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Feasibility studies: How your business can benefit from additive manufacturing

Name of service (page headline, shown in promos – maximum of 70 characters incl. spaces): How your business can benefit from additive manufacturing Lead (include SEO-words and the main benefits for your target groups. Stick to one paragraph, maximum 2-3 sentences):

Additive manufacturing opens up completely new opportunities for manufacturing companies in all industries. Maybe you already have ideas about what you want to print? Perhaps you want help with how AM can give your company competitive advantages such as shorter lead times, lower costs and new business opportunities? We can help you!

Purpose/Benefit:

Additive manufacturing can mean both new innovative opportunities in product development and production as well as efficiency gains and new business opportunities. The Application Center for Additive Manufacturing at RISE can help companies and organizations find the benefit of the technology for their business.

  • Maybe you already have ideas and thoughts about products or components your company would like to 3D print, but you don't know how to take the next step?
  • Perhaps you are not sure if additive manufacturing is right for your company?
  • Perhaps you are curious about what competitive advantages your company could get with AM, such as shorter lead times, lower costs, reduced climate footprint and new business opportunities?

Regardless of how far your company has come and your driving forces, the Application Center for Additive Manufacturing can help you take the next step.

Method (what/which methods are used to perform the service):

We agree on a time for a visit to your company when we bring people with the right expertise for your business. On site, we go through your company's current state, desired state and discuss what obstacles and challenges there may be.

Together with you and your colleagues, we do a structured evaluation to see what potential your company has to use additive manufacturing, the feasibility studies.

Through a dialogue with our experts, you will get an assessment of the conditions that exist for using additive manufacturing, as well as how AM could provide increased competitiveness.

You get help to start forming a strategy for how the company can use additive manufacturing. In some cases, it may also involve conducting tests or otherwise evaluating the AM technology.

Delivery (what does the client get after performed service – e.g. a report, certificate etc.):

The result from the feasibility studies is our assessment where you receive recommendations for how to take your first / next step in the process towards additive manufacturing. Based on this, different in-depth studies can be made, according to your company's needs.

Area:
Additive manufacturing
Material transition
Production and manufacturing
Contact person (Enter one name per field. Activated personal contact pages will appear automatically): Urban Thuresson, Projektledare
3D-printed component
Field measurements: No Price type: 1 Division: Division Materials and Industry Preparation: No preparation required Certification and marking: Not applicable Type of service: Not applicable Instrument: Not applicable General area: Not applicable Order information: Contact us to set up a meeting URL: Application Center for Additive Manufacturing Divison (OLD): Division Materials and Industry Delivery level: Not applicable
urban.thuresson@ri.se
/en/node/9710
More information:

This is one of many services from the Additive Manufacturing Application Center. For more information visit:

Application of interest
form
Additive manufacturing Sekundär områdes navigation: Service innovation Tjänstetyp tagg: Konsultuppdrag

BIOMODELS4REGIONS

BIOMODELS4REGIONS
Europa

The BIOMODEL4REGIONS project aims to support the establishment of the innovative governance models at local/regional level to achieve better-informed decision-making processes, social engagement and innovation to support and strengthen EU and international science-policy interfaces to achieve the Sustainable Development Goals.

Partner
Completed
Bioeconomy
Region Västernorrland
2025-06-30
2 499 728 Euro
Division: Division Bioeconomy

The methodology is based on the set-up of a governance structure among bioeconomy clusters that will leverage on previous successful projects, initiatives and best practices to capitalise on work performed through several years of research and studies in the field of bioeconomy. These results will be demonstrated within the project to support 6 pilot regions chosen in clusters’ network.

The goal to achieve the climate objectives outlined in the European Green Deal can only be reached thanks to the involvement of regional and local authorities, primary producers, SMEs, civil society organisations including NGOs, knowledge providers and consumers. It will require the development of new governance models featuring a public administration that moves beyond traditional working methods to a more cross-cutting, integrated and stakeholder-driven way of working, as well as the shift to a more sustainable consumption.

In the project, RISE will describe possible biorefinery processes based on selected value chains, such as biofuel or GROT (branches, roots & tops). In addition, RISE will describe different business models and put them in a policy context, and evaluate what in the business models is possible and what is not.

