XR2Learn OC2 NEONATAL

Meet Open Call #2 winner NEONATAL!

Meet NEONATAL’s team!

We are introducing you to a groundbreaking solution in healthcare: the use of simulated VR training to equip healthcare workers with life-saving neonatal resuscitation skills, helping them to deliver better care for newborns at the most critical moment. 

1. Can you briefly present us your team? What’s your story and what drives you?

The Neonatal team is composed of experts from both healthcare and XR design. At the core of the project are Stine Lund, Anja Poulsen, and Hanna Rahimi from Rigshospitalet, bringing extensive experience in global health, pediatrics, and neonatal care. They are supported by Johannes Sivesgaard and Yiannis Kalaitzoglou from Khora, a leading XR production studio specializing in immersive experiences. The team is driven by a shared passion to improve neonatal healthcare and training for healthcare workers, and innovating on how training in XR technologies can overcome the challenges of traditional training methods.

 

2. In simple words, what is your project about and how is it linked with XR2Learn?

The project, NEONATAL, uses Virtual Reality (VR) to train healthcare workers in neonatal resuscitation, aiming to enhance the quality of care provided to newborns in emergency situations. The project is linked to XR2Learn through its use of XR (Extended Reality) technologies for immersive learning and training. We want to learn how to optimize our training modules to improve neonatal emergency care through scalable and adaptable VR-based training.

 

3. How did you come up with this project idea and what benefits will it bring to the end users?

The idea for NEONATAL originated from the need to reduce neonatal deaths, which still account for a significant percentage of under-five mortality. The project was conceived to address the challenges of current neonatal training methods. It provides benefits by offering a scalable, cost-effective training solution that can be updated regularly, allowing healthcare workers to practice and refine their neonatal resuscitation skills at their own pace. The project benefits healthcare workers by providing realistic, repeatable training scenarios that build their confidence and decision-making skills, ultimately improving the quality of neonatal care and saving lives.

 

4. What type of synergies do you want to explore/are already exploring with other XR2Learn teams? 

The NEONATAL project seeks to collaborate with other XR2Learn teams that focus on their expertise and experience with training, VR development, and innovative educational methodologies. We have not yet explored them, but we hope that the synergies will include sharing insights on how to enhance XR applications in medical education, ensuring that the training modules are scalable and adaptable to different healthcare environments, and contributing to a broader European effort to improve medical training through XR.

 

5. What are your plans for the future when it comes to the development of your ideas & projects?

Moving forward, NEONATAL plans to continue testing and refining the VR training modules, with the aim of implementing the project across Europe. The goal is to create an adaptable VR training application that can be integrated into healthcare systems, with the potential for further expansion into other areas of healthcare training. The project will contribute to the development of standardized, human-centric XR training solutions that can be implemented globally to improve healthcare outcomes.

XR2LEARN OC2 XDEMAN

Meet Open Call #2 winner X-De-Man!

Get to know X-De-Man’s team!

 

Let’s explore their innovative project, which pioneers the adoption of Extended Reality (XR) technology to train operators_5.0 (O5.0) employed in the de-manufacturing sector, unlocking the potential for circular economy (CE) and demonstrating the technology’s capabilities within the consumer electronic industry (home appliances).

 

1. Can you briefly present us your team? What’s your story and what drives you?

The X-DE-MAN project team is the result of a synergistic collaboration between two complementary forces: the academic expertise of the University of Parma (UniPR) and the technological know-how of MORE srl, an experienced provider of immersive and interactive solutions.

From UniPR, the academic team includes, Professor Claudio Favi, lecturer in Mechanical Drawing and researcher specializing in methods and tools for product lifecycle-oriented design, with a strong focus on Design for Disassembly, Professor Eleonora Fiore, lecturer in Industrial Design and researcher in the fields of Life Cycle Management and design content creation, and Dr. Rachele Rizzoli, a PhD candidate in Industrial Engineering, contributing to research and development activities within the project.

On the industry side, the MORE srl team brings together a diverse group of professionals, including Enrico Santori, Diego Zazzeroni, Bruno Arina,  Marco Cipolletti and Massimo Mastrilli. Each member of the MORE team contributes unique skills in XR development, 2D/3D graphics, VR systems integration, audiovisual production, and interactive solution design – spanning from cultural heritage applications to industrial manufacturing environments.

Our story began in the early 2010s, when UniPR and MORE started collaborating on a variety of interdisciplinary projects. This long-term partnership has been mutually enriching: UniPR gained access to cutting-edge immersive technologies, while MORE deepened its understanding of academic and industrial challenges, shaping tailored solutions to meet them.

Over the last three years, our collaboration has intensified, especially with the installation of a CAVE immersive environment at UniPR, provided by MORE, and the development of preliminary VR simulation tools for product disassembly training.

What drives us is more than just research or technology, it’s the strong bond we’ve built over the years. Beyond a fruitful professional collaboration, we’ve developed a true friendship and a shared vision. We are committed to supporting one another and co-developing innovative projects that not only advance academic research and industrial practice, but also contribute to the evolution factories and industrial sites, and in the specific domain of X-DE-MAN to help a new generation of operators/workers (Operator 5.0) in training through immersive, user-centered solutions.

