HYPERTECH INNOVATIONS build on top of the 20-year experience of a team of researchers, software engineers and ICT professionals that have been active in industrial and academic research, in national and European collaborative research and development projects. This team, has formed the core of HYPERTECH S.A.’s Digital Life Unit which is now incorporated as HYPERTECH INNOVATIONS and which, indicatively, has participated in the following large EU and national R&D projects:


VERITAS: Virtual and Augmented Environments and Realistic User Interactions to Achieve Embedded Accessibility Designs (http://veritas-project.eu, FP7-ICT, 01/2010 - 12/2013)
The project’s goal was to develop an open framework for providing built-in accessibility support at all the stages of realisation of mainstream ICT and non-ICT technologies. The project aimed at delivering to product/software developers ‘generic’ instructions - embedded in an empowering virtual reality platform, for exploring new concepts, designing new interfaces and testing interactive prototypes that inherit universal accessibility features, including compatibility with established assistive technologies. HYPERTECH’s Digital Life Unit contributed in the development of all the software components of the framework and led the implementation of user profiling and behavioural learning components.

VICTORY: Audio-VIsual ConTent search and retrieval in a distributed P2P repository (FP6-2005-IST-6, 01/2007 – 06/2009)
The main purpose of the project VICTORY was the development of an integrated environment for the management, searching and retrieval of 3D and relevant multimedia content on Peer-to-Peer (P2P) Internet and mobile networks. In light of three dimensional (3D) object retrieval evolving from text annotation to content- and context-based and from standalone applications to web-based search engines, VICTORY aims at the creation of a search engine for 3D and associated multimedia distributed content into Peer-to-Peer (Ρ2Ρ) and mobile Ρ2Ρ (m-Ρ2Ρ) networks. Driven by the very successful concept of Wikipedia (www.wikipedia.org), the main goal of the project VICTORY was to create the first distributed MultiPedia Object (3D object along with its accompanied information i.e. 2D views, text, audio, video) Repository in which any peer can contribute to. HYPERTECH’s Digital Life Unit designed and developed the P2P mobile application for the project, taking into account the operating environment constraints and limitations (e.g. limited network bandwidth, intermittent connectivity etc).


Development of a Virtual Guide in Byzantine architecture cultural heritage: The "Agia Sophia" monument (for the Foundation of the Hellenic World (FHW)) (http://www.ime.gr/, 10/2014 – 12/2015)

The projects aims in the construction of a virtual digital representation of the church of Hagia Sophia in Istanbul during the period of 11th to 12th century, based on scientific research data captured in a dynamic, clear and documented way. The digital representation is a source of information and a vehicle with the help of which visitors can explore various phases and aspects of the monument. The part of the project undertaken by HYPERTECH’s Digital Life Unit regards production and implementation of the virtual representation scenarios and the related applications. It includes the development of a virtual environment, creating at least 200 detailed three-dimensional models, as well as those additional models required for the completion of the virtual world, and their integration in the virtual world, the relative audio production, development and integration of audio and visual effects, the adaptation and installation to the projection systems of FHW (Dome and Virtual Cinema) and the education of FHW personnel on how to use them.


Integrated promotion and dissemination services of the cultural heritage of the State Museum of Contemporary Art
(http://www.greekstatemuseum.com/, 12/2011 – 10/2012)

The project’s goal was the automation and modernization of the essential services of the Greek State Museum of Contemporary Art (SMCA) towards the general public in order to highlight all of the rich cultural and artistic inventory of the museum and to support modern ways to deliver web content to multiple communication channels, with the aim of promoting SMCA and attracting wider audiences to its activities. The services and products that were developed during the project are structured into two major categories according to their audiences:

  • Services to museum visitors: modern 3D Virtual Theater applications, Multimedia Tourguide applications for smartphones and other mobile devices, and Integrated Collections presentation using interactive multi-touch screens.
  • General public: Digital web-based interactive guides provided through the Portal of the SMCA supporting various devices (smartphones, desktops, mobile devices).


MUSE: Multimedia Content Management System 
(GSRT, 02/2004 – 07/2005) 

The main objective of MUSE was to develop a prototype system that would facilitate management and access to audio-visual files, covering functions ranging from storage of data to the analysis, annotation, retrieval and distribution of content to SME end-users, like the Greek Business Channel, aimed at providing to their clientele with information on current economic, political and social developments. The content could be accessible from different devices like mobile phones, PCs, Smart TVs etc. The software was completely developed by HYPERTECH’s Digital Life Unit and led to a successful commercial product called Hypertech Asset Manager (HAM).

Adapt4EE (FP7-288150, 11/2011 – 10/2014)
Adapt4EE aims to provide a highly accurate and realistic simulation framework that will allow architects and engineers to evaluate and decide on most energy efficient building designs. The project exploits an innovative user profiling framework, developed by HYPERTECH’s Digital Life Unit that analyzes real-time energy consumption, ambient, occupancy and business-related information in order to extract highly accurate user profiles, towards identifying (within a simulation environment) the energy efficiency potential of enterprise building occupants and optimize the overall operation of the building, without compromising occupant comfort and business performance.