Dancing Dialogues - present and connect folk dance groups 🔗
Dancing Dialogues is a project with the Royal Holloway, University of London and aims to present and connect folk dance groups, events and activities in the UK in an easy-to-use digital space.
The website will consist of static (e.g., Home, About) and dynamic (e.g., news, blog) areas. Pages can contain mixed-media content, blending textual information with photos, videos, PowerPoint presentations and slides, PDFs and documents, social media posts. The core of the website will be a map that shows entries about folk dance groups, related events and activities. The website will provide the means to:
- Register an account so that folk dance groups can add/edit their profile, events and activities and assign them on a map location.
- Harvest RSS feeds and posts from selected folk dance groups in a dedicated web page (social wall)
5Dculture - Deploying and Demonstrating a 3D cultural heritage space 🔗
5Dculture aims to support the deployment of the Data Space for Cultural Heritage by enriching the offer of 3D digital cultural heritage assets, tools and know-how in the Data Space and by fostering their reuse in important domains: Fashion Heritage, Archeological 3D Content, Historic Building, Cityscapes and Tourism. Reusing 3D content means reimagining.
We foster innovation that inspires new narratives and fresh perspectives. AI, machine learning, and semantic technologies make 3D assets accessible and shareable, redefining cultural heritage engagement.
IN2 coordinates the project and is the main responsible for implementing a community of practice for 3D professionals. IN2 also plays a key role in the Tourism Pilot, where we provide the tools for storytelling experiences.
SUN - Social and hUman ceNtered XR 🔗
The Social and hUman ceNtered XR (SUN) project aims at investigating and developing extended reality (XR) solutions that integrate the physical and the virtual world in a convincing way, from a human and social perspective. The virtual world will be a means to augment the physical world with new opportunities for social and human interaction. The project will develop solutions to surpass current limitations, including the development of:
- Scalable solutions to obtain plausible and convincing virtual copies of physical objects and environments;
- Solutions for a seamless and convincing interaction between the physical and the virtual world;
- Wearable sensors and haptic interfaces for convincing and natural interaction with the virtual environment;
- Artificial intelligence-based solutions to address current computing, memory, and network limitations of wearable devices;
IN2 coordinates the integration of the components of the SUN platform and leads the co-creation activities to define the user-requirements. Furthermore, we lead the successful transfer of the project results to the market, facilitating the Business Model elaboration for the SUN platform and the creation of the exploitation plans. We expect to extend out know-how in the XR domain, both in terms of the market, application scenarios potential and the innovation that can lead to new products or improvements thanks to technology spillovers.
NewsArcade - Seriously Play the News 🔗
Media companies providing news content in different formats are challenged like never before: they need to reaffirm their usefulness within democratic societies, by strengthening the bond with their audience and even creating new connections with parts of the population that have become distant. Media companies can no longer just present themselves as authorities on what is right or wrong, what is decent or absurd. Their audiences demand to be taken into consideration. Furthermore, media companies need to prove themselves useful and this can only happen if they can explain to the public why.
NewsCraft tackles these challenges by bringing together journalism and news consumption closely by means of gamification as an educational approach to improve young adults' news literacy, and critical thinking skills and thus, tackle disinformation and the challenges faced by media companies. It will created a new gamified news story format in the market that is based on real, evolving news and provides a way for media companies, it is a way to innovate and explore new ways of delivering news.
IN2 is responsible for the technical management of the project, leads the development activities and creates the authoring tool for the NewsArcade gamified news format.
SERRATE - SustainablE RuRAl Tourism Engine 🔗
IN2 has been selected to participate in the the REACH, the “EuRopEAn incubator for trusted and secure data value Chains”. REACH supports experimentations on secure and trusted data value chains across several sectors and launching of new data-fuelled products and services to the market.
IN2 entered the incubation process with SERRATE, a solution to help drive the flow of tourists to less visited sites or locations (especially in the rural areas just outside the very popular destinations). Integrating data from different sources and sectors, SERRATE will enable an automated workflow: collect social media posts about a region, extract data features from these, match posts with an extendable knowledge base of stories, and reply on the same medium with highlighted stories that match the interest of the user. Manual human intervention will also be facilitated so that social media managers can control and tune the user/tourist experience.
