Posts Tagged ‘Milamber’

Stories and Games at Christmas

Posted in Article, Lessons, Stories on December 29th, 2011 by admin – Be the first to comment

People learn more when they play.

They remember more when they do.

They engage more when they share.

So why is most learning so ineffective and boring?

Christmas is a time when our lives are filled with ‘Games’ and ‘Stories’. Our TV’s are packed with stories, both old and new. We gather together with our families and play games, like Charades. Asking such questions like is it a Book, Movie or TV program. Our DVD’s come now with software that un-package the movie so that is can be played on multiple devices such as iPad’s, iTouches, iPhones, or even on your Laptop. Books can be played on Kindles, iPad’s, and read the old fashioned way on stuff we call ‘paper’.

Whichever medium we experience these Stories there are ‘Seven Basic Plots’;

• Overcoming the Monster
• Rags to Riches
• The Quest
• Voyage and Return
• Comedy
• Tragedy
• Rebirth

One theme that resonated this Christmas was the Hero’s Quest or Hero’s Journey. A hero is faced with a challenge and has to overcome various obstacles to achieve some goal. The focus is the achievement of the goal or objective and this can be in this world or another.

Joseph Campbell’s used the term monomyth, when referring to the hero’s journey and this was described by Campbell in his book The Hero with a Thousand Faces (1949).

Campbell held that numerous myths from disparate times and regions share fundamental structures and stages, which he summarized in The Hero with a Thousand Faces:

‘A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.’

This can be broken down into various Acts and Stages as shown by the following diagram:

What was also evident this Christmas was the Quest theme was being used not only in movies, but also in games, as we see below:

Questing in Role-Playing Games: the basic PLOT……

The quest in a role-playing game may begin with setting the objective of finding a lost artefact, or treasure, or some form of knowledge. This artifact might be in several pieces, and to collect the various components results in overcoming one or more challenges by the hero.

By designing the quest around specific challenges, various skills may be taught, improved, honed to excellence etc. thus a carefully designed quest may allow the heroes to shine and show the qualities that make them heroic or just improve them. Basically certain traits can be built into the game structure so that the architect of the game can teach the player or hero to learn through participating in the role-play and thus attain certain skills or improve those skills.

A Few Examples:

The Hobbit, Harry Potter, Star Wars, Indiana Jones series, etc.

The basic quest story can be broken down into a series of stages:

1. The Call – the hero has a calling from someone or due to an event that must result in a long difficult journey to achieve some sort of goal or objective.

2. The Journey – the hero sets off (with or without companions) on a long tortuous journey encountering a series of trials, challenges, or ordeals. For example, battling monsters, dealing with temptations, travelling between two different kinds of opposites or worlds.

As part of the journey there must be capture or daring escape’s, hospitality or life threatening ordeals, helpful advice or cunning trickery, wisdom or guidance and other themes can be built into the storyline to enhance the skills that want to be transferred to the hero.

3. Arrival and Frustration – the hero sees the goal, can almost get there but then new barriers, or obstacles or challenges arise that block him or her from the goal. At this point the hero is often at a low ebb and must dig deep to summon the strength to overcome these last challenges to reach the goal.

4. The Final Ordeals – here the hero has to undergo a series of final tests or challenges, or tasks to prove that they are worthy of the prize, be that an artefact, treasure or knowledge. There may be a guard or monster to the artefact which requires a battle to overcome them to release the prize.

5. The Goal – the hero finally overcomes the last obstacle in a death defying feat and wins the prize, or secures the knowledge, and lives happily ever after…..

So this structure within the role playing game has the capability to be designed in a way to teach certain skills or hone certain characteristics and in a highly effective way:

Which is why we are leading with the following messaging in 2012:

Learning via games:
Engages our curiosity
Encourages active decision making
Taps into deep human needs for challenge and mastery
Connects human desire for novelty and reward
Breaks learning up in to bite sized chunks
Activates more of our brain than traditional learning methods.

This ‘youtube’ video gives a very pictorial representation of the Hero’s Journey from a Joseph Campbell (sort of) perspective using Star Wars, Harry Potter and clips from the Wizard of Oz to highlight key points – the author of this video accentuates 5 key themes:

Kaplan – A Digital Evolution in Education

Posted in Article, Lessons on December 27th, 2011 by admin – Be the first to comment

This is a great advert from Kaplan University!

