Post archive

Turin’s pilot: Lessons learned from the implementation of disruptive technologies 3/3

Turin’s pilot generated an interesting set of considerations: The user interface must be simple and capable of actually making the organizations’ and citizens’ interaction. The augmented reality technology has high requirements that may not be available to many citizens/organizations. The use of blockchain technology for payments is very recent. The Covid 19 restrictions required corrections to allow remote actions.

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Paris’s pilot: Lessons learned from the implementation of disruptive technologies 2/3

Lessons learned in the Parisian pilot case indicate that local citizens are sensitive to matters concerning urban commons and ways to manage them.CO3 technologies have a huge potential for didactical/pedagogical activities. Professors and Education Institutions are inclined to change and innovate their programs and the way they teach if the technologies proposed are up to their expectations.

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Athens’s pilot: Lessons learned from the implementation of disruptive technologies 1/3

CO3project carried out the analysis on the lessons learned in the implementation of disruptive technologies. The following article is the first of three localized analytical summaries, beginning with Athen’s case. Citizens are open to exploring new technologies. The usability and ease of use of new technologies are proportional to the level of their adoption. Local society is highly sensitive to matters referring to social policy. Digital wallet features might receive hesitation from the end-user due to their connection with money exchange.

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Potential barriers in AR implementations

The use of the AR interface in handhelds is gaining importance at this time. Public and private organizations cannot be left behind and should meet the demand for interactive services with AR. AR is the technology that enables the interposition of virtual 3D objects in a real 3D environment. It is a common issue that technology comes at cost, some of them reported here as a barriers that are difficult to overcome.

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Maturity level and gamification

Based on an abstract from Int. J. Electronic Government. Ruth S. Contreras-Espinosa and Alejandro Blanco are the authors. This post suggests applying gamification to different stages of maturity models to boost citizen participation and overcome some limitations. Gamification as a

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Participatory Methods in Smart Cities

The concept of Smart City has evolved in the last decades, and it involves several factors: digital technology, disruptive innovation, and urban environments. From the initial attempts to directly link the Smart City paradigm to a technology-driven approach that considers the integration of information systems with urban processes, the attention has shifted to a more comprehensive vision that focuses on different facets of urban sustainability at its core.

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Gamification theory and motivation. A literature review of e-government services with gamification elements

Many democracies face breaches of communication between citizens and political representatives, resulting in low engagement in political decision making and public consultations. Gamification strategies can be implemented to generate constructive relationships and increase citizens’ motivation and participation by including positive experiences like achievements.

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Co3 Project — An Exercise in Futurism

In Co3’s hypothesis, a pervasive network of IoT devices, located throughout smart cities, will soon interact with mobile devices augmented with spatial intelligence capabilities. To work together, devices will need a shared map of the physical space: a reference frame where users can interact with digital entities. We could name this new digital layer, “the Inter-Grid,” as opposed to the internet.

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The CO3 modular platform

The platform developed in the CO3 project comes from previous developments by each of the partners that have been deeply modified to adapt to the project, providing the new functionality required and a high modular capacity; Each partner can update with some autonomy its characteristics.

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The second newsletter issue of the year is available

The latest newsletter of 2020 is available. The opening topics are about the project’s changes because of the COVID19 pandemic. Project’s dissemination continued with a new kind of dissemination strategies that have become the common standard of the events. This second issue addresses with further details the topics of the project’s evaluation and the theoretical support for the co-creation motivation.

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Recent posts

The Outreach of Participatory Methods in Smart Cities, From the Co-Design of Public Ser...
Turin's pilot: Lessons learned from the implementation of disruptive technologies 3/3
Paris's pilot: Lessons learned from the implementation of disruptive technologies 2/3
    CO3 Partners What is Gamification? What is Augmented Reality? m1.3 What is CO3 project (Athens) CO3 Partners What is FirstLife? Plenary Meeting What is Interactive Democracy? Divulgative events on disruptive technologies and strategies: Augmented reality and Gamification m1.6 What is CO3 project (ending) Co-Creation Workshop Divulgative events on disruptive technologies and strategies: Blockchain m1.5 What is CO3 project (Turin) Divulgative events on disruptive technologies and strategies: Blockchain Divulgative events on disruptive technologies and strategies: Augmented reality and Gamification CO3 Partners m1.1 What is CO3 project m1.2 What is CO3 project (Cities) What is Blockchain? CO3 project Model of interaction between PA and the citizens CO3 project kick-off meeting #H2020 m1.4 What is CO3 project (Paris)
The CO3 project has received funding from the European Union's Horizon 2020 research and innovation programme 2019-2021 under grant agreement No 822615. The content of this website does not represent the opinion of the European Union, and the European Union is not responsible for any use that might be made of such content.
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