CUHE - An explainable recommender system for holistic exploration and curation of media heritage collections 🔗
CUHE aims to develop and demonstrate a web-based application based on AI recommendations that will enable cultural heritage professionals (e.g. museum curators, archivists) as well as researchers to explore existing media and cultural heritage digital collections in a more holistic way and allow them to more easily curate new galleries or create digital stories and exhibitions which can showcase and share the new insights gained.
While the recommendation system will enable the automatic linking of curated editorials to create “Story Spaces” and surface non-obvious connections between records and between collections, it will be important to provide users with the necessary information to understand why they are given such recommendations. In this way CUHE takes one step towards more explainable AI and answers the challenge of navigating multi-perspectivity in media heritage collections.
CUHE has indirectly received funding from the European Union's Horizon 2020 research and innovation action programme, via the AI4Media Open Call #1 issued and executed under the AI4Media project (Grant Agreement no. 951911).
AGS - Acting Greener in Schools through Digital Narratives 🔗
AGS brings together partners from 5 European countries ( Greece, Germany, Belgium, Spain and Iceland) under the coordination of the University of Iceland and aims to develop innovative education methodologies and trainings for green skills, with the use of digital storytelling and creativity.
Using a holistic approach AGS will empower teachers towards achieving greener behaviours and shape at the same time the tomorrow's climate action change makers along with the engagement of their families. Coupling digital technologies with strong narratives will enable teachers, students and their environment to identify and act upon environmental problems as active citizens and not just as observers.
GENTLY - Games for Energy Efficiency Youth Literacy 🔗
GENTLY is coordinated by IN2 Digital Innovations and brings together experts from 6 other European countries (Cyprus, Greece, Hungary, Lithuania, Romania and Spain) with the to offer added value, reclaim international cooperation, and deploy digital tools for informing and educating the youth in a non-formal playful and joyful way on energy efficiency and green deal practices.
The project's main scope is to create an innovative package of games, both board and online, of two levels (easy and professional), and to provide game-based learning to as many as possible young people, youth workers and young people with fewer opportunities. GENTLY's objectives are:
- To conduct research analysis investigating climate change facts and green deal actions, scoping to energy efficiency maximization and green deal
- To design, test, and publish an innovative training game package on energy efficiency issues for youth workers, young people and youths with fewer opportunities
- To deliver training courses related to energy efficiency issues for youth workers
- To involve companies in professional games by indicating actions for environmental protection
WEAVE - Widen European Access to cultural communities Via Europeana 🔗
This project aims to develop a framework to link the tangible and intangible heritage of cultural communities, safeguarding the rich and invaluable cultural heritage which they represent. WEAVE will contribute to preserving for future generations the richness of the European identity and its cultural plurality. In particular, the project will aggregate over 5,200 new high-quality records to Europeana related to the rich and invaluable cultural heritage of minority cultural communities, and showcase these collections in a set of engaging editorials on the Europeana website.The project will carry out several capacity building activities to develop a closer connection between cultural heritage institutions (CHIs), minority cultural communities and Europeana. It will offer training, mentorship and guidelines with a focus on proper handling of immaterial cultural heritage and working with vulnerable and marginalised communities.
IN2 coordinates WEAVE that aims to develop a set of open and reusable tools which will employ a mix of AI, machine learning, natural language processing, big data analysis and innovative interface engineering. The toolkit will allow the management of annotations, semi-automatic recognition of specific gestures and movements and visualisation of performances and 3D models. Furthermore, the project will demonstrate how the WEAVE Toolkit can be used by CHIs to better promote collections that would otherwise remain hidden, in educational and destination tourism contexts.
MÖBIUS - Renewing the book experience 🔗
Möbius was born to invigorate European book publishing by re-modeling the traditional value chains and business models. The main challenge we address is to embrace the prosumers’ potential as valuable contributors, drivers of new products and services, including new enriched media experiences. The book of the future is playing out now. The main work in Möbius is centred around:
- Building a prosumer intelligence kit: By applying digital methods from computational social science, complemented by user studies, to analyse and learn from the vast open online communities of readers and writers. The new prosumer intelligence toolkit will allow publishers to better understand how global readers are relating to books, their characters, storylines. Data analysis will be possible thanks to an interactive data visualisation and a user-friendly dashboard for professional use.
