Leading Europe's advanced digital skills by providing knowledge, guidance, and best practices to shape the digital future

Over the past decade, significant progress has been made in the areas of advanced technologies. This has created challenges where an individual’s level of digital skills influences their successful employment and engagement with society.

During the Covid19 pandemic, European member states made significant progress in their digitalisation efforts. However, Europe (EU) is still struggling to tackle the gaps in digital skills, ensuring access to high-quality digital training and skills for workers and citizens. The data of the 2022 DESI report show that only 54% of Europeans aged between 16-74 have at least basic digital skillsThe digital decade target is at least 80% of citizens by 2030. LeADS, in the context of the Digital Europe Programme, aims to deliver insights into the changing Advanced Digital Skills (ADS)demands within a dynamic technological development context and current digital transformation to equip the education and training communities by providing roadmaps and guidelines.

LeADS activities will ensure that all interventions related to advanced digital skills are in line with gaps present in the market, working closely with industries for the uptake of training, reskilling, and upskilling the workforce and communities.

Project contact: Jacob Nielsen

Project website: https://advancedskills.eu

Research topics: #ADS (Advanced Digital Skills), #ADS Education Mapping #Demand and Supply Mapping #Curriculum Design

Develop teaching materials to prepare the young generations for a digital future

For the economic development of the German-Danish programme area, cross-border use of the growth potential is of crucial importance. A central challenge is the digital transformation of the labor market. The rapid development of digital technologies is leading to an increasing replacement of humans by robots, self-learning and generative AI software  and e-Manufacturing. This goes hand in hand with changes in professions for which innovative educational opportunities are needed to prepare future skilled workers for the necessary competence requirements. However, according to international comparative studies, the education systems at primary and secondary school level in Germany and Denmark are not fully prepared for this. There is therefore an urgent need for action to ensure that school children achieve the basic competences needed to further educate themselves through our education systems and enter the labor market with up-to-date  digital skills.

Project contact: Jacob Nielsen

Project website: https://diasper-project.eu/

#technology education, #STEM / STEAM #computational thinking #digital skills

Using data to make games better

Video games are a global interest, but information about precise behaviours, engagement, and scale is difficult to find. This project aims to bring better information about global gaming engagement directly to video game creators, providing better support for creating and marketing games in addition to improving the sustainability of video games. We are producing a website to host information about player behaviours on a global scale with an unprecedented scope.  

Project contact: Anders Drachen and Christine Tomlinson

Research topics: #game analytics #sustainable games #global gaming #player behaviours 

Experience Real-World Training in a Virtual World – The Best of Both Realities

A boy driving a podracer created with the Tangible VR system.

In the realm of virtual reality (VR) training, Tangible VR stands out as a groundbreaking project that bridges the gap between digital simulations and physical interaction. This innovative approach integrates real physical structures—like buttons, handles, and tables—into the VR environment. The key to this integration is the combination of advanced hand tracking technology, real/virtual world synchronization and microcontroller technology providing sensor feedback.

Tangible VR thereby transforms the training experience, allowing the user to interact with physical elements while fully immersed inside a virtual world.

Traditional VR training often relies on controllers, or hand-tracking while users wave their hands in thin air, limiting the naturalness and intuitiveness of interactions. By contrast, Tangible VR offers a more immersive and realistic experience, making it ideal for skills development in various fields, such as production industries and industries involving heavy machinery.

Trainees can manipulate actual objects, enhancing muscle memory and spatial awareness in a way that traditional VR cannot match. Moreover, Tangible VR combines the flexibility and safety of a virtual environment with the tactile feedback of real-world objects. This dual approach allows for a broader range of training scenarios, from routine crane operations to high-risk maneuver training, without the associated real-world risks or costs.

It represents a significant step forward in VR training, promising more effective learning outcomes and a deeper level of engagement for users.

A modular and scalable approach to Tangible VR application development.

The project has developed a new Unity development system, which automatically handles the synchronization process and auto-generates the necessary microcontroller code, based on user input (e.g. which types of sensors they prefer to use, and which objects should be synchronizable).

The only requirement is that  users possess both a physical and virtual object – making it ideal for 3D design and printing.

An overview of the system and its innerworkings can be viewed in the following article (published at HCII, 2024), and the system is freely available from the following link:

*The system may not be used for any military purposes and or applications.
**Version 2.0.0 which is made for the new META SDK, will be released in mid July – stay tuned.

