Circular Economy

Circular Economy is a new hot and important concept. If you want to learn more, please join our free courses here. Think Circular, think Green!

Welding technologies

Free vocational training course on Welding Technologies available at our Learning Management System.  

Augmented Reality


Want to use Augmented Reality in your activity? We have the perfect FREE course for you! Available in English, Romanian, Icelandic and Lithuanian languages. 

3D Printing

If you need to learn more about 3D printing technologies, you can register for our free 3DPrinting courses.

  • ENG@GE
  • 3DP
  • VITA
  • eduDRONE

Project no. 2016-1-RO01-KA202-024493

Circular €conomy Digital Training Toolbox to foster Innovative Green Entrepreneurs - Eng@ge


The Eng@ge project is motivated by the problem that the vast use of resources used by mankind is growing due to global population growth and increasing living standards. This problem is evident in numbers: 65 billion tonnes of materials entered the economic system in 2010 (Ellen MacArthur, 2013). Europe leads the world in recycling but from 2.6 billion tonnes of end-of-life waste, only 40% is

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Fostering use of technical spaces in higher education (HEI MAKERS)

Fostering use of technical spaces in higher education (HEI MAKERS)

The aim of the HEI MAKERS project is to increase innovation and creativity through partnership of higher education institutions (HEIs) and technical spaces, leading to trans-disciplinary approaches and new teaching methods in HEI, availability of open resources for formal and non formal education, better entrepreneurial and creativity skills of graduates. Therefore the international HEI MAKERS consortium:

  • Fosters collaboration of
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Project no. 2016-1-RO01-KA202-024578

Training in 3D Printing To Foster EU Innovation & Creativity - 3DP

3D printing (3D-P) has a large effect on creativity and innovation and it has identified by EU as one of the technologies that will boost the development of future products and services. The EU 3D-P market is expected to grow rapidly, creating new jobs that requires new skills and qualifications. As the development of these skills is not commonly supported by VET programs, there is an

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Erasmus+ Project No. 2017-1-MT01-KA204-026949 funded by EUPA Malta

Virtual & Augmented Reality Trainers Toolbox to Enable Adults Catch Up With Life Skills

The main aim of this Erasmus+ Project called VITA (Virtual & Augmented Reality Trainers Toolbox to Enable Adults Catch Up With Life Skills) is to develop a novel toolbox by which Adult Trainers can attract, reach out and assist adult learners to catch up with 21st Century life skills and in particular digital literacy. The project is funded

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Erasmus+ Project No. 2017-1-CZ01KA202-035560

Digital Training Toolbox for Entrepreneurial Training in Augmented Reality

The aim of this Erasmus+ Project called AROMA (Digital Training Toolbox for Entrepreneurial Training in Augmented Reality) is to develop a novel trainers toolbox by which VET Trainers can attract and reach out to learners to motivate them on exploiting augmented reality (AR) in business scenarios. The project is funded under the Eramsus+ Programme through the Czech National Agency. AROMA involves 8 partners coming from

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Erasmus+ Project No. 2017-1-RO01-KA202-037083

Drone technology training to boost EU entrepreneurship and Industry 4.0

The project aims to support the implementation of Industry 4.0 in European Union through development of technological entrepreneurship, by strengthening the key competences related to Drone Technology, in Vocational Education and Training (VET). Also, it will help individuals to acquire and develop high quality skills and key competences, including entrepreneurial and digital skills, to allow them to take advantage of the huge Industry 4.0 opportunities by

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Hits: 1998

Joyful Adult Training Using Augmented Reality

Grundtvig Learning Partnership Project No. GRU-12–P–LP–74–B-CZ     

November 2012 saw the 'kick-off' meeting in Malta for a new Grundtvig Learning Partnership—Joyful Adult Training using Augmented Reality, or JoyAR for short. This Grundtvig project brings together 9 partner organisations from 6 different countries to explore how the new technology of Augmented Reality (AR) can be used in an Adult Learning environment.

In recent years researchers and engineers have been using the increased power of personal computers, tablets and smartphones to pull graphics out of your television screen or computer display and integrating them into real-world environments. This technology, called augmented reality, blurs the line between what's real and what's computer-generated by enhancing what we see, hear, feel and smell.


What is Augmented Reality (AR)

Augmented reality (AR) is defined as a form of technology where computer generated images are superimposed onto objects as a form of enhancement. They improve or augment what is already there. The integration of the real with the simulated blurs the boundary between the two as well as enhancing our senses. Augmented reality is nearer to the real world than virtual reality which is based upon fully immersive artificial worlds.

Augmented reality is becoming more commonplace in our everyday life due to the increasing power of PCs, tablets, and smartphones. Mobile phones especially the iPhone use augmented reality apps which allow you to view computer generated images that have been superimposed over real world images.

Augmented reality is also used in marketing and advertising as a means of enhancing certain aspects of a product in order to make it more attractive which will boost sales. Augmented reality will develop in line with mobile technologies, for example, more AR apps which provide additional information that enhances what is already there. One example of this is an app which tells you about places of interest whilst you are on holiday or travelling for business. All you do is point your phone at an appropriate landmark or area of interest which then displays relevant information.

Other areas where augmented reality could be used include:

- Teaching, e.g. explore aspects of an ancient civilisation as part of a history lesson.

-  Medicine, e.g. anatomy training for medical students

-  Fine Art, e.g. as part of a mixed media artwork

-  Sales and marketing, e.g. used to promote a new product.





The partners of the JOYAR project come from six European Countries. Due to their background, the JoyAR partners have a genuine interest in making learning a more enjoyable experience. While the Augmented Reality technology is not new, it is only in recent years that its potential in education is beginning to be explored. The focus has primarily been on introducing this technology into mainstream classrooms at primary and secondary levels. Little work has been done to-date on using AR as a mechanism for creating a joyful and enriching learning experience for adults. 

The project's partners are excited by the possibilities that this new technology offers in the field of adult education. However, due to a lack of knowledge and experience with AR technology and AR in education, they felt the needed to get together with experts in the field to learn about and develop case-studies of AR for adult education and training.

Univerzita Palackého v Olomouci – Přírodovědecká fakulta - Czech Republic
Vocational Training Centre Apopsi SA - Greece
County Dublin Vocational Education Committee - Irland
SC Arborist SRL – Romania
University Politehnica of Bucharest, CAMIS Center - Romania
South West Learning and Skills - United Kingdom
Joanna Pinewood Education Limited - United Kingdom
MacDAC Engineering Consultancy Bureau (MECB) Ltd. - Malta
Saint Theresa College - Malta



The content in this communication reflects the views only of the JoyAR  consortium partners and the EU Commission cannot be held responsible for any use which may be made of the information contained therein.






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