- Developing a prosumer business model: By exploring and proposing new business models and ways for identifying and valuing prosumers contributions to the publishing value chains. In strict compliance with existing IP and copyright legal frameworks, Möbius aims to illuminate governing logics that allow the creation of fair, sustainable, and productive relation with prosumers.
- Creating the Möbius book: By designing and developing the software tools that will allow the production of new immersive and interactive book experiences. The Möbius book will be a cross-media production that will integrate a digital version, a 3D audiobook (3D audio and binaural reproduction of the reading experience), and audiovisual content based on the book arts.
IN2 is one of the main technical partners in the project and responsible for the design and development of interactive book experiences.
Edu4AI - Bringing AI to Education 🔗
Artificial intelligence (AI) is one of the technologies that will significantly change our society, economy and labour market over the next few decades. Some of the best-known examples of AI application areas are autonomous driving, chatbots, voice assistants, internet search engines. As part of the Edu4AI, a user-friendly environment will be provided to enable students to learn more about AI services and applications.
IN2 coordinates Edu4AI and aims to build together with schools and educational actors across Europe online communities of teachers and students to develop competencies and skills, train professionals, create Open Educational Resources (OERs) for the school community and create synergies between schools, science and industry for creative and meaningful involvement in STEAM training.
DDMATH - Digital Mathematics Education in Braille 🔗
The aim of DDMATH is to promote the use of new technologies to support blind students (from primary, secondary, integrated schools and special institutions) in order to improve their academic performance in science, in the classroom and in distance learning. In particular, the DDMATH project intends to develop teaching proposals and work strategies on various topics of accessible digital mathematics, as well as guidelines for teachers useful for the production of mathematics texts in digital Braille formats.
IN2 is bringing in this project its expertise in accessible document processing and will develop a variety of conversion modules and a digital service to produce mathematical texts in Braille.
European Data Incubator 🔗
IN2 has been selected for the European Data Incubator (EDI) programme, as one of the brightest Big Data startups in Europe. EDI gives the most innovative companies the opportunity to tackle real-world challenges set by corporates across Europe.
After pitching to a jury of technical experts, business experts and investors, we were chosen as one of the top 18 startups and SMEs from a pool of 208. We are going to solve the challenge set by VRT: Automatic Chaptering of Video Content. Our approach is to use AI algorithms in order to extract features from the different modalities of the audiovisual material and use big data for learning a temporal structural model to represent a specific broadcasting format, starting with news bulletins. In this way, IN2’s proposed solution will automatically and accurately extract topics using features from both image, video and audio information and thus make it possible for broadcasters that produce large amounts of content to make it easily retrievable both by their audience and editing teams.
MIXTAPE - The Podcast Search Engine 🔗
Podcasts have seen in the recent years a steady increase in numbers, both in terms of listeners and content providers. Apple reported in 2018 over 550,000 active podcast channels, with over 18.5 million episodes in over 100 languages worldwide. With so many resources available, finding the podcast episodes to listen to is one of the main issues that listeners face. The problem is that podcasts are generally organised in lists and catalogues for listeners to subscribe to, or they are sorted based on popularity. In MIXTAPE we aim to improve the way podcasts are searched by allowing listeners to find content based on topics of interest. For the first time it will be possible to find individual podcast episodes based on your preferences and precise interests. To enable this we will be using speech processing and natural language understanding adding these key components to our existing content management platform.
CAP-A / Digital privacy in mobile apps 🔗
CAP-A is a project belonging to the Next Generation Internet (NGI) initiative and aims to deploy a socio-technical solution based on collective awareness in order to improve the way digital privacy is treated by digital applications and services. The project will deliver a global repository of consumer- and developer-generated content about the privacy behaviour of digital products, along with tools that will help consumers understand the Terms of Service and their implications via crowdsourced approaches and visual cues.
Say Hello / ICT-FLAME 🔗
Say Hello is the result of DIGI-HI (Digital Companion for Localised Interactions) a project within ICT-FLAME. It is an application for festival attendees for creating and locally sharing mix-media stories using the FLAME infrastructure. Say Hello brings forward a closer integration of location and time, two components that we think are essential for social interaction and community building. In this context, we have tested out our ideas about ephemeral and local social networks and gathered valuable feedback for providing a minimum viable product in this area. What made this project very special was that the entire SayHello app was exclusively deployed in a distributed fashion on the edge network, right on the street, thus having a number of advantages over a more classical cloud-based app. We consider the deployment of 5G technologies as an enabler for such kind of social networks and a unique opportunity that will divert the attention from global centralised platforms to open, private, local, ad-hoc communities.