And one of the most inspiring videos I have seen on how the Digital Evolution will help talent learn anyplace, anywhere, at anytime.

Welcome to the ‘education’ revolution!

Milamber signs MOU on Digital Learning Marketplace

Posted in Article, Press Release, Project Updates on November 16th, 2011 by admin – Be the first to comment

INTELLEGO HOLDINGS PLC (‘Intellego’ or ‘the Company’) – Acquisition of Digital Learning Marketplace

The Board of Intellego, the AIM traded digital learning business, is delighted to announce it has entered into a non-binding memorandum of understanding (“MOU”) to acquire an investment in the Digital Learning Marketplace (“DLM”) project from Milamber Limited. There are two phases; development and commercial exploitation.

Development – the DLM is being built as a revolutionary new learning platform intended to allow Corporations, SME businesses, and professionals to access their day-to-day and future learning requirements with the goal of helping them improve their business performance.  The Directors of Intellego believe that the DLM will be the first source of truly personalised learning giving users the ability to create their own focused courses in affordable blocks, built from materials supplied by a diverse range of providers.  It will enable the owners of learning content to trade and monetise their learning assets.  Participants in the project include Pearson Education (19%) and Ashridge Business School (6%).  The DLM is designed to have global appeal, with engaging content available in small “bite-sized” units that are easily accessible, and affordable.

The Consortium partners will (pro rata to their respective interests in the project) receive a £740,272 grant from the UK Government’s Technology Strategy Board (TSB) (“Grant”), such is the importance of digital learning to the future education needs within the UK, to provide funds to help the Company finance the development of the DLM platform. The Consortium partners have agreed to match-fund the Grant giving the project a total investment of £1,498,224.

Commercial exploitation – the DLM is expected to be fully operational in 2013, in the interim there will be limited scale commercial trials and testing.

The proposed arrangements comprise an initial investment of up to £160,000 to secure a majority interest in the project during the two year development stage followed by Intellego’s option to maintain this interest into the exploitation stage.  If for any reason Intellego decides not to exercise the option then Milamber has undertaken to buy-back the Interest from Intellego for an amount equal to Intellego’s investment save for the first payment of £40,000.

Milamber, in which Andy Hasoon is a 21% shareholder, (Intellego’s CEO and Director) owns a 6.86% interest in Intellego (40,000,000 ordinary shares of 0.05p).  Accordingly, the transaction is a Related Party Transaction as defined by the AIM Rules.

The independent Directors of Intellego (being all the Directors with the exception of Andy Hasoon) having consulted with the Company’s Nominated Adviser, consider that the terms of the MOU are fair and reasonable insofar as the Company’s shareholders are concerned.

Angus Forrest, Chairman of Intellego said: “The investment in the DLM is our first major transitory move into being a pure digital learning provider. We are excited by the opportunity, that Andy Hasoon has brought to us, which has the potential to transform Intellego into a global player, and consider that the transaction provides a structured approach for Intellego Shareholders to participate in that opportunity”.

Andy Hasoon, CEO of Intellego said: “As the education market aligns ever more closely with online content and learning, the DLM has created a strategy which will ensure it remains the leader of this exciting and revolutionary step change. We promise our customers around the world that we will provide the most comprehensive, relevant and enjoyable learning experiences available.”

-ends-

For further information:

Intellego Holdings plc

Angus Forrest, Chairman                                                                           020 8977 8744

Andy Hasoon, CEO

Beaumont Cornish Limited (Nomad)                                                     020 7628 3396

Roland Cornish

Rivington Street Corporate Finance (Broker)                                       020 7562 3357

Jon Levinson

Allenby Capital Limited (Broker)                                                             020 3328 5656

Nick Naylor / Nick Athanas

Leander (Financial PR)                                                                             07795 168 157

Christian Taylor-Wilkinson

NOTES TO EDITORS

About Intellego

Intellego is a digital learning company which specialises in the provision of productivity improvement, compliance and process change using training to provide the solutions.  The appropriate solution may be digital learning or instructor lead, or blended learning a mix of the two, to regulated industries and distributed workforces.

Hackathon a Success!

Posted in Events, New Businesses, Project Updates, Uncategorized on October 28th, 2011 by admin – Be the first to comment

At the weekend we hosted our first ever Hackathon in London to promote the development of innovative and commercial mobile Apps.

