D2.1 - FI-ADOPT open call documents · Web viewSpecifically it provides a brief market analysis...

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Information and Communication Technologies (ICT) Programme Project No: FP7-ICT-632868 FI-ADOPT Deliverable D2.1 D2.1 - FI-ADOPT open call documents Author(s): P.Moore, I.Schmidt, L. Montandon (Atos) Status -Version: V1.0 Delivery Date (DOW): 31 August 2014 Actual Delivery Date: 15 October 2014 Distribution - Confidentiality: Public Code: document.docx Abstract: This document is the FI Adopt – Open Call Documents. It includes information about the open call documents of the FI-ADOPT project. The aim of the document is to help the open call applicants to submit successful proposals to the open call. Copyright by the FI-ADOPT Consortium

Transcript of D2.1 - FI-ADOPT open call documents · Web viewSpecifically it provides a brief market analysis...

Information and Communication Technologies (ICT) Programme

Project No: FP7-ICT-632868

FI-ADOPT

Deliverable D2.1

D2.1 - FI-ADOPT open call documents

Author(s): P.Moore, I.Schmidt, L. Montandon (Atos)

Status -Version: V1.0

Delivery Date (DOW): 31 August 2014

Actual Delivery Date: 15 October 2014

Distribution - Confidentiality: Public

Code: document.docx

Abstract:

This document is the FI Adopt – Open Call Documents. It includes information about the open call documents of the FI-ADOPT project. The aim of the document is to help the open call applicants to submit successful proposals to the open call.

Copyright by the FI-ADOPT Consortium

FP7-ICT-632868 - FI-ADOPTD2.1 - FI Adopt - Open Call Documents

DisclaimerThis document contains material, which is the copyright of certain FI-ADOPT contractors, and may not be reproduced or copied without permission. All FI-ADOPT consortium partners have agreed to the full publication of this document. The commercial use of any information contained in this document may require a license from the proprietor of that information.

The FI-ADOPT Consortium consists of the following companies:

No Participant name Participant short name

Country Country

1 Intrasoft International SA ISOFT Co-ordinator Belgium

2 Intrasoft International SA ISOFT-LU Contractor Luxemburg

3 European Centre of Excellence In Media Computing And Communication Ltd EMC2 Contractor UK

4 ATOS SPAIN SA ATOS Contractor Spain

5 Universidad Politecnica De Madrid UPM Contractor Spain

6 Synelixis Solutions Ltd SYN Contractor Greece

7 European Alliance For Innovation EAI Contractor Belgium

8 EUROPE UNLIMITED S.A. EU Contractor Belgium

9 PlayGen Ltd PLAYGEN Contractor UK

The information in this document is provided “as is” and no guarantee or warranty is given that the information is fit for any particular purpose. The user thereof uses the information at its sole risk and liability.

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Table of contentsDisclaimer.....................................................................................................................................2

1. Executive Summary..................................................................................................................4

2. Market Potential of FI-ADOPT application areas.......................................................................5

3. Example Applications...............................................................................................................83.1. e-Learing/Training applications..................................................................................................83.2. Well Being and Social Integration Examples.............................................................................113.3. Smartwatches, Fitness and Health...........................................................................................13

4. How to get a share in the market............................................................................................14

5. How to fund your start-up......................................................................................................17

6. Conclusion..............................................................................................................................18

7. References..............................................................................................................................20

8. Annexes..................................................................................................................................218.1. Open Call Text..........................................................................................................................218.2. Guide for applicants.................................................................................................................228.3. FI Adopt SME proposal template..............................................................................................238.4. FI Adopt individual proposal template......................................................................................248.5. FI Adopt FAQ.............................................................................................................................258.6. FI Adopt expert No CoI Form.....................................................................................................268.7. FI Adopt Call Summary.............................................................................................................27