Example: Robotic Arm (Tangible VR - Development System, v1.0.0).

The video below demonstrates how a simple robotics arm can be synchronized, using only a simple microcontroller and three potentiometers (rotation sensors).

Example: LEGO Go-Cart Steering Wheel (Tangible VR - Development System, v1.0.0).

The video below demonstrates the synchronization of a LEGO steering wheel.

The LEGO model was first designed using the 3D tool Meca Bricks, then assembled in real life and equipped with a potentiometer to detect the steering wheel rotation and two push-buttons to detect the speeder and brake inputs.

Example: POD-racing (Tangible VR - Development System, v1.0.0).

The image below, is from a POD-racer project, in which two tangible handles have been 3D modelled using Blender, then 3D printed and outfitted with a potentiometer to detect their angular positions.

In addition, an emergency push-button were taken from stock and 3D modelled in Blender.

The components were then registered as synchronizable in the development system and placed inside a POD-racer modelled for the game.

This allowed kids at an open-day at the University of Southern Denmark, to visit and race around in an “actual” POD-racer, which they could both see and touch.

Project contact: Patricia Lyk and Bjarke Pedersen

Research topics: #Augmented Virtuality #Augmented Reality #VR #AR #simulation #haptic feedback #training #skill development #cyber-physical systems #virtual reality training

Alleviating Boredom and Anxiety from the Patient Experience

CARES focuses on the major societal challenge we have around in-hospital patients that suffer from anxiety, boredom and social isolation. This is especially pronounced for children in in-hospital care. Hospitals have very few resources to deal with this, and as a result, in-unit care times are increased and overall patient well-being is reduced and cost per patient goes up. There is substantial amounts of research that shows that alleviating anxiety, boredom and social isolation has massive benefits, but we lack knowledge about how to do this, and notably how to do this in a sustainable way given the current practical situation in hospitals. The SDU Metaverse Lab addresses this challenge through the application of digital media (AR/VR combined with game technologies) in hospitals, with a full lifecycle approach – i.e., not only doing the research to develop technology and applications but also making the implementation of the resulting solutions into hospital environments and the sustainable, practical long-term use and maintenance of these systems a part of our work. CARES represents spearhead R&D challenge for SDU Metaverse Lab.  

Project contact: Anders Drachen

Research topics: #patient experience #wellbeing #anxiety #isolation #boredom #games #artificial intelligence #VR #AR #XR

Shaping Ethical and Sustainable Monetization in Gaming for a Fairer Digital Economy

The SARMI (Sustainable and Responsible Monetization in the Video Game Industry) project addresses critical challenges in the rapidly growing $200bn global games industry. With over 4 billion gamers worldwide, the sector not only forms a significant part of the economy but also profoundly impacts cultural and social landscapes. The Danish games sector, generating over 1.3bn DKK annually, epitomizes this growth, particularly among young demographics.

At the heart of SARMI lies a crucial concern: the ethics and sustainability of monetization strategies in video games. Current practices, ranging from selling virtual items to the use of digital currencies, have sparked public, media, and regulatory debates over their potential predatory nature. This is especially critical for Small and Medium-sized Enterprises (SMEs) in the Creative Industries, pressured to adopt such models for economic survival.

Unlike the music and film sectors, the video game industry suffers from a lack of comprehensive data and transparency, leading to outdated academic research and policy-making challenges. SARMI’s fourfold objectives aim to remedy this:

  1. Evidence Building: Utilizing petabyte-scale industry data, SARMI will create a first-of-its-kind overview of digital economies in games.
  2. Defining Responsible Monetization: Establishing a consensus on what constitutes responsible monetization in games, leading to practical recommendations for the industry and policy-making.
  3. Predictive Modeling: Developing models to help companies identify sustainable and responsible monetization strategies.
  4. Industry Implementation: Integrating findings into industry analytics tools, directly influencing new game development.

Thanks to collaborations with industry partners, SARMI offers an unprecedented opportunity to influence a vast array of games and developers. SARMI extends beyond games, potentially shaping monetization practices in the broader “creator economy.” Its outcomes will provide the first reliable assessment of the gaming industry’s monetization strategies and practical pathways toward ethical revenue generation, benefiting researchers, industry professionals, and policymakers.

