SciTransfer
Craeft · Project

Digital Training and Preservation Tools for Traditional Craftsmanship and Manual Skills

digitalPilotedTRL 6

Imagine trying to learn a complex hand-made craft from a master who lives thousands of miles away. This project creates a 'digital twin' of those movements using VR and touch-sensitive tech so students can practice safely and cheaply. It's like a flight simulator, but for artisans, ensuring rare skills aren't lost as older masters retire.

By the numbers
8
representative craft instances for piloting
10
consortium partners
The business problem

What needed solving

Traditional crafts are declining because training is slow, expensive, and requires physical proximity to a master. This creates a gap in skilled labor and risks the loss of cultural heritage.

The solution

What was built

An eLearning platform, a Community Portal for practitioner credentials, and VR/AR simulators based on a Maker-Material-Negotiation model.

Audience

Who needs this

Vocational schoolsLuxury craft housesMuseums with living heritage programsIndustrial design firms
Business applications

Who can put this to work

EdTech
SME
Target: Vocational training provider

If you are a training provider dealing with high material waste and safety risks during apprentice training — this project developed VR/AR simulators that allow students to practice repetitive tasks in a cost-effective, safe digital environment.

Luxury Goods
enterprise
Target: High-end artisanal brand

If you are a luxury brand dealing with a shortage of skilled craftspeople — this project developed a certification system and digital training tools to speed up the learning process for new apprentices.

Gaming & Entertainment
any
Target: Interactive media studio

If you are a studio dealing with a need for authentic manual interaction mechanics in games — this project developed a Maker-Material-Negotiation model and haptic intelligence that can be used to create realistic digital toys or games.

Frequently asked

Quick answers

How does this reduce training costs?

The project uses VR/AR and craft-specific simulators to allow repetitive practice without wasting physical materials and reducing the need for constant physical supervision.

Can this be scaled to different types of crafts?

Yes, the project is designed as a generative approach intended for scaling across the full range of materials and techniques, piloted across 8 representative craft instances.

What is the IP or licensing model for the software?

Based on available project data, the specific licensing terms are not mentioned, but the project delivers an eLearning platform and a Community Portal for practitioners.

How does it integrate with existing design software?

It introduces haptics intelligence into computer-aided design tools to connect the physical 'feel' of a craft with digital design processes.

What is the timeline for deployment?

The project period runs from 2023-03-01 to 2026-02-28, suggesting that full results and tools will be available by early 2026.

Consortium

Who built it

The consortium is balanced for a technology-transfer project, consisting of 10 partners across 7 countries. With a 20% industry ratio (2 industrial partners) and 3 SMEs, the project has a clear path toward commercial application, supported by a strong research base of 4 research organizations and 2 universities.

How to reach the team

Contact IDRYMA TECHNOLOGIAS KAI EREVNAS in Greece

Next steps

Talk to the team behind this work.

Contact us to connect with the Craeft consortium for haptic simulation licensing.