6. Expertise with existing patient/participant groups, to offer comprehensive validation of the efficacy of the VERVE intervention from the lab, to the home, to outside
7. Greater realism and believability because of Graphics/VR research and realistic behaviour
PhilippGood list of USPs. We may also list the industry network for dissemination and the connections to standardization (esp. W3C) via DFKI and others. Also, we could mention that we are aiming at and already have the basis for a ubiquitous 3D platform that supports highly realistic rendering and animation beyond what most existing systems provide and that is already being discussed for standardization. I am sure that with the expertize in this consortium in terms of rendering/animation/realism/audio we will be in a perfect position to make this an even better platform available not only on the Web -- and apply it in concrete and relevant contexts as well.FionaI think we could also emphasize the unique collection of clinicians and neuroscientists with expertise with each of the patient groups - e.g. RK, RR and I are already involved in 3 successful national (TRIL and TILDA) and international (CARDI with QUB) projects which involve assessment of perceptual and cognitive abilities in older persons. RR also has experience in working with patients with PD - maybe he can elaborate on that. Phillipe and Isabelle could also elaborate more on their expertise and history. This means that we can uniquely offer a comprehensive assessment of the efficacy of the VERVE intervention from the lab, to the bedside, to the home... e.g. RK, RR and I are already involved in 3 successful national (TRIL and TILDA) and international (CARDI with QUB) projects which involve assessment of perceptual and cognitive abilities in older persons. RR also has experience in working with patients with PD - maybe he can elaborate on that. Phillipe and Isabelle could also elaborate more on their expertise and history.Georgeunique collection of clinicians and neuroscientists with expertise with each of the patient groups - This means that we can uniquely offer a comprehensive assessment of the efficacy of the VERVE intervention from the lab, to the bedside, to the home...Catherine: projects involving CS and psych (NoEHumaine, NoESSPNet, STREP Semaine, Fet-Open ILHAIRE). realism of the experience in VR not only regarding the geometrical and rending quality but also behavioral one. The agents ought to behave in a (emotionally and socially) credible manner in the VR applications. George and Isabelle have a previous joint EU project (CROSSMOD), Philippe Robert has a "common research group" with INRIA (which is an official structure between Nice hospital and INRIA) My group and Fiona's have collaborated for years and had a major joint project on crowds and a new one on virtual humans. Richard and Fiona have both collaborated extensively with the hospitals and in particular on the Tril (independent living ) and Tilda (longitudinal study on ageing) projects Other examples from the partners??? Other groups/projects/studies in this space have tended to use existing systems, like the truly crappy second life environment, or "dance dance revolution", Wii games, popcap online games.. I'll need to check further, but when VR systems have been developed for these purposes, the emphasis has rarely been on the realism of the experience, as the development has been done by "VR for games/rehab" groups as opposed to real graphics experts. However, in our consortium, we have 5 top people in the different graphics areas and publishing in the top journals: Rendering (George, Philipp and Diego), virtual humans and multi-modal agents (Catherine, Diego me), Crowds (me), Web graphics (Philipp), Perception/graphics (almost all of us...) Therefore, our results are likely to be of a much higher, and therefore marketable, standard than heretofore in this market.