 

2. In simple words, what is your project about and how is it linked with XR2Learn?

X-DE-MAN project aims to enhance professional education by developing an innovative, competence-based learning system using eXtended Reality (XR). We plan to create an open-source Virtual Reality (VR) training environment where learners can practice complex technical tasks – such as disassembly operations – in an interactive and safe setting. This approach is intended to support the development of practical skills more effectively than traditional educational methods.

A key feature of X-DE-MAN is the integration of a proprietary module that will automatically generate disassembly maps – step-by-step visual guides to support learners during training. This component is designed with commercial potential in mind and forms a central part of our market strategy. To extend the learning beyond the VR environment, we also plan to develop a mobile beacon-based app that will offer just-in-time support, helping users retain and apply what they have learned in real-world job settings.

This project aligns with the goals of XR2Learn by contributing a forward-looking, real-world use case that demonstrates the value of XR in competence-based education. XR2Learn focuses on creating a trustworthy and collaborative European ecosystem for XR in learning, and our project supports this by exploring scalable, inclusive, and industry-relevant solutions. By combining open-source tools with a market-oriented approach, we hope to show how XR can make industrial training more engaging, adaptive, and impactful – both during and after formal instruction.

 

3. How did you come up with this project idea and what benefits will it bring to the end users?

The idea behind X-DE-MAN emerged almost organically, following the installation of an immersive CAVE system at the UniPR by MORE. Building on the University’s research expertise – particularly in lifecycle-oriented product design – and on a deep understanding of industrial needs, especially in the home appliance and consumer goods sectors, the opportunity became clear: to create a technical solution that allows immersive and augmented interaction with 3D CAD models of product manufacturers, enabling the simulation of disassembly operations.

These operations are increasingly critical in the context of circular economy practices, where selective disassembly is essential to give a new life to products and components through repair, remanufacturing, repurposing, and sustainable product management. The project was conceived by recognizing the evolving demands of modern industry, where assembly and disassembly processes must coexist – often within the same manufacturing facility. This shift requires a new kind of operator: one trained to perform both tasks with competence, flexibility, and a deep understanding of the product lifecycle.

The convergence of industrial challenges, academic expertise, and the technical capabilities of a solution provider like MORE created the fertile ground in which the idea of X-DE-MAN could take root and grow.

The benefits of the project span across several levels:

– For industry, X-DE-MAN provides a cutting-edge tool for advanced operator training within a low-cost, risk-free virtual environment. It helps industries prepare their workforce for the complexities of product lifecycle management, enhancing operational efficiency and sustainability.

– For operators, X-DE-MAN platform offers the opportunity to acquire new knowledge and hands-on skills through immersive simulations, enriching their professional experience and employability—especially in future-forward sectors where circularity and smart manufacturing are key.

– For academia (like UniPR), X-DE-MAN represents the way for integrating extended reality tools into engineering and design curricula, equipping students with real-world competencies and exposing them to emerging technologies in the context of Industry 5.0.

– For technical providers (like MORE srl), X-DE-MAN represents a strategic step toward expanding its portfolio of XR-based applications. It also opens new commercial opportunities by positioning the company at the intersection of immersive technologies and sustainable industrial transformation.

X-DE-MAN is more than just a tool – it’s a bridge between disciplines, technologies, and generations, helping build a smarter, more circular, and human-centered industrial future.

 

4. What type of synergies do you want to explore/are already exploring with other XR2Learn teams? 

As part of the XR2Learn ecosystem, we are eager to explore synergies with fellow teams to enhance X-DE-MAN impact and contribute to the broader goals of immersive vocational training. We aim to collaborate with teams like PROXIMA, which is developing an Augmented Reality (AR) training kit for on-the-job and site-specific training in industrial contexts. Their focus on cognitive ergonomics and human factors aligns with our competence-based approach. By sharing insights and methodologies, we can collectively refine frameworks that prioritize learner-centric design and adaptability.

Morevover, the XRTwinScape project utilizes digital twins to create immersive virtual environments for industrial training. Integrating our disassembly map generator with their TwinScapeEditor could enhance the realism and interactivity of training modules, providing learners with detailed, step-by-step visual guides within a digitally replicated workspace. Additional projects like XR CROWD CTRL (XCC) are developing AI-powered dashboards for trainers to monitor and analyse collaborative XR training sessions. Collaborating with such teams could enable us to incorporate real-time feedback and performance analytics into our VR environment, thereby improving the effectiveness of training and allowing for immediate corrective actions. Finally, the XPOTLESS project focuses on VR training for cleaning and disinfection practices in the agrifood sector. By exploring their methodologies and adapting our tools accordingly, we can extend our training solutions to new industries, promoting sustainability and safety across various sectors. 

Engaging with the broader XR2Learn community allows for the exchange of best practices, technological resources, and research findings. This collaborative environment fosters innovation and ensures that our solutions are aligned with the latest advancements in XR technologies. Through these synergies, we aim to create a cohesive and interoperable XR training ecosystem that is scalable, adaptable, and responsive to the evolving needs of vocational education and training across Europe.