The Autumn Hackathon was the first in a quarterly series of digital technology hack days bringing together developers from the UK and Europe to pool their talents in a competitive environment to create new applications for the booming mobile and social networking platforms. The event was held from 9am on Saturday morning, with the developers coding through the night to 5pm on Sunday at CentralWorking.com – the trendy, boutique co-working club off Tottenham Court Road in central London. 

A panel of leading entrepreneurs, VCs and developers judged the competition, awarding prizes in two main categories: The most innovative App and the App with the best commercial potential. The winners of the Autumn Hackathon were each awarded prizes of £2,000 of legal services from law firms Irwin Mitchell and ADL Legal, plus Chrome Laptops for each team:

Most Innovative App: an iPhone Lightsabre, designed by Kornel Lesinski using the iPhone’s gyroscopic capabilities and neural network technology, he created a multiplayer lightsabre game that links to a TV.

Best Commercial App: A top ‘Trump’ education game, designed by Team Trump Trifecta that allows different skins to be applied to the card sets to provide multiple game types. Quality tested and played by a five year old, the team proved the game worked and engaged its audience.  

Intellego will be running the Winter Hackathon in late January 2012 which will focus on mobile Apps for the estimated 2 million visitors to the London Olympics next Summer.

Andy Hasoon, CEO of Intellego, commented, “We are delighted to be the lead sponsors of the Hackathon events. Intellego is all about promoting educational development through digital, online and mobile technology, so working with some of Europe’s leading App developers has been an exciting experience for us.”

Judges including leading entrepreneurs & developers awarded prizes including £2000 worth of legal services from a top technology law firm. Entries will be judged on innovation, commercial potential, usefulness & fun factor.

To encourage greater involvement of those in further & higher education, teams are limited to three members but allowed a fourth member who is a full time student.

4 of our Hack Teams

Checking quality of one of our Hacks – it worked!

One of the teams at 9am Sat and at 3pm Sun…..did they move?

The Winners

Kornel Lesinski – aka Hack Winner

- Created a game that reads gyroscope data from iPhone – Creating an iPhone Light Sabre on the TV screen via (http://pornel.net:8000/watch.html)

 - Uses ‘pusher.com’ a websocket api

- Bounced data from iPhone to US to Germany (where his servers are) to US to iPhone

- He created a neural network and had to train his system to recognise moves i.e. Over 400+ moves needed programming so iPhone and Neural Network recognise gestures made with iPhone  

- Works as multiplayer game.

Watch Video! Click here……….. Hackathon Final

Organised by Milverton Wallace for Milamber Digital.

Cartoon from Geek & Poke

Posted in Article, Lessons, New Businesses on August 9th, 2010 by admin – Be the first to comment

EC Funding Project Update 12th March 2010

Posted in Lessons, Project Updates, Stories on March 12th, 2010 by admin – 1 Comment

We have over the last few weeks run a number of workshops at Ashridge Business School to plan out how to tackle the daunting problem of narrowing down the research we need to do on this project.

For those that attended from Ashridge Business School, PERA, Pearson Education, Redtray, 2SMS, Lifecycle and our team at Milamber – thank you.

We made good progress!

The biggest challenge we have on this project is its scale so we need to work out what is the most important research we must conduct first, which will have the greatest impact.

Ashridge is an amazing place – the perfect location for debate, reflection, and sorting out ideas. Ashridge itself is set within 190 acres of beautifully kept gardens which are also housed within 5,000 acres of National Trust estate.

Ashridge Business School was founded in 1959 and is now ranked number one in the UK for tailored Executive Education in the 2009 FT rankings. However, the estate dates back to the 13th Century. 

So within these settings we started to contemplate the issues we faced.

Our Project is all about creating a next generation Digital Library – a global repository for learning – and the point of an EC funding project is that in order to develop the solution properly we have to submit a proposal to justify the research we want to and work out how best to do it.

One of the critical issues that we face in building a Digital Library is the Digital Preservation of the content.

We mentioned scale earlier so let us start by understanding the scale of the problem.

Imagine if you will education or learning content from all over the world being housed in a library. We can imagine and visualise a library of books because most of us will have seen one. But now add to this an archive of digital images, pictures, video’s, short texts or whole documents, programs, assessments, simulations, games, audio, in multiple languages and much more.

