sustainability Usability and Recovery for Economic value
The focus of this project is on ensuring long term usability for the spiralling amounts of data produced or controlled by organisations with commercial interests. Drawing on motivation from uses cases in aerospace, health care, finance and clinical trials, ENSURE will address issues such as: 1) safely leveraging scalable pay-as-you-go infrastructure such as clouds; 2) having businesses understand the economic implications of preservation; 3) conforming to regulatory, contractual and legal requirements as part of a whole workflow; 4) managing long term integrity and authenticity significant intellectual property or highly personal data; and 5) using off-the-shelf IT technologies for preservation to support different types of digital resources.
Fact sheet - Project website
PATHS - Personalised Access To cultural Heritage Spaces
The primary research goals of PATHS are to provide innovative user-driven personalised access to cultural heritage collections and to support user’s knowledge discovery and exploration. The project will create a system that acts as an interactive personalised tour guide through existing digital library collections by extending the state of the art in user-driven information access and by applying language technologies to analyse and enrich online content, with links to related items and background information. The project will make use of content from the Europeana.
Fact sheet - Project website
SCAPE - Scalable Preservation Environments
The SCAPE project will enhance the state of the art of digital preservation in three ways: by developing an infrastructure and tools for scalable preservation actions; by providing a framework for automated, quality-assured preservation workflows and by integrating these components with a policy-based preservation planning and watch system.
Fact sheet - Project website
TIMBUS - Digital Preservation for Timeless Business Processes and Services
TIMBUS will endeavour to enlarge the understanding of digital preservation in order to include the set of activities, processes and tools that ensure continued access to services and software necessary to (re-)produce the execution context of data - i.e. the context within which information can be accessed, properly rendered, validated and transformed into knowledge. One of the fundamental requirements to achieve this is to preserve the functional and non-functional specifications of services and software, along with their dependencies.
Fact sheet - Project website - Virtual Museum Transnational Network proposes a framework to overcome the problem that most virtual museums are transient; they are created during a project and disappear afterwards. Besides training activities and a virtual museum laboratory, the network will set up a service platform to integrate virtual museum tools and services, to be used by the whole community. will bridge technological domains, archival, social and cognitive sciences.
Fact sheet - Project website
Wf4Ever - Advanced Workflow Preservation Technologies for Enhanced Science
The project aims at providing the methods and tools required to ensure the long-term preservation of scientific workflows in order to support the scientific discovery process and the development of new scientific assets. Wf4Ever will also develop strategies for sharing and reusing workflows or workflow fragments and patterns. Finally, methods and tools will be proposed to proactively preserve and inspect workflow integrity and authenticity. Wf4Ever will be evaluated in two workflow-intensive use cases in the domains of astronomy and genomics.
Fact sheet - Project website


Projects - ICT Call 3

ICT Call 3 has resulted in five projects: two large-scale integrating projects, two small or medium-scale focused research projects and one coordination action, with a total of 55 partner organisations and € 23 500 000 of EU-funding. The projects started between December 2008 and February 2009.

3D-COFORM - Tools and Expertise for 3D Collection Formation
3D-COFORM focused on digitisation of cultural heritage artefacts and delivered new tools in the areas of 3D-capture, 3D-processing, the semantics of shape, material properties etc., resulting in richer and more realistic representations, better documentation and increased cost effectiveness of the digitisation process.
Fact sheet - Project website - Coordination Action on Digital Library Interoperability, Best Practices, and Modelling Foundations has created a framework where representatives from digital library initiatives and projects could collaborate, share experiences and expertise. The project worked towards increased awareness and understanding of interoperability of digital libraries systems and towards a consolidated version of the DELOS Digital Library Reference Model.
Fact sheet - Project website
KEEP – Keeping Emulation Environments Portable
KEEP has created emulation services to enable accurate rendering of both static and dynamic digital objects: text, sound, and image files; multimedia documents, websites, databases, videogames etc. KEEP naturally recognised that emulators, being software, could themselves become obsolete. To make them 'future-proof', the KEEP Virtual Machine is used as a platform; it can run emulation software, but also be adapted easily to future unknown computer architecture specifications.
Fact sheet - Project website
PrestoPRIME has addressed long-term preservation of and access to digital audio-visual content. The project resulted in a range of tools, extending the state of the art in this field, contributed to standards and provided best practice guidance. The technology and services developed during the project are delivered through the virtual competence centre PrestoCentre.
Fact sheet - Project website
V-City – The Virtual City
V-City researched, developed and validated an innovative system integrating the latest advances in Computer Vision, 3D Modelling and Virtual Reality for the rapid and cost-effective reconstruction, 3D visualisation and exploitation of complete, large-scale and interactive urban environments.
Fact sheet - Project website


Projects - ICT Call 1

Four small or medium-scale focused research projects, one large-scale integrating project and one coordination action resulted from ICT Call 1. They are being carried out by 64 participating organisations. The total amount of EU-funding is € 27 645 100. Start dates for the work were between November 2007 and March 2008.

IMPACT - Improving Access to Text
IMPACT has pushed innovation in OCR technology and language technology for historical document processing and retrieval, and set up a Centre of Competence that provides a central service entry point for all libraries, archives and museums involved in the digitisation of textual material.
Fact sheet - Project website
LiWA - Living Web Archives
LiWA has developed and demonstrated web archiving tools able to capture content from a wide variety of sources, to improve archive fidelity and authenticity and to ensure long term interpretability of web content.
Fact sheet - Project website
PAPYRUS - Cultural and Historical Digital Libraries Dynamically Mined from News Archives
PAPYRUS has created a cross-discipline digital library engine that allows for drawing content from one domain and making it available and understandable to the users of another.
Fact sheet - Project website
PROTAGE - Preservation Organizations Using Tools in Agent Environments
The PROTAGE team has built and validated software agents for long-term digital preservation and access that can be integrated in existing and new preservation systems.
Fact sheet - Project website
SHAMAN - Sustaining Heritage Access through Multivalent Archiving
This project has developed and tested a next generation digital preservation framework including tools for analysing, ingesting, managing, accessing and reusing information objects and data across libraries and archives.
Fact sheet - Project website
Treble-CLEF - Evaluation, Best Practice and Collaboration for Multilingual Information Access
This Coordination Action has supported the development and consolidation of expertise in the research area multilingual information access. Another core activity was the dissemination of this know-how to the application communities in the digital libraries field.
Fact sheet - Project website

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