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1. Executive SummaryFI-ADOPT accelerator aims to promote the use, adoption and take up of the European Commission's FI-PPP Core Platform, the FI-WARE (www.fi-ware.org) technologies and assets. FI-ADOPT will launch three open calls and give access to a total grant of 4.240.000 EUROs. The overall financial contribution for each selected project will be between 50.000 and 150.000 EUROs

FI-ADOPT will create an ecosystem in which SMEs and web entrepreneurs will be supported to develop highly innovative applications for corporate and citizen’s learning/training, healthy behaviour shaping and social integration purposes employing rich media, social networking, and/or mobile apps and/or gaming principles extensively adopting the FI-PPP assets. The utmost objective of FI-ADOPT is the adoption of the valuable results (the “FI-PPP children”) of all the projects of FI-PPP phase 1 and 2 to accelerate the internet-enabled innovation in Europe, grow and extend them and finally deliver them to the society at large in a sustainable manner.

This document provides a reasoning on the Open Calls. Specifically it provides a brief market analysis that serve to orient the SME’s and entrepreneurs who are considering presenting a proposal to the FI-Adopt Open Call by providing a series of examples of the State of the Art.

The application domains of FI-Adopt are learning, training, wellbeing and social integration but also e-based applications domain such as e-Health, e-Presence, e-Gov, e-Learning and others.

In general these are areas, especially for social integration where there are not many examples of applications that are economically sustainable without some sort of public support.

Annexes give an exclusive overview on FI Adopt Open Call Documents such as:

Open Call Text Guide for Applicants Proposal Template for SMEs Proposal Template for Individuals Frequently Asked Questions Open Call Summary

(Also to be found under http://fiadopt-project.eu/)

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2. Market Potential of FI-ADOPT application arease-learning and training is one of the areas that FI-ADOPT has selected. The objective is to take advantage of the FI-PPP results to reduce the learning/training cost and enhance the learning experience to deeply penetrate in the society. Indicative subareas will include: Staff training, training on efficient decision making including (but not limited) to crisis management and e-learning.

e-Learning/training has been selected as it represent a significant market, expanded in a variety of directions. Worldwide revenues for game-based learning reached $1.5 billion in 2012. Forecasts predict that the serious games market will increase 49% by 2017 to reach $2.3 billion [2]. on the other hand, the 3D technology market will reach $175.1billion by 2020 [2]

Moreover, companies from the Western Europe already capture a significant market share in this area. Forecasts predict that in this region, the serious game market will grow by 17% between 2012 and 2017. Ambient forecasts that simulation-based learning specifically will reach $6,648 in 2017 from $2,364 in 2012 with a CAGR of 23.0% [3].

Figure 1: e-Learning Market forecast [2]

Moreover, gaming, animation and virtual world market needs to be remarked as one of the fastest-growing markets. Currently animation and gaming are expected to grow from $122.2 billion (2010) to $242.9 billion in 2016; expansion of the target market and creativity are the major reasons for this [5]. As shown in Figure 2, the total hardware and software revenues for consumer virtual reality products is expected to exceed 5B$ at 2018.

Figure 2: Games Market Forecast [5].

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Serious Games is also a large and increasing market sector. Industry estimates range from $2.5 to $10 billion in revenue for the serious games space in Aug. 2016, depending on how much of the market for games, simulations and virtual worlds is included in the calculation [4] .

M2 Research estimates that the total market for video games, video game rentals, subscriptions, digital downloads, casual games, social games, mobile games and downloadable content will top $50 billion and only gamification will climb to $2.8 billion in 2016 (Figure 3).

Figure 3: Gamification Market Forecast

Moreover, it underlines that currently enterprise represents the biggest segment of the gaming market for new apps growth at 25% of the market (Figure 4).

