Stand 3: IBBT (Interdisciplinary Institute for Broadband Technology)

At the IBBT stand several projects will be represented:

Llingo (Language Learning in an Interactive Game Environment) aims to introduce gaming in language education. The combination of a rich 3D environment and a high flexibility and a high level of adaptation should lead to a better learning experience. The goal of the Llingo project is to explore the potential of ‘serious and educational gaming’ and ‘game technology’ for learning. More specifically, Llingo wants to study the adaption of gaming in language learning. Educational immersive gaming technology offers the possibility to deliver an engaging, self-motivating environment in which to educate the players.

The Maple project (Mobile, Learning & Personalized Learning Experience) aims to make e-learning possible with language education as actual case. Attention is drawn to the flexible adaptation of the learning environment itself to mobile carriers. It also wants to facilitate the adaptivity and personalization of the learning environment. Electronic learning environments are an indispensable component in many educational settings. We want to facilitate multiplatform mobile e-learning with language learning as a concrete case, paying maximal attention to the portability of multimedia from one device to another, to network and to flexible adaptation of the learning environment itself to the different mobile devices.

The EPICS (E-Learning Platform in the Cultural heritage Sector) project aims at developing an e-learning platform for digital cultural heritage in Flanders. The combination of recent digitisations in the cultural heritage sector and the growing impact of digital content and content distribution in the educational domain can offer promising opportunities for a new approach in cultural heritage education. IBBT wants to contribute to this progress together with business partners Faro, VIOE, Bibnet, Playlane, Smartbit and Educentrum vzw.

PING is an online game that has been developed especially for use in a classroom context. It is used to introduce the complex social issue of poverty in a way that is close to the everyday life of young people (aged 13-18). While playing, students become the main characters in the game where they can play either as Jim or as Sofia, who, due to certain circumstances, end up on the street and need to find their own path.

Website: http://www.ibbt.be

Representative

Erik Mannens, IBBT, Belgium
Erik Mannens received his M.Sc. degree in Electro-Mechanical Engineering (1992) at KAHO Ghent, his M.Sc. degree in Computer Science (1995) at KU Leuven University, and his PhD degree in Computer Engineering (2011) at Ghent University. Before joining IBBT-MMLab in 2005 as a project manager, he was a software engineering consultant and Java architect for over a decade. His major expertise is centered around metadata modeling, semantic Web technologies, broadcasting workflows, iDTV and Web development in general. He is Research Unit Leader of the Future Media & Imaging Dept. and is involved in several projects as senior researcher/project manager. He is co-chair of W3C's Media Fragments Working Group and actively participating in other W3C's semantic Web standardization activities. On all of these subjects he has published several papers and book chapters. He is also an active member of the technical committees of ACM MultiMedia, IEEE CCNC, IEEE MMTC, SAMT, MMWeb, and MAReSO. His full bio/CV can be obtained from both http://www.mmlab.be/emannens or http://www.linkedin.com/profile/view?id=2917007.

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