Helena Näsström

Innovations- och processledare
+46 10 516 67 46 Read more about Helena
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Jonas Markusson

Senior Projektledare
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9. Industry, innovation and infrastructure
17. Partnerships for the goals
Projekt logo: Logotype Project end date: Circular transition Sekundär områdes navigation:
Fossil-free fuels
Service innovation
Biobased materials

RISE GameNode - a virtual environment for the gaming industry

RISE GameNode
GameNode

GameNode is a virtual test and demo environment for the gaming industry located at RISE. The purpose is to be able to act as a catalyst and arena for actors linked to the computer game industry

Virtual testbeds (VT)
Not applicable
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Björn Flintberg

Forskare
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Division: Division Digital Systems and Societal Transformation

About the computer game industry

The Swedish computer game industry is one of the fastest growing industries in the country and in 2021 had a global turnover of more than 58 billion. The gaming industry makes up a total of 4.1% of all of Sweden's service exports. At the same time, there are major shortcomings in the ecosystem and infrastructure around the industry, which does not have the same strong position at all. Research is neglected and underfunded and the public support system is limited. Structural challenges around exports, training places, labour migration and development support mean that the industry's growing pains are becoming increasingly evident. RISE therefore wants, by virtue of its mission to strengthen Swedish competitiveness, to release a larger part of the potential that exists in the gaming industry and take advantage of the positive spill effects that also exist for other industries through games and gaming methodology.

Take a moment to take part of the insights from the project Kraftsamling dataspelsbranschen 
Kraftsamling dataspelsbranschen - en rapport om svensk spelindustri

Network

Around the country, often linked to incubators, higher education institutions and active municipalities, there are gaming hubs that in various ways work locally and regionally to strengthen game development and the game industry. With RISE GameNode, a national meeting place is established for all these different actors where incubators as well as gaming hubs, higher education institutions, industry actors, education providers, authorities and public actors can participate for knowledge exchange, pilots, joint projects and external analysis. Through its position, RISE can gather different actors and use its expertise and organization to strengthen the network and the industry's development. Membership in the network takes place after dialogue with RISE and is for actors who work for the development of the gaming industry in various forms.

Research

RISE is a member of the Swedish Game Research Council, a newly formed organization which purpose is to gather Swedish game research relating to many disciplines from computer science to media, design, entrepreneurship and innovation. Together with 11 higher education institutions, the Swedish Gaming Research Council works to make game research visible and strengthen the opportunities for funding in the area. The research can drive new opportunities, strengthen innovation and contribute to the industry's growth and understanding of the phenomenon of games.
Read more about the Swedish Gaming Research Council here.

Development projects and pilots

In collaboration with partners from the network, RISE can carry out pilots and development projects, both with the aim of creating a transfer to the needs of other industries such as digital health and the production industry, and to develop the infrastructure and ecosystem around the gaming industry and its surrounding actors. By collaborating, RISE will be able to contribute to strengthening the development of a strong and stable industry. One such project is Kraftsamling Dataspelsbranschen, a pilot funded by Vinnova with the aim of strengthening local-regional-national collaboration, which has also formed the basis for the decision to establish RISE GameNode

Games and the climate

The computer game industry has a very low production impact on the climate compared to industries of the same size. Since the industry is completely digital, there is a lack of physical raw materials and the energy consumption consists of servers and computers in the manufacture and use of the products. Games can also be used to illustrate and understand complex issues around circular systems and sustainability and can thus be of great benefit in the work with a more sustainable society.

Games and the labour market

One of the most interesting areas for gaming is its ability to create new jobs, not least outside the big cities. It is an international phenomenon that it is not uncommon for it to be rather in smaller and medium-sized cities that the development of the gaming industry becomes really strong, although the larger companies are often located in larger cities. But 82% of Sweden's gaming companies are micro or small businesses and in practice, a new game studio can be started in any rural area with minimal establishment cost. This makes the industry interesting to study even from a rural perspective.

Games and learning

Games have always been used as a model for learning. Through its immersive nature, where you as a player, steps in to a game world or a game mechanic, special structures and rules arise where you can try and test to solve problems alone or together. This interactive way is more vibrant and flexible than many traditional forms of learning and it is therefore not unexpected that games are interesting to study in the context of lifelong learning to see how games can be used more and further.

Games and culture

From mobile games on the bus to complex strategy games for hours in front of the computer, games not only constitute an industry and commercial potential but are also an important component of Swedish culture, not least among younger target groups. Games are used to understand, express and influence our time and society. It has a broad impact in many age groups and for many different purposes. Educational games for children, e-sports and LAN for young people, as well as games as artistic cultural expressions are all parts of the games' cultural impact. Games affect, touch, change and refine the way we live, act and socialize together. Games are also very much a co-creative form of culture in which the collaborative element has a big role to play. With this, of course, also come challenges, where games reflect and reinforce problems we see in the rest of society: inclusion, gender equality, bullying and exclusion. Games are an integral and obvious part of many Swedes' everyday lives, for fun, entertainment or as a lifestyle.