Figure 4: Serious Games Vertical Markets [5]

Enterprises employ gamification to enhance their training procedures. Deloitte uses Gamification for Deloitte Leadership Academy, an executive education program it uses to train clients and consultants [6] and Gartner predicts that 50% of businesses will use gamification by 2015 to encourage staff to be more dedicated and innovative when managing customer relationships and by 2014 more than 70% of global 2000 organizations will have at least one gamified application.

All e-based application domains, such as: e-Health, e-Presence, e-Gov are focusing, for example, on e-Health, the deployment of telemedicine services is galloping. The shortage of physicians in rural and remote areas provides opportunity for telemedicine to increase its services to millions of

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patients and this widespread deployment of services will continue at a rapid pace in the future as well.

Last but not least, “Global Telemedicine Market Outlook 2018 [7] , RNCOS analysts identified interesting market dynamics: The market, which stood at US$ 14.2 Billion in 2012, is expected to grow at a CAGR of 18.5% during 2012-2018.According to IHS Technology report published in January 2014, the global tele-health market is expected to grow by more than a factor of 10 from 2013 to 2018, as medical providers increasingly employ ICT technology to reduce costs and improve the quality of care.

Figure 5 shows various predictions on emerging technologies [8]: Since 2009, the prediction is repeated year by year ‘mobiles’ are being replaced by ‘tablets’. Learning analytics appeared in the 2011, together with games. Open Online Courses were added to the 2013 report, with high impact in higher education. In year 2013 report introduces 3D-printing and wearable technology.

Mobiles Cloud comp

2010 2011 2012 2013 2014 2015 2016 2017

Geo-Everything The Personal Web

Semantic-Aware Apps Smart Objects

Mobiles Open

content Electronic Books

Simple Augmented Reality

Gesture-based computing Visual Data Analysis

E-books Mobiles

Augmented Reality Game-based learning

Gesture-based computing Learning analytics

Mobiles Tablets

Game-based learning Learning analytics

Gestture-based computing Internet of things

MOOCs Tablets

Games and gamification Learning Analytics

3D – printing Wearable technology

2018 Figure 5: NMC predictions [8]

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3. Example ApplicationsOf course there is already a number of applications in the FI-ADOPT applications focus areas. In the following we provide a few:

3.1.e-Learing/Training applications

3.1.1. Edmodo Web Site: https://www.edmodo.com/

Description: Edmodo allows creating groups, assigning homework, scheduling quizzes, managing progress, and more to support and enhance what is already going on in classrooms.

Technologies: Web platform, available for PC and mobile app

Audience: Teachers, Parents

Providers: Edmodo

This platform is used by over 36 million teachers, students, and parents who connecting to collaborate on assignments, a good example of ‘stable and scalable’. It was founded in 2008 by two students, now 115 employees.

3.1.2. Scratch Web Site: http://scratch.mit.edu/

Description: Scratch helps young people learn to think creatively, reason systematically, and work collaboratively — essential skills for life in the 21st century.

Technologies: Networked Media / Gamification

Audience: Children, Young people

Providers: MIT

Scratch is a project of the Lifelong Kindergarten Group at the MIT Media Lab initiated in 2003. It is widely used by teachers in formal and informal settings.

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3.1.3. Social Media at CDC Web Site: http://www.cdc.gov/socialmedia/

Description: A variety of social media tools used to reinforce and personalize messages, reach new audiences, and build a communication infrastructure based on open information exchange

Technologies: Networked Media / Social Media, gamification

Audience: Adults, Patients

Providers: CDC – Centers for Disease Control

CDC works to protect America from health, safety and security threats, both foreign and in the U.S. They use a series of Social Media tools and combine them to provide information and training.

3.1.4. Coursera and OAuth2 APIs Web Site: https://accounts.coursera.org/console

Description: Coursera is an education platform that partners with top universities and organizations worldwide, to offer courses online for anyone to take, for free.

Technologies: Web Platform for deployment of MOOCs

Audience: Adults

Providers: Coursera

The OAuth2 APIs is an authorization framework designed to enable third party educational applications to access a user’s data on Coursera personalising apps with a student’s name, or viewing users’ enrolments to more seriously engage with students.