 

5. What are your plans for the future when it comes to the development of your ideas & projects?

In the future, our ambition is to evolve this project beyond its initial implementation into a scalable and impactful solution that can be adopted across multiple sectors and countries. While the first phase focuses on developing the core XR training environment, the disassembly map generator, and the supporting mobile app, our long-term vision involves expanding these tools to cover a wider range of technical domains, including energy, mobility, and advanced manufacturing. A critical part of our future plan is to patent the proprietary disassembly map generation technology. This component not only represents a technological innovation but also provides a sustainable business opportunity. By protecting this intellectual property, we aim to commercialize it through licensing agreements or as part of a bundled training package for vocational institutions and industrial partners.

We are also committed to embedding students at the heart of the innovation process. In the coming phases, we will create structured opportunities for learners to co-design features, test prototypes, and provide continuous feedback. This participatory approach ensures the solution is not only pedagogically effective but also engaging and accessible. Moreover, we want to explore how students can contribute creatively and even technically to the platform evolution, potentially integrating aspects of gamification, storytelling, or peer-to-peer support.

Another important direction is to strengthen the educational ecosystem around the tools. This includes developing teacher training materials, integration guidelines for vocational institutions, and long-term support mechanisms. We also see potential in aligning our methodology with European competence frameworks (like EQF) and exploring certification pathways linked to learning outcomes demonstrated in the XR environment.

Sustainability is also a key focus. We are considering how to make the project environmentally and economically sustainable by using energy-efficient hardware, modular content creation, and open-source development to encourage community contributions and reuse.

Finally, we envision forming new partnerships, not only with education providers but also with industry stakeholders, tech developers, and public authorities, to explore future use cases such as remote maintenance training, cross-border certifications, or upskilling for green and digital transitions. In essence, our future plans has the objective of transforming this project from a focused pilot into a dynamic, learner-driven platform with real-world applications and long-term impacts in industrial education and beyond.



WATCH THEIR VIDEO HERE

XR2LEARN OC2 analysis

XR2Learn Open Call 2: Mapping the Applicants: Where They Come From and Where They’re Going

Open Call 2 applications: who are they?

The project’s Open Call 2, that ran between  , closed with a total of 147 applications from all over Europe. The following deep-dive into of the applicants provides valuable insights into the geographic origins, target markets, and valuation of the SMEs that applied. The target audiences were small consortia of up to three partners consisting of XR-developing industrial partners, training organizations and XR-application user/adopters.

Countries of origin

A large number of countries were covered, thanks to dissemination efforts in getting participants from eligible countries. So, this Open Call received proposals from 14 eligible countries. Greece (20,5%), Italy (14,5%), Germany (9,6%), Spain (8,4%), France (7,2%), Turkey (7,2%), were the 6 most represented countries. 

SME’s ages

The objective of the Open Call #2 is to perform test, piloting, evaluate and validate the user acceptance of new or already developed XR-based applications in real life settings. In consequence, SME’s from various ages, with 69,2% of the companies being 10 years or less. 

Raising capital

Regarding scaling-up, it turns out that only 16.8% of the SMEs applying to the open call were actively seeking investment at the time of application. This suggests that a significant portion of applicants may be seeking other forms of support, such as access to markets, mentorship, or technology partnerships, to scale their businesses. 

Valuation

The valuation of the applicant SMEs revealed a diverse landscape. A significant portion (35.3%) were valued between 1 and 4 million, indicating a focus on early-stage growth. While 17.6% command a valuation between 20 and 25 million, suggesting more mature and potentially higher-growth companies.
11.8% of the applicants were valued at less than a million, highlighting the presence of early-stage ventures seeking initial traction.
The remaining valuations were distributed across 5-9 million (11.8%), 10-14 million (11.8%), and 15-19 million (11.8%), showcasing a range of company stages and growth trajectories within the applicant pool.

Markets 

We can see a range of target markets for the applicant SMEs. Software emerged as the most prominent one, with 31.6% of applicants targeting this sector. XR technologies followed closely with 16.4%, reflecting the core focus of the XR2Learn project. Education and healthcare count as significant markets, with 13.2% and 11.8% of applicants respectively. Artificial intelligence (AI) and 3D applications were also well-represented. Finally, a smaller part of the application focused on data-related solutions, and on blockchain, indicating the growing importance of data-driven approaches and emerging technologies within the XR2Learn ecosystem.

NB: With respect to the targeted sectors, a minimum of 70% will be dedicated to XR-application relevant to industry 5.0 technologies and relevant skills and a maximum of 30% will be allocated to sub-projects targeting other educational sectors (e.g. healthcare and medical, manufacturing, construction and engineering.

Gender balance

 
The applicant SMEs revealed a significant gender imbalance across leadership and employee levels, as it tends to be the case overall in the ecosystem. Overall, 80.7% of applicants were male-led, while 19.3% were female-led. This disparity was reflected at the leadership level, with 81.5% of CEO positions held by men. While a slightly higher percentage of women were observed in co-founder roles (20.7%), male co-founders still constituted a majority (79.3%). Finally, the employee level also exhibited a similar gender imbalance, with 81.3% of employees being male.

 

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