Outdoor Against Cancer 🔗
We have designed and developed the Outdoor Against Cancer website as a digital experience that allows visitors to read in real-time about the ongoing organisation activities and book hiking and training offers integrated in a shop and payment system. As part of the website we have realised two very special sections: an online video-based training offering in 5 languages and the OAC-Training an integrated further education course.
The provided video-based training is fully managed, hosted and operated from our own cloud computing infrastructure and includes a range of videos that are structured in topics. Videos can be freely accessed and downloaded for offline use by the participants, allowing them to exercise also when internet connectivity is low. The further education course comprises the application procedure to take part in the course and 4 dedicated modules, each with a diverse set of learning materials: documents, presentations, videos, interviews. Each module ends with an online examination and the final one with issuing a certificate. The Bavarian Medical Association has certified this course and is giving 60 credit points to the participating physicians for a successful completion.
The OAC website is using our Tellit solution as a headless CMS and is built on top of a dedicated content hub taking advantage of the state-of-the-art functionalities for hosting, managing and streaming of video content.
Crowdsourcing for READ-IT 🔗
READ-IT is an interdisciplinary project that investigates the evidence about reading in Europe from the 18th century until today. In collaboration with social scientists and researchers from the digital humanities we developed innovative crowdsourcing applications for gathering information on reading experiences.
The crowdsourcing application follows a task-based approach using questions and answers where researchers decide which questions to post in each crowdsourcing campaign. Campaigns can run in parallel for many target groups demographics and as long as it is required to gather the desired amount of data. The crowdsourced data can be a text entries, documents, photos and even videos that users submit as part of their answers. We have developed a number of multi-language user-interfaces for the crowdsourcing campaigns including one re-assembling a physical postcard.
CultureMoves is a user-oriented project that aims to develop a series of digital tools that will enable new forms of touristic engagement and educational resources by leveraging the re-use of Europeana content. The project stands on 3 pillars: technology for content re-use adaptation and sharing, real-life use cases for tourism and education, intangible cultural heritage and more specifically dance.
Hyper360 Community of Practice 🔗
For the Hyper360 project we have built a Community of Practice (CoP) as a dynamic social media content hub that presents and promotes the results of European-funded immersive media research and innovation actions.
The Community of Practice allows to search for specific research topics, actions and stakeholders and explore the activities that they have published. It aggregates content from many social media channels together with RSS feeds from immersive media project websites. It allows in this way to learn about what other projects are doing, cross-fertilise ideas and create synergies among them, find stakeholders to test, pilot and deploy solutions and team-up with like-minded professionals and organisations. The CoP is built as a dedicated content hub on our Tellit solution and takes advantage of all the intelligent indexing and smart search and faceting facilities Tellit provides.
MARCONI - Multimedia and Augmented Radio Creation: Online, iNteractive, Individual 🔗
MARCONI brings radio experiences to the next level, enabling fully interactive and personalised radio solutions and integrating broadcast radio with digital and social media.
With MARCONI, consumers will be able to interact with “live” radio through their preferred communication channel in ways that are richer than is feasible today, so that they feel more connected to the radio brand and better served in an individual way. Radio-makers on the other hand, will be given an integrated view on audience interactions and will be supported by interaction automation services. The net outcome will be enhanced audience engagement.
OAC: mygoal - Move yourself, go out and live 🔗
We have created for the Technical University of Munich and the Erasmus+ project OAC: mygoal a digital experience that aggregates project-related real-time social media in form of an integrated news feed in an engaging format and allows to reach out the target groups and create awareness of the importance of health-enhancing physical activity for cancer patients.
As part of this work, we have developed a multi-language website to manage all types of content (documents, videos) that the project is producing and provide the required online video-based training sessions. Furthermore, we created a flexible survey module to allow the project to create private online surveys and get feedback about the quality of life and health status of cancer patients. The website is using our Tellit solution as a headless CMS and is built on top of a dedicated content hub with all the advanced functionalities that are required to host and stream live content.
