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A Collaboration Ecosystem enabling EU Creative SMEs to exchange multi-media content and create multi-plot, interactive Apps for Children, curated according to Reader ability and educational value.

Periodic Reporting for period 1 - Q-Tales (A Collaboration Ecosystem enabling EU Creative SMEs to exchange multi-media content and create multi-plot, interactive Apps for Children, curated according to Reader ability and educational value.)

Reporting period: 2015-01-01 to 2016-06-30

"Children books are on the cutting edge of eBook innovation. It is an arena where the very definition of ""book"" is being stretched, and where concepts of what an e-book is and could be constantly evolve. An e-book is a digital snapshot of a book, an enhanced e-book adds multimedia and interactive features as interruptions to the linear story, and a book app is based on a book but acts more like a game with multiple pathways that require the user to interact instead of simply scroll and click or tap. Moreover, a book app can do everything an enhanced e-book does, but crosses the line from linear storytelling to non-linear storytelling, allowing the user to choose from multiple pathways and select from a potentially huge number of photos, videos, audio files, illustrations, hyperlinks, and interactivity. The production of a complex, quality book-based app requires a team that includes programmers, graphic designers, professional actors for custom narration, music soundtrack and sound effects, interactivity, editors and page layout designers for different devices and operating systems. All these creative services (and others, directly or indirectly, related to the electronic and legacy publishing) are provided mainly by freelancers and micro companies.
The end vision of Qtales, as a commercial platform, is to be the de facto choice and facilitator of all storytellers for children stories, brimming European culture and tendered to the world. Independent children book writers and illustrators, through the unique Qtales Authoring Tool and Collaboration Platform, are given the tools and the know-how to publish like professionals. The professionalism and sophistication of Independent children e-book writers has increased dramatically in the last six years. This is resulting to the publication of better e-books, and more diversity of better e-books. This innovation and professionalism will continue in the future as Creative SMEs owners and Innovative SME ICT providers pioneer and promulgate tomorrow's best practices.These “small” players are publishing e-books that are quality-competitive with traditionally published e-books, but priced dramatically lower. As a result, these players have the ability to underprice, outsell and out- compete the e-books from traditional publishers. In the years to come, the European Creative SMEs (including independent self-publishers) will have the ability to serve and please readers more effectively than traditional publishers.The ambition of the consortium for the Qtales Collaboration Ecosystem is to capture the momentum by bringing together the excellent quality content provided by the European Creative SMEs and the excellent technical skills of European ICT Providers.

“Picking the right book for the right child to read at the right moment is the true challenge of Qtales.”

Qtales platform is consisting of the following three interrelated subsystems:

- Qtales Collaboration Platform( including Gamification Aspects, where self-publishers, authors, illustrators, voice actors, animators and other related SMEs and professionals communicate, offer and receive services and collaborate.
- Qtales Authoring Tool(downloadable through featuring an easy-to-use interface with powerful and sophisticated authoring features which can be used to create and publish interactive e-books for multiple screens (Tablets, PCs, Mac).
- Qtales Store ( where the published e-books and apps are offered worldwide.

More information can be found at
The duration of the project is 18 months. The main goal of Qtales is to create a unique platform, through which ebook creators will be able to co-create unique bundled products, expertly curated - having always in mind that they serve the rich and indispensable European heritage in children literature and children education themes.
If we have to distinguish Qtales project is its major parts, these are:
-The Pedagogical and Curation Frameworks
-The Gamification Framework and user interface design
-The Qtales platform comprised of the collaboration platform, the authoring tool and the Qtales store.
-The evaluation of the ecosystem, the exploitation of the results and the establishment of Qtales as a Brand Name.

