Metaverse Academy, Addressing the Future Skills on AR/VR/XR Technologies
Sector: Manufacturing (Industrial) • Location: Türkiye, Romania, Spain, South Africa, Bulgaria, Germany, Greece, Sweden, Slovakia, Israel, Estonia
Source: EU Funding & Tenders Portal
The world is rapidly adopting augmented, virtual, and mixed reality (AR/VR/XR) technologies in various industries, such as healthcare, education, and manufacturing. Such transformation into a more immersive, digitally-driven landscape creates the demand from these use-cases for skilled technical and non-technical professionals is on the rise. According to a recent reports, ,the global market for t
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Participants
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Status
Original status | ongoing |
Taiyo status | Obfuscated Data |
Taiyo last update | 00-00-0000 |
Available timestamps | 00-00-0000 |
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Contact
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Description
Description | The world is rapidly adopting augmented, virtual, and mixed reality (AR/VR/XR) technologies in various industries, such as healthcare, education, and manufacturing. Such transformation into a more immersive, digitally-driven landscape creates the demand from these use-cases for skilled technical and non-technical professionals is on the rise. According to a recent reports, ,the global market for the immersive technologies is growing rapidly, with a compound annual growth rate of 25.3%. This growth is driven by a variety of factors, including increased adoption of the technology in different industries, reduced cost to reach such technologies, as well as the continuing development of more advanced hardware and software technologies. Moreover, considering the current investment on these technologies and Metaverse respectively by large enterprises, it provides clear path to understand how this technologies will potential involve in our daily lives. However, several research have points out that the shortage of skilled professionals who can design, develop, and implement these technologies presents a significant challenge to dissemination of the existing use cases, and potential involvement of these technologies into new implementation areas. Although, some efforts have been made, but there is still a big gap to create common approach to address this future challenge of skill gap. Therefore, overall objective of this 3 years project is to enhance EU’s competitiveness on required skills on immersive technologies, mainly AR/VR and XR, and facilitates the upskilling of interested learners, regardless of their age. This objective will be achieved by covering 19 different technology and entrepreneurial oriented courses adressing the overall AR/VR/XR technologies. Consortium consist of 13 partners from 7 EU and Associated and 1 Non-EU countries, covering educational, vocational, entrepreneurial, and sectoral focus. |
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Original Currency | USD |
Original budget | 000000000000000 |
Procurement method | Obfuscated Data |
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Location
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Source
Source reliability | High |
Data quality score | 100% |
Source | Obfuscated Data |
URL | obfuscated_data,obfuscateddata.com |
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