EnTimeMent project focused on entrainment, motion capture, and computational models for movement analysis (2019-2022), their largest and most recent effort.
KARADIMAS DIMITRIOS
Greek technology consultancy specializing in motion capture systems, serious games, multi-sensory interfaces, and embodied interaction for EU research projects.
Their core work
Vision Business Consultants is a Greek technology consultancy that contributes software development, 3D modelling, and interactive technology expertise to EU research consortia. Their work spans from 3D semantic modelling for cultural heritage (INCEPTION) to motion capture and movement analysis systems (EnTimeMent), with a recurring thread of translating complex sensor data into user-facing applications. They appear to serve as a technology integration partner, building serious games, multi-sensory interfaces, and visualization tools across diverse research domains.
What they specialise in
weDRAW project built multi-sensory technology and serious games for learning arithmetic and geometry through embodied interaction.
INCEPTION project applied 3D semantic modelling to cultural heritage documentation and access.
KRAKEN project developed hybrid automated machines integrating concurrent manufacturing processes.
Both weDRAW (embodiment, affective computing) and EnTimeMent (neuroscience, entrainment) involve understanding and responding to human behaviour through technology.
How they've shifted over time
Their early H2020 participation (2015-2016) covered disparate domains — cultural heritage 3D modelling and manufacturing automation — suggesting a generalist consultancy taking on varied technical work. From 2017 onward, a clear convergence emerged toward human-centred interactive technologies: multi-sensory learning, embodiment, motion capture, and neuroscience-informed computing. This shift from broad technical services toward a focused niche in movement analysis and embodied interaction represents a deliberate specialization.
Moving firmly toward neuroscience-informed interactive systems, particularly motion capture and human movement understanding — expect future work in rehabilitation tech, sports analytics, or immersive training.
How they like to work
Exclusively a participant across all four projects, never coordinating — they join consortia to deliver specific technical components rather than leading research agendas. With 45 unique partners across just 4 projects, they operate in large consortia (averaging 11+ partners), which suggests comfort contributing specialized modules within complex multi-partner setups. Their non-repeating partner base indicates breadth of network rather than deep recurring partnerships.
Despite only 4 projects, they have built connections with 45 distinct partners across 19 countries, reflecting participation in large pan-European consortia. Their reach is genuinely European with no apparent geographic clustering beyond their Greek base.
What sets them apart
Their distinctive value lies in bridging neuroscience and movement research with practical software applications — few consultancies combine motion capture expertise, serious game development, and affective computing under one roof. For consortium builders, they offer a technically versatile partner who can translate complex research concepts into interactive prototypes and user-facing tools. Their Greek base also adds geographic diversity for Southern European representation in proposals.
Highlights from their portfolio
- EnTimeMentTheir largest project (EUR 205,662) and most recent, representing their strategic pivot toward neuroscience-informed movement analysis and computational modelling of human entrainment.
- KRAKENTheir highest-funded single project (EUR 357,750), notable for being in advanced manufacturing — a significant departure from their later human-centred technology focus.
- weDRAWRepresents the inflection point where they shifted to multi-sensory interactive technologies, combining serious games with embodied learning for children.