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3.1.5. e-lecta live Web Site: http://www.e-lecta.com/

Description: electa Live is a virtual classroom software and a real-time online collaboration environment designed for teaching and training over the Internet.

Technologies: Web Platform supported on multiple operating systems- Windows, MAC OS X, Linux as well as on Android phones and tablets.

Audience: Children and Adults

Providers: e-lectra

With eLecta Live you can arrange live classes, online lectures, web meetings, group sessions, individual one–on–one sessions and webinars – all taking place real-time over the web. For your web conferences you only need a computer with an internet connection.

3.1.6. Adobe and Success Factors - E-Learning programsAt [1] one may find an additional report comparing a number of E-learning solutions. Adobe Captivate and SuccessFactors were named Leaders, while SilkRoad, Halogen TalentSpace, and Cornerstone OnDemand were named "High Performers" (Figure 6).

Figure 6: Leaders in Training & E-Learning – overview 2014 [1]

Moreover, Capterra offers a comparison of available Training & E-Learning solutions (Figure 7) [10]

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Figure 7: A comparison of available Training & E-Learning solutions [10]

3.2.Well Being and Social Integration Examples

3.2.1. AutisMate Web Site: http://autismate.com/

Description: AutisMate's is a comprehensive solution for sufferers of autism, cerebral palsy, apraxia, etc. and their families. It can be personalized to each user and progresses with the changing needs of the individual. This enables users to develop communication and life skills simultaneously, allowing each skill to build on the other.

Technologies: Mobile App

Audience: Parents

Providers: SpecialNeedsWare

Also for “learning”, there are several providers of such apps, e.g. Apps for children with special needs http://a4cwsn.com/.

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3.2.2. Zamzee Website: https://www.zamzee.com

Description: The Zamzee activity meter measures movement. Users upload their movement to zamzee.com, where physical activity earns Pointz and real-life rewards.

Technologies: Gamification, Sensors, web platform

Audience: Family

Providers: HopeLab

Games for Health is the subject of a yearly conference in the US (http://gamesforhealth.org) and research here:(http://www.healthgamesresearch.org/). Hundreds of apps developed for Diabetes management on Google Play or Play Store.

3.2.3. Adventures aboard the S.S.GRIN Web Site: http://www.3ctechnologies.com/games

Description: Geared toward third to fifth grade students with significant social-behavioral problems, Adventures aboard the S.S.GRIN links the worlds of social skills training and interactive technology.

Technologies: Web based serious games

Audience: Children, Young people

Providers: 3ctechnologies

This one is not yet developed. Adventures aboard the S.S.GRIN is being developed and tested through the Center for Research in Emotional and Social Health (CRESH) using a games platform developed by 3C Institute.

3.2.4. FitocracyWeb Site: http://www.diet-blog.com

Description: Fitness turned into a game.

Technologies: Gamification, Social gaming

Audience: Adults

Providers: Fitocracy Inc.

Also several apps for fitness, diet, health monitoring are being produced

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3.3.Smartwatches, Fitness and HealthCurrently probably the largest growth area for apps in the area of health, wellbeing and fitness is taking advantage of wearables1, and especially smartwatches. Some examples of soon to come applications include:

A skin patch that does hypodermic injections throughout the day Smart nail polish that defends against date rape A smart sock that helps keep track of Alzheimer's patients Bands that can see through your skin and look at the blood as it passes

through Self-powered technology that harvests energy to power wearable devices RFID trackers on every player individually on a sports field

Many of the major IT hardware manufacturers are now producing smart watches and/or wearables which usually have associated SDK’s to develop new applications.

