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Training Young People on Augmented Reality Authoring Showcasing Intangible Cultural Assets as Use Cases

Start Date: 01/05/2022

End Date: 30/04/2024

Funding Programme: Erasmus+

Funding Agency: European Union

Training Young People on Augmented Reality Authoring Showcasing Intangible Cultural Assets as Use Cases (AR4Youth) is a project funded by the Erasmus+ Programme of the European Union coordinated by the Research & Innovation Center for Social and Educational Sciences (RISC) and in partnership with organisations from the Netherlands (ATERMON), Cyprus (Fairy Tale Museum), Lithuania (Active Youth), Greece (AKNOW) and Estonia (Eesti People to People).


AR4Youth centralises at training young people in conceiving, designing and implementing an Augmented Reality (AR) project for digitising and augmenting books, guides or manuals. Acknowledging, in addition, the necessity of preserving our cultural heritage which constitutes the basis of our values, beliefs and aspirations, and responding to the Sustainable Development Goal (SDG) 11.4 to “strengthen efforts to protect and safeguard the world’s cultural and natural heritage”, the project will use as case studies Greek, Lithuanian and Estonian fairy tales, myths and legends which will be transformed into digitally AR texts and preserved in the project’s Cultural Digital Library.


To address the abovementioned scope, the project will aim to achieve the following objectives:

  • To enhance advanced digital skills (i.e., use of AR technologies) of young people with special emphasis on NEETs (Not in Education, Employment or Training);

  • To equip young people with competitive qualifications for either entering the labour market or for conceiving their own entrepreneurial future;

  • To raise the awareness of young people on the cultural heritage aspects of partner countries;

  • To sensitise them into the importance of preserving cultural heritage and more specifically the traditional fairy tales, myths and legends through digitisation;

  • To increase the quality and innovation of youth work through the creation of advanced digital training.

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