Imagine if you could upload content to the library from your own organisation – how much knowledge based content or education based content does an organisation like Microsoft or IBM house itself?

Or what happens if with current technology you can upload to the library your own personal content – your notes on lecturers, your lessons on business or life.

Now imagine hundreds of thousands of organisations uploading their learning content and/or literally millions of people inputting their own learning be it in text, audio, or video formats into this library.

You start to understand the problem of scale.

So just housing this content creates lots of problems.

We have to catalogue the library and create links and tags so that people can easily find what they need when they most want it.

We have to find ways to navigate through vast amounts of content to get the right content for you when you need it, in the right format.

We have to preserve the content because digital content is dynamic it evolves and that opens up another can of worms.

Besser’s 5 Problems

Howard Besser Professor of Cinema Studies and Director of New York University’s Moving Image Archiving & Preservation Program (MIAP), as well as being Senior Scientist for Digital Library Initiatives for NYU’s Library sums up the key issues facing preserving digital assets or content into 5 key areas:

a) The viewing problem – Digital content needs technology to view them. But technology evolves so fast (software/hardware/formats) – will the technology be around in say 20 years when you want to view the data.

Who remembers Cine Film, or Betamax video tapes?

Another example that is around today is web video content. Video can be housed in different formats. The most popular are; Windows Media Player, Quick Time, and Flash. So what happens if one person edits the Flash version of a piece of content and another person edits, with different cuts, the Windows Media Player version. Two different derivative pieces of content have now been created out of the one original. Ten years from now will all three pieces of content still be around so we can see how the edits have changed from the original?

b) The Scrambling Problem – Content is compressed or scrambled to assist in storage or to protect the intellectual property in the content. The algorithms that do the compressing or scrambling, again change over time or are no longer supported. So for example if the company that produced the algorithm or software to scramble goes bust the content can not be unscrambled or uncompressed and you can’t read or access the content and if you do so by ‘unwrapping it yourself’ you could legally be breaking copyright laws by doing so.

c) The Inter-Relation problem – Digital information or content is often linked to other items. If links are not maintained, then the core information is incorrect, incomplete, or does not make sense. Example – where a document links to a web page that has died.

d) The Custodial Problem – who looks after the digital document? Do we allocate librarians to do this? And if a change is made to a document do we need to keep versions of the subsequent documents.

e) The Translation Problem – several issues here, if software is used to interpret content and software changes version to version, could the content be changed, and how meaningful are the changes. What about translating from languages – different people interpret different meanings in words, and as we translate the meanings change and are these minor or material changes?

Context

Aside from these 5 issues Besser alludes to another major problem in the preservation of digital content. It is the context of that content and because digital content is dynamic and easily changed, it evolves so fast that we easily loose the original meaning and the original context through its evolution. The more people that touch or edit the content the faster we lose control.

For example if you have a group of people in a circle and one person starts by whispering a phrase to the person next to them, and they pass on what they have heard to the next person, and you go round the group from person to person in the same way – you never get the same phrase at the start as you do by the time you finish. In fact the differences in meaning by the end can be hilarious hence it is played as a children’s game.

Over the years we have used oral traditions to pass on stories, or knowledge from one generation to the next. Elders would seek out protégé’s to pass on parables, or stories entwined with meaning or holding knowledge. The Elder would make sure that by repetition and oversight the protégé learnt the oral history accurately to pass on the communities wisdom. It was and still is considered an honour and a mark of responsibility to be given this knowledge.

If you think about it. The passing on of knowledge in this way is in itself an important process to which parameters must be adhered to show respect for being given that responsibility. In this way the culture surrounding this process has created a framework for preserving the authenticity of the content or stories being passed on.

Our challenge is we must do the same in the digital world.    

Royalties and who owns what?

In today’s world someone usually owns the underlying content – it might be an individual, a media house, a company or an organisation. For example if you buy a book several people or companies get paid for your use of that content in the case of the book – the Author, the Agent, the Publisher, and the Distributor.

So to start with we have to find a way to track the ownership of the underlying content. That can be reasonably simple if it is a simple item like a book, but it gets more complicated when we start to take apart content and begin to mix and match content together to create hybrid products of multiple pieces of different types of content which we can do when they become digital in structure.

In the digital world when we break down a content asset into objects e.g. an object may be a single chapter out of a book, or a case study or perhaps a short video. We have to keep track of where that content object came from and how much we are using and who owns that content because if we are going to make money out of that object we will have to pay the underlying owner a Royalty.