1 Sony pictures – www.sony.com

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4. How to get a share in the marketThere are many ways to enter or get a bigger share in the market. Some tips are [11][12][13] [14]:

Stay relevant through innovation. One great way to gain market share is to "see" the new trends ahead of competitors. Important pieces of information can come from mainstream media sources such as newspapers, from social networking sites where consumers talk about the products they use, and from industry forecasts in trade publications. Think about how new technology might change your enterprise or application.

Identify the distribution channels through which you will sell goods and services. Evaluate these against current distribution channels. For example, perhaps a large segment of consumers in your market buy online. Make plans to increase distribution methods, such as adding online purchasing systems, selling directly to consumers or increasing the number of retail stores that sell your products.

Increase promotional activities. Mounting advertising campaigns, such as television, radio or Internet advertising are effective, but requires significant upfront capital. On the other hand, social media and communities offer nowadays a very good method to advertise you product. Another method is to offer free access or trial versions of your product for a limited time period to allow potential customers to use the product before they buy it.

Lower your prices. This is one of the most common ways to gain market share. However, to offer lower prices, find ways to cut production costs and other expenses, and pass the savings along to consumers. By offering low prices, you position your company as a low-cost alternative to other competitors. This strategy also supports consumers in all types of economies, including during a recession.

Offer different versions of the product. By categorizing the features of your product and providing different versions you may capture different customers. Or you may get a customer with a low-cost version of the product and then s/he may upgrade to a more featured (and more expensive) version (Figure 8).

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Figure 8: An example of product plans vs. prices

Improve product and service quality. Product quality, from the customer's viewpoint, refers to the degree to which a product satisfies preferences and expectations. It can include virtually any aspect of the product (e.g., design, characteristics and features) that makes it more reliable or desirable to consumers. Increasing product quality can lead to market-share gains. In turn, market-share gains can influence consumers' perception of your product and increase demand for it.

Respond to customers fast. Remember in the past a voicemail recording that says, "I'll get back to you within 24 hours" seemed responsive, but not anymore. Nowadays, with real-time Twitter customer-support, shoppers are increasingly loyal to the company that can fix their problem right now. As a result the share of companies where respondents report using Web 2.0 technologies continues to grow. Based on McKinsey survey [14], within the last year, the percentage of companies using social networking has significantly increased (40%) and blogs (38%) and among respondents at companies using Web 2.0, a large majority continue to report that they are receiving measurable business benefits—with nearly nine out of ten reporting at least one.

Figure 9: A majority of respondents say that their company enjoy measurable business benefits from using Web2.0

Use customers' ideas. Put your customers at the centre of your business and let them design the application they need. Keep an open channel for customer ideas as one of them might be your next hit product. Talk to your customers about their wants, needs and

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concerns. Train salespeople in your organization to engage customers in conversations. If an individual elects not to buy from you, ask him why. This is valuable information to use in retooling your product offering or your marketing message.

Constantly check competitors. Keep a constant watch on your competitors and pay particular attention to what they are doing really well that is drawing consumers to them. They may have spotted a significant change in consumer needs that you have missed.

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5. How to fund your start-up beyond FI-ADOPTFor most start-ups getting funding to start or continue a business is quite difficult. Moreover, applying to banks to get a loan for your business is almost impossible. Some options that may help to fund your company after or in parallel to an FI-ADOPT grant include [15]:

1. Factoring: This method allows you to sell your accounts receivable to a third party (i.e. The Receivables Exchange) for immediate cash. However, factoring is expensive since it can cost up to 15% of the receivable. This may work for a growing company, but is not a method of financing for a company that is shrinking or losing money.

2. Government or EU grants. These programs require research at local, state and EU levels. Typically they are specific and technical in nature. Check out the H2020 SMEs instrument [16].

3. Crowdfunding. Crowdfunding is about persuading individuals to each give you a small donation (€10, €50, €100, maybe more) in exchange for something (e.g. receiving your first products). Once you get thousands of donors, you have some serious cash on hand. However, crowdfunding is very emotional and its success is based on the appeal of your idea. Popular sites that facilitate crowdfunding include IndieGoGo and Kickstarter.