Project contact: Anders Drachen

Research topics: #Monetization #Game Development #Microtransactions #Creative Industries #Video Games #Economics #Online Economics #Sustainability #Big Data #Responsibility

Data-driven technology effects research for societal benefit​

Billions of people play games, use social media, and engage with other digital technology every day. When we interact with such technology, we leave behind traces in the form of data. This provides a unique source of insight into human activity and behaviour at an enormous scale. The Digital Observatory Research Cluster (DORC) is an international research network that leverages this data for socially beneficial research. We help stakeholders access and analyse large-scale datasets from and around digital technology, and fuse this data with information on behaviour, culture, wellbeing, economics and more.

Project contact: Anders Drachen

Research topics: #data science #artificial intelligence #game analytics #digital economies

MYRE tidligere projekter

Indsatsen MYRE (2023 →) er baseret på erfaringer og viden, der er genereret i løbet af en række tidligere regionsprojekter i Syddanmark (2017-2022). 

Projekterne har alle omhandlet implementering af nye teknologier i undervisningen, dels på i fagene af de enkelte uddannelser, dels på tværs af uddannelsesniveauerne. 

Projekter har sammenlagt resulteret i x-antal nye undervisningsforløb, hvor elevernes digitale produktion har stået centralt.  x-antal elever og studerende fra ungdomsuddannelser, folkeskoler pog videregående uddannelser har deltaget aktivt i min. ét forløb. Flere hundrede undervisere har kørt forløb, enten i deres kernefag eller tværfagligt sammen med kolleger.  

Nye teknologier

Teknologierne har hovedsagelig omhandlet forskellige typer programmering, simple og avancerede robotter, såvel som Augmented Reality. Der er blevet arbejdet med netop de platforme og devices, som passede til de forskellige uddannelsestrin, men altid sammenhængende på tværs “i uddannelseskæden”.  

Teknologierne har været innovative i forhold til uddannelsesdrift. Dermed kunne projektdeltagerne skabe empiri for didaktisering af ny digital produktion. Operationelle forløbsbeskrivelser er blevet gjort tilgængelige, og en fælles didaktisk model er udsprunget de forskningsledsagede anstrengelser. 

Partnerskaber

Projekterne er foregået “på tværs” i et udsnit af uddannelseskæden: fra grundskolernes udskolingsklasser  til de erhvervsrettede ungdomsuddannelser, samt med professionsuddannelser og akademiske studier.

Også samarbejde med erhvervslivet har været del af projekterne, hvor inspiration fra virksomhedernes brug hhv. deres påtænkte anvendelse af de nye teknologier er blevet inddraget. 

Resultater og erkendelser fra de 3 centrale projekter er tilgængelige her. 

Faglige principper

På tværs: Undervisningsforløb med de nye teknologier planlægges i fællesskab mellem underviserne/lektorerne fra de forskellige uddannelsesniveauer. Dernæst skaleres forløbene i forhold til læringsmål, fag og omfang på niveauerne. Dialoger og tutoring fra elev-elev (hhv. studerende) indgår i videst muligt omfang.

Fra uddannelseskæde til læringskæde: Eleverne og deres meddesign af forløbene står i centrum. Særligt har vi derved fokus på pigernes præferencer ift. deres læringsprocesser med IT. For alle unge gælder, at deres valg af uddannelses- og erhvervsvej skal styrkes, og dermed deres karrierelæring. Det indebærer, at uddannelseskæden skal kunne fungere som en “læringskæde”, med sammenhængende læringsmål og forståelse hos underviserne for hinandens didaktik og pædagogik.

ROBOdidaktik: Modellen ROBOdidaktik benyttes som en fælles forståelsesramme. 

Modellen understøtter elevcentreret undervisning, hvor eleverne og de studerende typisk arbejder selv med teknologierne. 

Modellen assisterer ved undervisernes planlægning, evaluering og redesign af undervisningsforløb, såvel som ved kommunikation om deres forløb. 

Bæredygtighed: Som en ganske nødvendig del af arbejdet med de nye teknologier, skal disse belyses for deres potentialer for eller trusler mod bæredygtighed. De unge arbejder med indikatorer for FNs Verdensmål og omsætte dem konkret i forhold til deres læringsprodukter. Arbejdsspørgsmålet er: Hvordan kan vi gøre en positiv forskel med teknologierne?

MYRE er også ramme om en opdatering af modellen ROBOdidaktik ift. digital produktion med bæredygtighed.