Because digital content is dynamic and can change by the use of authoring tools so easily we find our selves with new content derivatives made up of several objects of content – we call these complex content objects. We can take a chapter of a book, a video and a case study and together we have created a new complex object – what we call a “Nugget”. Again if you think about it several parties could have contributed content to create that nugget and our system or digital library has to track who owns what so that if we make money out of that content or nugget we can pay Royalties back to the owners.

Effect of Communities on the Growth of the Library.

The corporate world is made up of Large Enterprises (LEs), which can have thousands of employees and Small and Medium Enterprises (SMEs), which can be extremely small in the number of employees they have.

LEs commonly access learning and training content from Learning Management Systems, the Internet and Intranets. Such content is protected by a number of security layers and firewalls. Access to the content and how it can be used is usually protected by HR and IT departments.

User-generated content such as content produced through video uploading and sharing, blogging and writing articles, image and link sharing is difficult due to the stringent access control. Therefore, it is difficult to add additional digital content by users to content already existing within large corporations.

SMEs, in contrast to LEs, not only access most of the digital content they need via the Internet using laptops and computers, but also mobile devices. Furthermore, due to the smaller sizes of SMEs, and the lack of departmental control mechanisms, it is easier for users to create user-generated content in order to produce value added information.

These differences in ability create digital content which can be explained further with an example;  a lesson on how to hire someone for work. In a LE, a lesson may consist of a text-based web page, a video on the procedure and a simulation that takes you through a role play of the process. No additional user-generated content can be added easily. In a SME, a similar lesson may contain no text, a video and simulation but additional multimedia elements, such as other videos and simulations of users who have carried out similar tasks, and steps of the process written up in a blog.

The impact of these differences is that the evolution of digital content differs. In a LE, the process of creating, archiving and using digital content remains more static and standardised, as opposed to SMEs, whose content has more derivatives in nature and evolves at a faster rate. As digital objects in SMEs evolve quicker, their complexity also increases. Further, as the objects evolve and further derivatives are created, the context changes.  The context can change in terms of meaning and usage.

Take a video tutorial about how to fire someone at work. The video contains some audio in it. If a small part of this audio is extracted from the video and used for a different lesson on how to reinstate an employee who has been through a redundancy process (but did not end up being made redundant), then this would change the meaning of the audio clip and change the reason for its use.

If we think about Large Enterprises (LE’s) and Small to Medium Enterprises (SME’s) as two different Communities or Eco-systems .

a)      LE’s act as ‘controlled gated communities’ with Objects being delivered to Groups or often Mass Audiences (e.g. different employees of the NHS).

b)      SME’s act as ‘uncontrolled non-gated’ Communities of Individuals with Objects being delivered to niche audiences – acting as Crowds (all the individuals at the Berlin Wall when it fell).

In LE’s, HR, IT, and Legal departments, act as gates. So content objects in this eco-system have to be processed so that they are ‘cleared’ and ‘standardized’ but this takes time to go through this process. So derivatives do not evolve as quickly. Also a single user is creating derivatives for mass audiences i.e. large groups audiences. The context of a message or brand in the object is therefore much more controlled.  

SME’s will be much more active in ‘mashing’ objects (combining objects) together to create new derivatives, users will also add their own content much more prolifically, so creating diversity from the original objects context. So here we have multiple single users creating new derivative objects.  These will move quickly, flow further away from the original context and change meaning – e.g. the game of people in a Group whispering a message to each other described earlier. This effect when influenced by a crowd of individuals and mixed with multiple sources of user generated content – creates multiple embedded structures that need to be tracked and put in context. Plus we need an understanding of how the core original object is being transformed away from its original purpose or meaning.

Research already being carried out.

As part of our own research we have been linking up with the leading Academics across Europe to find out what is the ‘State of the Art’ on current thinking in relating to Digital Preservation.

For example the EC recently funded a project called CASPAR:

CASPAR – Cultural, Artistic and Scientific knowledge for Preservation, Access and Retrieval – is an integrated project co-financed by the European Union within the Sixth Framework Program Support (Sixth Framework Program – Priority IST-2005-2.5.10 ” Access to and preservation of cultural and scientific resources “).

http://www.utc.fr/caspar/wiki/pmwiki.php

There are other Projects that we have been looking into InterPARES, PLANET etc.

