This paper presents the Unified Collaborative Innovation Framework (UCIF) developed in the European Integrated Project Laboranova (Collaboration Environment for Strategic Innovation). The Framework aims at the support of the early stage innovation process by means of collaborative working environments. As implied by its name, UCIF is a framework, which by definition is a conceptual construct acting as the skeleton and boundary upon and within various entities and concepts are integrated, outlining a proposed solution.
Every collaboration stands on a foundation of mutual trust. This is a pre-requisite for any information sharing as well as the basis to successfully carry out collaborative tasks. This article presents the use case of Open Digital Lab 4you, a digitized laboratory environment, and identifies relevant trust factors based on a literature review and action-based research. In this paper stakeholders' needs and requirements are discussed and these are linked to several, critical aspects of trust when sharing resources among public institutions
The human capital for the European Factories of the Future is the key enabler to competing in high value manufacturing. Therefore, the education and training schemes for young talents, supported by new and rapidly developing ICT technologies, have to be flexible and adaptable to the future manufacturing needs. New approaches for managing knowledge and developing skills will be required so that the manufacturing decision making can be dispersed in the production level. In order for the best of European human capital to be a center of attention, the weak societal appeal of manufacturing has to be overcome as evidenced in the decline of student interest in Science, Technology, Engineering and Mathematics (STEM) subjects.
The aim of the paper is to focus on a sample of current offer of serious games in manufacturing education. Although manufacturing education have been using simulations in facilitating a better understanding of the theoretical concepts, the transition to using serious games is prone to mistakes. This paper presents the comparative analysis of three existing serious games in manufacturing education, assessing the game design and pedagogical underpinnings of the serious games. The result of the analysis has yielded a set of guidelines that supports the development of serious games in manufacturing education
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