Læs mere / read more

R. Lamscheck-Nielsen and G. Majgaard, 2020, article presented at the international conference “Creative Learning Environment”, Slovenia

Undervisningsforløb i MYRE

Undervisningsforløbene omhandler undervisning om eller med emerging technologies. Undervisningen foregår i og på tværs af fag på forskellige uddannelsesniveauer. Nogle af forløbene afholdes “i uddannelseskæden”, altså i samspil mellem uddannelsesniveauerne; fx som brobygning, som ´samundervisning´ af elever og studerende fra forskellige uddannelsesniveauer, som gæsteforedrag, som læringsaktiviteter ´elev-elev´ henholdsvis ´studerende-elev´, som fælles learning events, og meget mere. 

Forløb i MYRE Syddanmark

Undervisningsforløbene i MYRE Syd er blevet gennemført i efterår 2023 og i perioden jan.-feb. 2024 af:

  • Svendborg Erhvervsgymnasier (SESG), HHX og HTX
  • Syddansk Universitet (SDU), Mærsk Mc-Kinney Møller Institut
  • UCL, sundhedsuddannelser
  • Grundskolerne Haahrs og Rantzausminde 

I fagene i uddannelserne, MYRE Syd

Efterår 2023, SDU: “Kunstig intelligens som en læringsteknologi“, i uddannelsen Game Development and Learning Technologies

Efterår 2023, UCL: “XR til fremme af sygdomsforebyggelse og genoptræning“, i valgfag

September 2023, UCL: “AI som læringspartner i sundhedsuddannelser”, i radiografuddannelsen

Oktober 2023, HTX (SESG): “Opgaveformuleringer med Chat GPT”, i samfundsfaget

24. okt. 2023, HTX (SESG): “AR-programmering med TinkerCad og Meta Spark”, i faget programmering B 

11. okt. 2023, Rantzausminde, 7. kl.: “SkoleGPT som kreativ partner”, i faget biologi

Jan. 2024, HHX (SESG): “Kvalificering af elevernes skriveprocesser og intro til ChatGPT”, i danskfaget 

I uddannelseskæden, MYRE Syd

13. sept. 2023, UCL og HTX Svendborg: “XR prototyper til sundhedsfremme”, UCL studerende pitcher deres XR prototyper, med sparring fra HTX. Gennemført på UCL med 70 studerende i fysioterapi, hhv. Multimediedesign, og 10 HTX elever (1., 2. og 3. g) 

21. sept. 2023, UCL og SDU: “Fælles undervisning om kunstig intelligens”, historisk udvikling af AI og anvendelse af ChatGPT i sundhedsuddannelserne. Gennemført som fælles forelæsning for UCL- og SDU-studerende på SDU.

25. okt. – 16. nov. 2023, Haahrs og HHX: “AI for iværksætteri” – idéudvikling til iværksætteri i et fælles forløb med merkantilt gymnasium

27. okt. 2023, Rantzausminde og HTX/HHX: AR og bæredygtighed: Anvendelse og produktion” – et tværfagligt brobygningsforløb til en erhvervsgymnasial uddannelse

19. – 23. feb. 2024, Haahrs og UCL:  “XR i sundhedsvæsenet” – indsigt i og afprøvning af Virtual Reality for 10. kl., med introduktion fra UCL lektor  

Her ligger projektmaterialer, præsentationer fra netværksmøder og workshops, såvel som baggrundsstof til MYRE. Kontakt projektleder Regina Lamscheck-Nielsen, hvis du mangler andet. 

Slutevent, 28. feb. 24, Svendborg

Materialerne består af præsentationer, skitser af de nye undervisningsforløb fra eventets fremtidsworkshop og links til ressourcer. 

Netværksmøde #2, 8. nov. 23, Svendborg

Materialerne består af forløbspræsentationer, elevernes produkter og links til andre ressourcer. 

Webinar, 6. okt. 23: "Metaverse"  

Download præsentation v/ Gunver Majgaard

Webinar, 23. aug. 23: "Kvanteteknologier"

Materialerne fra dette arrangement består af skærmoptagelser af webinaret. 

Kick-off MYRE Syd, 16. juni 2023, Svendborg HTX/HHX

Materialer fra dette arrangement er kun tilgængelige via eksternt website. Adgangskode: MYRE-int