4. Angel Investors. Angel investors might be professionals such as doctors or lawyers, former business associates or event seasoned entrepreneurs interested in helping out the next generation. Generally, the angels need to have a net worth of at least $1 million and make $200,000 a year (or $300,000 a year jointly with a spouse). Angel investors give you money and you sell them equity in the company, filing the investment raise. Most investments rounds also involve multiple investors, thanks to the proliferations of angel groups.

5. Institutional Venture Capital (VC). VC funding isn't always easy to obtain and you'll have to give up equity, but when you're a high-growth company with high-financing needs, it can be your best bet. Venture Capital from professionally managed funds have normally between $25 million and $1 billion to invest in emerging growth companies. However, Institutional venture capitalists demand significant equity in a business. The earlier the investment stage, the more equity is required to convince an institutional venture capitalist to invest. Moreover, in order to attract a VC funding you should be a high-growth companies that are capable of reaching at least $25 million in sales in five years.

6. Business incubators. If your business is new, it can get seed money, mentorship and other similar services to get started. These types of organizations have a great track record of success which include Excelerate Labs and TechStars. There is a lot of competition to become part of an incubator these days so focus on a handful of organizations which match up best with your goals.

7. Business plan competitions or other contests. When all else fails, try to win the funding! There are a lot of regional and national competitions giving away substantial amounts of money. These include the MIT $100K Entrepreneurship Challenge, The GE Ecomagination Challenge and the Amazon Web Services Start Up Challenge. However, this is really show business, so you need to have a great idea, very competent team and be a good presenter.

8. Leasing Business Equipment. To lower your start up cost, you may select to rent equipment instead of buying it. Equipment leasing is basically a loan in which the lender buys and owns equipment and then "rents" it to a business at a flat monthly rate for a specified number of months. At the end of the lease, the business may purchase the equipment for its fair market value (or a fixed or predetermined amount), continue leasing, lease new equipment or return it. Advantages include getting your hands on needed equipment without paying the costs up front.

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6. Conclusion This document is not meant as a comprehensive market analysis for apps in the areas of learning, training, gaming, wellbeing and social integration but rather is meant to orient and inspire possible applicants. A priori, except for health and fitness, these are not domains that are probably the most economically successful currently in the area of Future Internet but as the examples given here show, economic sustainability is possible.

FI-ADOPT has selected to run open calls on the above domains (e-learning, well being/e-health, social Integration) targeting three important pillars for European societies and economies, namely: Training for improving business knowledge, crisis situation management practices and digital

literacy. Training and lifelong learning is crucial for the improvement of European competitiveness and the enhancement of the population education. FI-ADOPT targets to assist in employees training to foster the knowledge of the workers and managers. While the need for training is well recognised the associated costs have constrained the extent of these activities given the economical downturn. FI-ADOPT will offer applications based on social networking and gaming of increased engagements of the trainees as well as on real world emulations to reduce the cost of physical exercising on e.g. motors. This is feasible due to the rich media available and the corresponding support from FIWARE GE and SEs. The same approach can be used for crisis management training with virtual environments emulating crisis situations avoiding the high costs of setting up such test with wide interventions in the operation of multiple authorities/services. Last, but not least, digital literacy can be significantly enhanced by games that familiarise audiences that traditionally are lacking behind the digital era.Lowering the cost of training, both public bodies and the industry will have the opportunity to train their employees (which was an activity significantly affected by the global economy recession) who directly contribute to the efficiency and intelligence of the procedure they operate. This way, the industry processes will become smarter and the infrastructures will be operated more efficiently by better trained people.