EMMA - Content Management and Storytelling for the Social World 🔗
The new EMMA innovation platform, partially funded by the European Union’s Horizon 2020 research and innovation programme, creates new opportunities to redefine interactive storytelling and content marketing to better connect and engage with audiences through more compelling content and experiences. The EMMA platform allows touristic destinations and event organisers in Europe to seize the opportunities offered by the latest solutions in ICT content technologies, social media and information management.
IN2 coordinates the EMMA project and works closely with Fondazione Sistema Toscana, who are managing the online tourism area for the popular region of Tuscany, and with the Frankfurter Buchmesse, the biggest trade fair of the international publishing industry.
TRUSTY - Trusted Social-Powered Multimedia Hubs 🔗
In the framework of EIT Digital, a Knowledge and Innovation Community of the European Institute of Innovation and Technology, we are turning MyMeedia, our SaaS product to build engaging social-powered multimedia hubs with just a few clicks, into a secure and trusted cloud service. In the Digital Infrastructure Action Line and in collaboration with F-Secure we are building upon the F-Secure APIs to scan a) links from social media posts and web feeds and b) files that users upload. Our aim here is twofold: a) to build a trusted environment for both clients and users of MyMeedia by preventing malware links from getting into the platform, and b) keep the platform itself virus free by scanning files that users upload.
Europeana Space - Spaces of possibility for the creative re-use of digital cultural content 🔗
We are the main developer of DanceSpaces in the Europeana Dance Pilot. This pilot aims to create a general framework for working with dance content and the metadata accessible through Europeana and doing so, enable the production innovative models of content re-use. DanceSpaces focuses on the needs of the general public, dance enthusiasts and pre-professionals, dance audiences, viewers and tourists who want to share and explore content about a particular dance aspect.
Fed4FIRE - Federation for FIRE 🔗
We run the DOCK experiment on the Fed4FIRE Future Internet facilities where we aim to improve responsiveness and user experience by being able to scale on demand application instances. In this project we will assess how new deployment set-ups based on Docker containers, new load-balancing mechanisms and on-demand allocation of resources can deliver advantages over VM-based configurations.
RePlay - Digitally capturing unique skills in European traditional sports and games 🔗
The RePlay project develops a technology platform to provide access and interpretation of digital content for Traditional Sports and Games (TSG). It enables so multiple modes of training, coaching and knowledge sharing that will contribute to the increased participation and preservation of traditional sport in the future. IN2 works in the area of Interact and Preserve where we explore how sports museums can take advantage of their digital content and engage with museum visitors.
StoM - Semantic Technology at your service 🔗
In StoM we develop EventPlace, the solution on top of semantic technology services that allows event and destination managers who want to organise their event content (e.g. presentations, video recordings, video promotions, documents) and combine it with user-generated content (for example photos and videos from participants, sharing impressions of the surroundings) for an engaging experience for everyone.
MAXICULTURE - Maximising the Impact of Cultural Research projects 🔗
MAXICULTURE measured the socio-economic impact of digital cultural heritage projects funded by the European Commission. We contributed to this activity with domain knowledge about the technologies involved assessing the technological impact and with developing a Community of Practice to make project results more widely known, scan their latest news and filter and search through their activities and public documents.
On the BonFIRE multi-cloud we conducted an experiment which aimed to assess from both a technical and business perspective the feasibility of deploying software services for the creative industries on the cloud. As such, we took advantage of the multi-site cloud-based FIRE facility of BonFIRE in order to deploy, scale, validate and fine-tune our distributed multimedia management and publishing platform.
ASSISTANT - Aiding SuStainable Independent Senior TrAvellers to Navigate in Towns 🔗
This project developed a simple, but effective and robust technology to show elderly and users with special needs which vehicle to board, indicate the vehicle's arrival, and provide an alert when it is time to get off. The system included the capacity for detection and correction of any errors the user makes on a journey, and could be customised according to the precise needs and preferences of each user.
EXPERIMEDIA - EXPERiments in live social and networked MEDIA experiences 🔗
We deployed the Digital Schladming hyperlocal service to manage, disseminate and promote information to visitors on what is happening now around Schladming. We were inspired by the concept of "Here and Now" and aggregated in real time textual content, social media, blogs videos and images into a responsive web-based application making it accessible in virtually all user devices.
eACCESS+: the eAccessibility Network 🔗
We contributed with our expertise in media and document accessibility in developing the eAccess+ Hub and collected in one place all information related to accessible documents. To this extend we also liaised with traditional publishers and stakeholders advocating for web and document accessibility.