Central to the Qtales pedagogical framework is a focus on literacy skill development and engagement in reading. Our framework is grounded in developmental considerations derived from an analysis of the broad developmental psychology and education literature. These considerations shape our ultimate activity- and design-focused pedagogical ontology. At a high level, our framework and ontology includes 3 themes: (1) stories, (2) literacy activities, and (3) design considerations, each of which has a number of dimensions. The ‘narrative and stories’ section outlines a codeable category system for Q-tales narratives which include; story plots and types, story characters and archetypes, story forms, story genres and story technology. The ‘developmental considerations’ section of the framework encompasses developmental considerations in relation to the pedagogy of reading literacy from birth to adolescence. It is structured in light of developmental considerations relevant to three broad age categories; children aged 0 – 4, 5 – 8 and 9 – 16, in particular, focusing on three broad stages of literacy development; emergent reading, initial reading and reading to learn. The ‘pedagogical literacy focus’ section concentrates in particular on pedagogical activities organised according to developmental level, each of which is broken down into the following categories; code related skills, comprehension skills, cognitive and metacognitive skills, and social/emotional interaction. Finally, the ‘design considerations’ section focuses on a set of design considerations which we see as complementary to the pedagogical literacy focus; multimedia design, interface design, learning design, disability design and cultural design. On the basis of what was learned from research during the development of the Pedagogical Framework, the Qtales curation strategy was also developed. The objectives of the curation strategy are to: (a) Provide a way of rating the pedagogical quality of a product to ensure that it is appropriate for a given reader and that it helps to improve the literacy of that reader, (b) Develop tools that will not only evaluate a product, but will also provide data metrics that users can access, understand and contribute – creating a virtuous circle, and (c) Evolve a curation network to facilitate the above, to support the launch of Q-Tales and inform its ongoing development. In Qtales, four principal categories of literacy skills are cited as follows: (a) Code-related skills, (b) Comprehension, (c) Cognitive and metacognitive skills, and (d) Social and emotional interactions.

Across the Qtales ecosystem points are awarded to the users in all the components in order to enable tracking of progression (among others). Complementary to the Basis of the Qtales Gamification Framework come the Component Specific Game Elements. These game elements are vertical and cater to the specific needs/goals of the users in different parts of the Qtales ecosystem working in parallel (or extending) to the core game elements. An example of such a game element (Component Specific) is the Mission/Achievement game element that is not – universally applicable. In parallel to the game elements (both core and component specific), co
"Q-Tales platform, offers an easy-to-use interface with powerful and sophisticated authoring features which can be used to create e-books that can be, with a single click, published for many different digital screens(iOS, Android, windows and mac os). The authoring interface makes use of pedagogical mini games, gamification techniques and a Curation mechanism to create quality e-books. Is based on Unity3D game engine, but the user it’s no required to have the Unity3D platform to build an e-book. All the required functionality has been exposed to the authoring environment (available for iOS, Android, Windows, Mac Os and WebGL) making the e-book creation free and extremely easy. Q-tales Authoring Tool is not intended only for professionals, but also for parents, teachers and other adults, that want to create e-books for or with their kids/pupils.
The basic functionality of the authoring environment includes:
· Selection of e-book style(portrait/landscape(4:3 or 16:9))
· Add/remove pages
· Setup an e-book theme and page backgrounds(background images, colors, etc)
· Add/Format texts.
· Add images, sounds and 3D objects
· Undo/Redo functionality
· Copy/Paste functionality
· Animation
· Create minigames (a number of mini games focusing on the development of different skills)
· Add navigation triggers transparent for the end user (triggers that navigate to other or skip pages of the e-book).
· Tools including word count features and statistics (number of words per page, number of different words in the e-book, average words length, etc).

The authoring tool is based on Unity3D game engine. All the code behind the authoring tool is written with C# on mono develop. Communication with data layer is taking place through web services ( A set of complying players for iOS, Android, Windows, Mac Os, and also in WebGL(for any browser without the need of plugins) have been also developed using Unity3D. These players, downloaded once, can reproduce any developed and published e-book. All but WebGL players support also offline mode so the user to be able to download e-books and read them without the need of internet connection. Parents have full control of what their kids read.The Qtales Authoring Tool is easily extentable to integrate all exciting upcoming technologies, such as Virtual Reality, Augmenting Reality and 3D Printing.

The impact of Qtales is high due to:
- Qtales offers the fastest way for children book authors to find collaborators, create an e-book and sell it directly through the Qtales Store.
- Qtales is the only completely free platform designed for children book authors, enabling them to find collaborators, create an e-book and sell it directly through our Store, paying only through sales commissions, if needed.
- Qtales is the only authoring tool which is based on a true and powerful game engine, UNITY 3D, “exposed” to leisure and professional users through a simple and intuitive user interface.
- Qtales is the only Collaboration Platform and Authoring Tool based on unique Gamification, Pedagogical and Curation Frameworks especially produced for Children Book and eBooks authors.
- Qtales is the only Children eBook Store which sells only Curated eBooks.
- Qtales is the only authoring tool which is compatible with the exciting upcoming technologies of Virtual Reality, Augmented Reality and 3D Printing."
Qtales Free Player App
Qtales Collaboration platform
Qtales Store
Qtales Authoring Tool