Children, Data and Emerging Identities: Difference between revisions
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|image= | |image= | ||
|project_title=[[Children, Data and Emerging Identities]] | |project_title=[[Children, Data and Emerging Identities]] | ||
|acronym= | |acronym=IDentifEYE | ||
|donor= | |donor= | ||
|lead_partner=[[MKO Foundation]] | |lead_partner=[[MKO Foundation]] | ||
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|partners=[[MKO Foundation]] (Coordinator)<br>[[Cyprus Neuroscience and Technology Institute|CNTI]]<br>[[EZZEV]]<br>[[OAKE Associates]] | |partners=[[MKO Foundation]] (Coordinator)<br>[[Cyprus Neuroscience and Technology Institute|CNTI]]<br>[[EZZEV]]<br>[[OAKE Associates]] | ||
|countries=Netherlands, Cyprus, UK | |countries=Netherlands, Cyprus, UK | ||
|cost=€291 | |cost=€291.400.00 | ||
|grant=€233.120 | |grant=€233.120 | ||
|cost_fwc=€54.530 | |cost_fwc=€54.530 | ||
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|description= | |description= | ||
|main_page= | |main_page= | ||
|website=http://www.identifeye. | |website=http://www.identifeye.info/ | ||
|about=[[IdentifEYE: Children, Data & Emerging Identities| | |about=[[IdentifEYE: Children, Data & Emerging Identities|IDentifEYE]] | ||
|title_header= | |title_header=IDentifEYE | ||
|content_header=The project '''Children, Data and Emerging Identities''' concerns the development of an augmented reality game in which different sets of data, both active and passive, lead to different outcomes as symbolized by signs. These different signs will be printed by children as an outcome of a stage in the game and will shown to a computer camera. Then, on their computer screen, the augmented reality translation of the signs will be shown. This translation represents the identity that emerges from the data they have entered in the course of the game. By playing the game children will learn that not providing any data or providing only a small amount of data leads to either a complete lack of representation or a distorted representation while providing of too many validated data will lead to a truthful representation. The proposal involves 4 partners from 3 countries (Cyprus, The Netherlands, and the U.K.). | |content_header=The project '''Children, Data and Emerging Identities''' concerns the development of an augmented reality game in which different sets of data, both active and passive, lead to different outcomes as symbolized by signs. These different signs will be printed by children as an outcome of a stage in the game and will shown to a computer camera. Then, on their computer screen, the augmented reality translation of the signs will be shown. This translation represents the identity that emerges from the data they have entered in the course of the game. By playing the game children will learn that not providing any data or providing only a small amount of data leads to either a complete lack of representation or a distorted representation while providing of too many validated data will lead to a truthful representation. The proposal involves 4 partners from 3 countries (Cyprus, The Netherlands, and the U.K.). | ||
Latest revision as of 12:37, 28 July 2017
IDentifEYE
The project Children, Data and Emerging Identities concerns the development of an augmented reality game in which different sets of data, both active and passive, lead to different outcomes as symbolized by signs. These different signs will be printed by children as an outcome of a stage in the game and will shown to a computer camera. Then, on their computer screen, the augmented reality translation of the signs will be shown. This translation represents the identity that emerges from the data they have entered in the course of the game. By playing the game children will learn that not providing any data or providing only a small amount of data leads to either a complete lack of representation or a distorted representation while providing of too many validated data will lead to a truthful representation. The proposal involves 4 partners from 3 countries (Cyprus, The Netherlands, and the U.K.). |
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Overall objective(s)
The general goal of the project is not to prevent children from using the Internet or specific sites, but to make them aware of the risks of sharing personal information online and to encourage them to control their online identity by thinking carefully about the consequences. The project aims to teach children the value of data, how to represent themselves online, how to be careful with handing out data and how to interpret data they encounter on the Internet. The game should help them to protect themselves against theft of their identity and against contact with an unwanted third person. |
Specific objective(s)
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