MOBILITY - mobile accessible floor plans 🔗
MOBILITY delivered a novel map annotation framework that allowed to enter annotations on top of existing map plans and contextualise them with assistive information. This framework was deployed at Frankfurt airport together with an enhanced indoor localisation technology based on WiFi signal strength and triangulation and a mobile application that converted map annotations into route information and presented it verbally to people with visual impairments. The project was coordinated by IN2 and funded by the German Federal Ministry of Education and Research.
Hyperlocal media 🔗
For Edinburgh and specifically the postcode EH1, we developed a hyperlocal media platform on the basis of FollowThePlace, identified services which require access to multimedia content, assessed how visitors and residents use these services for example choosing restaurants and foods, reporting council services and visiting cultural and city attractions. This project was supported by InnovateUK.
MediaPlace - Geospatial Information based Media Retrieval 🔗
Together with Smart Environment Research Group at University Ulster we investigate the use of semantic technologies to enrich media with geospatial metadata across various data sources and facilitate media retrieval and reuse. Specifically the project creates high-level semantic models for media annotation, and develops methods to organise, query and visualise the semantically enriched media. The project is supported by the Department of Education and Learning in Co-operative Awards in Science and Technology.
SUPER - Connected Real-Time Information 🔗
SUPER is a joint effort of social media and security experts towards introducing a holistic, integrated and privacy-friendly approach to the use of social media in emergencies and security incidents. In this project we develop advanced automatic ways to segment information spaces and innovative tools to present, search and filter geotagged photos on maps. IN2 is also leading the project's dissemination.
IM3I+ pushing multimedia research into practice 🔗
IM3I+ demonstrated and implemented showcases built upon a flexible framework for importing, analysing, annotating, searching and publishing multimedia documents and collections. This framework became largely IN2's core platform and the project resulted to the offering of the MyMeedia service.
ImaGeo - Travelling with your 6th sense 🔗
ImaGeo implemented efficient example-based visual similarity search combined with location data to retrieve instant information for every object or scene captured with a camera. It provided so new browsing experiences for photo collections that can then be linked along their geo-temporal dimensions. The project formed the basis for our FollowThePlace service. IN2 has conceived this project and was its scientific and technical manager.
IC-IC Enhancing interconnectivity through infoconnectivity 🔗
IC-IC aimed to develop an InfoConnectivity System, involving the airports of Amsterdam, Frankfurt, Paris & Vienna, related ground transport & airlines, representing both short- and long-distance transport. IN2 participated in the first half of the project and worked in the specifications and design of the system.
EUTV - Adaptive Channels in Europe 🔗
Main results of EUTV include processing of multimedia streams, RSS, topic detection and tracking, tools for speech recognition and image and video content analysis. These results extended our platform and have been integrated into our MyMeedia service offering. IN2 has conceived this project and was the scientific and technical manager of the project.
IM3I - Immersive Multimedia Interfaces 🔗
IN2 was the technical and scientific manager in this project. The project builds the foundation for our platform and delivered an open architecture with integrated services and advanced solutions for experiencing, searching and accessing creative audio-visual content. It focused on enabling intuitive media production and supporting creative industries in delivering new forms of interactive, immersive and very high quality media.
SemLib - Semantic Tools for Digital Libraries 🔗
This project developed semantic annotation and recommendation components which have been integrated and made available in FollowThePlace. It was funded by the European Commission's Research for SMEs Programme. The semantic annotation forms the base of Pundit and is available on GitHub. The semantic recommender was built as a generic system to support content-based recommendations and collaborative filtering.
An FP6 Integrated project funded by the European Commission. In a take-up action we customised and extended wearable computing tools to help visualy impaired persons navigate in outdoor environments. Inspired by Zaphod Beeblebrox, a character of The Hitchhiker's Guide to the Galaxy by Douglas Adams we designed an assistive audio menu and instructions to help navigate complex information spaces.
GAMA - Gateway to Archives of Media Art 🔗
GAMA, is the first portal that provided access to a wealth of information about the works of both well-known and emerging media artists from European collections of media art. The media art content originates from 8 European media art archives and can be searched and browsed on this navigation platform. The portal networks different databases housing textual and visual information on more than 10,000 works. IN2 had a leading role in the project running the day-to-day management.
Speed date us for only ⏱ 15 minutes