Health and well-being improvement (which is also at the societal fore-fronts with 500 million smartphone users worldwide expected to be using a health care application by 2015). As modern societies realise that disease prevention through healthy living is preferable in many aspects to cure (cost, comfort, quality of life), they take measures to motivate people engage in healthy lifestyles and gain access to useful information when and where they need it, learn fascinating facts about health & fitness, and test their knowledge with fun games. However, in many a case, knowledge or information is not enough. FI-ADOPT will contribute towards citizens’ well-being by delivering gaming applications that employ social networking approaches to motivate people maintain their healthy habits (e.g. diet, exercise or any other) and help them assimilate their knowledge about disease prevention and diagnosis. While there are already applications counting the calories consumed every day or providing information on calories or ingredients of different products, it is not enough. FI-ADOPT will offer enhanced experience through the use of multi-media (e.g. for sport, exercising or acting in 3D virtual environments) and social networking (sharing the environment or engaging in daily competitions or plays) and the opportunity to socialise through healthy habits or knowledge sharing (e.g. information and terminology quizzes related to stroke, its diagnosis and treatment, seeking for people with first aid knowledge, etc).

Social integration of non-nationals which is a major socioeconomic and political issue. The percentage of non-national ranges across European countries with Belgium, Germany, Spain and Norway and Switzerland hosting more than 80% of non national with citizens of non-EU countries counting from 44 to 64% in these countries according to Eurostat [9]. Given the high

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number of non-nationals in Europe (which some studies have shown that they are needed for the European economies to survive), their smooth integration is a mandate. FI-ADOPT will develop social networking and gaming (mainly mobile) applications which target to educate immigrants and reconcile the cultural differences of the European residents.

In any case, it is important to note that one of the most important functions of FIWARE and the entire EU Future Internet programme is to facilitate the labour of SME’s and web entrepreneurs. Currently, for many of them, even though they may have great ideas and the ability to implement them in a limited manner, they are unable to make the leap to commercial applications due to a series of entry-level barriers such as:

Poor access and/or knowledge of scalable infrastructures (for example for storage or streaming)

Inadequate ability to put in place proper security measures Lack of technical knowledge of one particular area needed to implement their idea – for

example sensor technology that might be required for an e-Health application

In all of these cases the use of the infrastructures and enablers of FI-WARE can reduce the entry barriers and make feasible an idea, which, a priori, might not have been considered economically viable.

For any question, please check the Q&A document and if you don't find an answer contact the FI-ADOPT Project Helpdesk:

Email [email protected]

Address

Room G1, School of Electronic Engineering and Computer ScienceQueen Mary, University of LondonMile End RoadLondon E1 4NSUK

Tel +44 (0)20 7882 8012

Fax +44 (0)20 7882 7997

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7. References

[1] http://www.checkpoint-elearning.com/article/13773.html[2] Ambient Insight “The 2012-2017 Worldwide Game-based Learning and Simulation-based

Markets”[3] Austin Visuals 3D Animation Studio Reports, “Insight Into the Animation & Gaming Market”,

August 2013[4] http://www.hypergridbusiness.com/2012/08/serious-games-now-a-multi-billion-dollar-

industry/[5] M2Research, “Gamification in 2016: Market Update Consumer and Enterprise Market

Trends”[6] Nitesh Ambuj, Shahnawaz Khan, “Enterprise Gamification Enabling businesses drive

participation, user engagement, employee productivity and customer loyalty”, April 2012[7] http://www.researchandmarkets.com/reports/2775117/

global_telemedicine_market_outlook_2018[8] http://hotel-project.eu/content/d112-emerging-technologies-landscape-report (page 28) [9] Eurostat, Migration and migrant population statistics, online data code: migr_imm1ctz,

migr_imm5prv.[10] Capterra, "Top Learning Management System Software Solutions" link [11] Carol Tice, " Five Ways Your Business Can Grab Market Share Today,"

http://www.entrepreneur.com/article/220670[12] Brian Hill, "How to Capture Market Share Through the Understanding of Consumer Needs,"

http://smallbusiness.chron.com/capture-market-share-through-understanding-consumer-needs-21904.html