In our discussions with these leading Academics we have been looking at how the current ‘State of the Art’ in Digital Preservation will be evolved further by our work. And as we did so it became clear that our next generation Digital Library is pushing the envelope in what is the current ‘State of the Art’ and it became evident that we are moving Digital Preservation into unknown territories. It is therefore, critical that we focus and define what are the next set of ‘Research’ questions that need to be answered for us to have the greatest impact not just for our own project but for the advancement of other European companies and organizations that are going to need to preserve digital content.

2sms become Industrial Partner in Milamber EC Funding Project

Posted in Project Updates on January 27th, 2010 by admin – 1 Comment

2sms has agreed to join us as an Industrial Partner in Project 1: the EC Funding Project where 2sms will be helping us develop the mobile delivery, payment and security aspects of the project.

We believe the ability to deliver high quality, engaging learning content, to the myriad of mobile devices coming on to the market is going to be a great challenge to conquer. The reward is the huge benefits that can be gained from receiving the right learning content you need, when you want it, wherever you are, through your mobile device, and frankly it is going to be worth the technical headaches we need to overcome to make it happen seamlessly.

Tim King is the CEO of 2sms, he has an MBA and is a qualified chartered accountant with real entrepreneurial flair. Previously he was Sales Director at Barclays International Funds Group selling offshore mutual funds to distribution channels where he also picked up international experience with Directorships in Japan and the Channel Islands. Prior to that he was he was the VP for Management Information at Citibank where he was responsible for data consolidation from 75 countries amongst other things. Tim is also a Director of Investcope Business Services (UK) Ltd, a small Private Equity company investing in UK SME’s.

Tim founded 2sms and has grown the business from the UK into the US. Today, 2sms is headquartered in London, UK, with offices in Milton Keynes, UK, and Chicago, IL and a support unit in Sydney, Australia.

2sms has 2,500 business customers from 35 countries, and is the only SMS provider to be certified ISO27001 for Information Security. 

2sms.com is a customer centric, business communications solution provider. The end to end service integrity they provide allows their business clients to send mission-critical information and messages securely, simply, reliably and quickly.

Information can be sent instantly to staff, customers or any other audience of their choice. Customers can send SMS messages from the www.2sms.com web site, or use 2sms powered software plug-ins for 40 mainstream software applications.

2sms announced a marketing partnehip with Sybase 365 at CTIA in Las Vegas in 2009. The 2sms global capability leverages the Sybase 365 network and reaches all the major mobile operators. worldwide. This is backed with 24/7 toll free support. www.2sms.com.

You can read 2sms Blogs at: http://2sms.blogspot.com

Thanks to Tim and his team for joining us as an Industrial Partner! We all look forward to working with you.

P1: Update 21st Jan 2010

Posted in Project Updates on January 21st, 2010 by admin – Be the first to comment

Project 1: Update 21st Jan 2010 – Significant progress has been made on the EC funding project since the start of the year.

Pearson Education (www.pearson.com) and ourselves have been scoping in detail their contribution to the Project. This is being crystallised into a Project Framework so that we all know which party will contribute what to the overall Project.     

PIXELearning (www.pixelearning.com) have agreed to be a part of the consortium and will contribute Serious Games Simulations to the Project in particular we are looking at creating a suite of learning modules focused around their Role Play Engine. This is a sophisticated piece of technology that was originally created for Comcast in the USA, to help train their 19,000 call centre agents. The technology will be modified so we can simulate conversation scenarios and immerse the learner in an environment where they must navigate through the conversation to learn how best to handle certain outcomes.

Redtray Limited (www.redtray.com) have agreed to be part of the consortium and contribute e-learning and development expertise to the Project via their UK and India based staff & programmers. The details of their contribution are being scoped with the team at Redtray and ourselves. This week we have been understanding Redtray’s  ALTO platform = Learning, Knowledge & Competency Management System, with Resource Planning & Scheduling capabilities.

2SMS (www.2sms.com) have agreed to be a part of the consortium and contribute technology and solutions to the mobile delivery platform of the Project.  

We are currently scheduling the next meetings with PERA (www.pera.com) and Ashridge Business School (www.ashridge.org.uk) as they are kindly letting us use the magnificant Ashridge facilities to facilitate project meetings between the Industrial Partners.