[13] http://wiki.fool.com/How_to_Gain_More_Market_Share#sthash.uIAjiI2d.dpuf[14] McKinsey Quarterly Survey, "The rise of the networked enterprise: Web 2.0 finds its payday,"

http://www.mckinsey.com/insights/high_tech_telecoms_internet/the_rise_of_the_networked_enterprise_web_20_finds_its_payday

[15] Barry Moltz, "Creative Ways To Get Your Business Funded," https://www.americanexpress.com/us/small-business/openforum/articles/10-creative-ways-to-get-your-business-funded/

[16] H2020 SMEs Instrument, http://ec.europa.eu/programmes/horizon2020/en/h2020-section/sme-instrument

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8. Annexes

8.1.Open Call Texthttp://fiadopt-project.eu/wp-content/uploads/2014/09/01-FIADOPT_Call-Text_v2-1.pdf

Call Text

Version 2.11 September 2014

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8.2.Guide for applicantshttp://fiadopt-project.eu/wp-content/uploads/2014/09/02-FIADOPT_Guide_For_Applicants_v2_1.pdf

Guide for Applicants Version 2.1

1 September 2014

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8.3.FI Adopt SME proposal templatehttp://fiadopt-project.eu/wp-content/uploads/2014/09/03a-FIADOPT_SME_Proposal_Template_Call_1_v3_1.docx

1st Open Call - SME Project Proposal template Proposal Title

Proposal Acronym

Leading Individual1 Title (Mr/Ms/Mrs/Dr/Prof)

First Name

Last Name

Gender

Position at the Organization

E-mail

Country

Phone No.

Address (if different from legal Organization address)

SME Information2 Legal Name of the SME

VAT Number

Legal Address

Country

Website

Are you a SME according to the Commission Recommendation 2003/361/EC? (YES/NO)

Headcount in Annual Work Unit (AWU) (last closed financial year or “N/A” if a start-up)

Annual Balance Sheet in EUR (last closed financial year or “N/A” if a start-up))

Annual Turnover in EUR (last closed financial year or “N/A” if a start-up))

Any linked or partner enterprises to your SME? (YES/NO)

1 All fields in the cover page are mandatory 2 If the proposal is selected, the information below will be validated during the negotiation phase.

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8.4.FI Adopt individual proposal templatehttp://fiadopt-project.eu/wp-content/uploads/2014/09/03b-FIADOPT_Individuals_Proposal_Template_Call_1_v3_1.docx

1st Open Call - Individuals Project Proposal template Proposal Title

Proposal Acronym

Leader1 Title (Mr/Ms/Mrs/Dr/Prof)* Gender*

Fist Name /Last Name*

E-mail*

Country* VAT.*

Phone No.* Mobile No*

Address (where you are based)*

Team Members Title (Mr/Ms/Mrs/Dr/Prof) Gender

Fist Name /Last Name*

E-mail*

Country* VAT.

Phone No. Mobile No:

Title (Mr/Ms/Mrs/Dr/Prof) Gender

Fist Name /Last Name*

E-mail*

Country* VAT.

Phone No. Mobile No:

Title (Mr/Ms/Mrs/Dr/Prof) Gender

Fist Name /Last Name*

E-mail*

Country VAT.

Phone No. Mobile No:

1 Only fields marked with (*) are mandatory

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8.5.FI Adopt FAQ

http://fiadopt-project.eu/wp-content/uploads/2014/08/04-FIADOPT_FAQ_201408.pdf

Due to a number of questions a new version of Q&A was released 30/9/2014.

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8.6.FI Adopt expert No CoI Form

Independent Evaluator Declaration of No Conflict of Interest

Version 1.0

August 2014

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8.7.FI Adopt Call Summary

http://fiadopt-project.eu/wp-content/uploads/2014/08/FI-ADOPT-Call-Summary.pdf

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