A digital basic industry

In addition to the industry's own justification by virtue of its strength, growth and potential for jobs, the game industry also generates positive spillovers on other industries. Games have also aroused interest in the production industry and the technologies that are developed often gain an early foothold in the gaming world, for example through visualization, AI, blockchain technology and AR / VR. This means that other industries through collaborations or skills and knowledge transfer can take part in achievements in the gaming area. The opportunity for recruitment and development of the production industrial business is also very strong, and around the incubators and gaming clusters that are emerging there are also other technology companies with increased innovation power and development. The potential for cross-fertilization is estimated to be very large

In the 1800s, the forest was one of Sweden's largest exports. During the 1900s, the Swedish steel industry grew to new heights. What will be the great export success of the 2000s? The gaming industry is a candidate where Sweden is already one of the world's leading nations with a good reputation, several big brands and many successes. The industry is well established and Sweden has long been successful in several areas linked to digital services. If the industry can also strengthen other parts of the value chain than production itself, such as distribution, publishing and tool development, Sweden can quickly become a strong player.

Contact

To get in touch with RISE GameNode, contact one of our representatives below.

 

Other
Digital infrastructure Digitalisation Professional education
Not applicable
2022
Division (OLD): Division Digital Systems and Societal Transformation Service innovation Sekundär områdes navigation:
Artificial intelligence
Lifelong learning

Smarter maintenance using AI

Predictive maintenance

Predictive maintenance ensures that problems do not arise, but it does mean that time and money are spent on things that may not have needed to be fixed yet. With the help of AI, companies can make predictive maintenance more accurate, thereby saving both time and money.

Predictive maintenance has one big objective: maintain things well to prevent breakages, which could affect production, costs, and safety

“Sooner or later, all components will wear out and need to be replaced, which is why predictive maintenance is needed,” says Madhav Mishra, senior scientist at RISE.

But the problem with traditional preventive maintenance is that it's hard to know when it's actually needed. Companies have tried to solve this by doing it at certain time intervals, with the result that they either spend time and resources on things that there was absolutely nothing wrong with or, even worse, they are too late. The part has already broken.

“If this is on an aircraft up in the air, for example, things could be really bad, but it can also lead to big problems in less dangerous situations.”

AI gives accuracy

To make predictive maintenance more accurate, several companies today use AI and machine learning, so as to be able to predict more precisely when efforts are needed.

“By using AI to analyse the large amounts of data that virtually all companies have access to today, they can create better routines for their predictive maintenance. Then they can predict when something will break, order spare parts in time and avoid large costs caused by production stoppages.”

By using AI and data analysis, companies can move from just selling products to also selling services as well

Knowledge and tools the key to getting started

Some companies have made significant progress in this area, while others have not even considered it yet. So the question is: what is needed to get started?

"On the one hand, you need the right tools and sufficient computational power to use them, and on the other hand, you need the right knowledge. We see how many companies build knowledge in data analysis by hiring data scientists, who can do the analysis and can help companies create new concepts and processes.

In other words, it takes some effort to be able to start using AI in predictive maintenance but, according to Madhav Mishra, the benefits are great once you get started. Partly because you save costs, but also because it provides the opportunity to develop new business models. As Artificial intelligence (AI) is a broad concept that applies to a wide range of technologies It can be anything from statistical analysis to machine learning, deep learning, federated learning also known as collaborative learning or even meta-heuristics, where problem-independent techniques are applied to a wide range of problems.

“By using AI and data analysis, companies can move from just selling products to also selling services as well. Instead of just selling a product, you can also sell service, with guaranteed uptime, something that raises the value in the market.”

RISE offers expertise

To help companies get started with using AI in predictive maintenance, RISE offers a range of experts both in maintenance work and in data analysis and AI.

“With the aid of our AI centre, we can offer help no matter how far the company has come. We have a clear model that we work from and can, for example, arrange workshops where we work with the customer to investigate their needs or we put together teams to analyse different forms of problems. The important thing is to start right now, because AI as part of predictive maintenance will be very important in the future.”

Madhav Mishra

Senior Scientist
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Artificial intelligence Sekundär områdes navigation:
Data Science
Production and manufacturing
Service innovation

Strategic Innovation Agenda Welfare Technology

SIA Welfare Technology

The purpose and goal of the project is to strengthen competitiveness and sustainable growth by achieving a mobilization of actors in the field of welfare technology and creating a common strategy in the form of a strategic innovation agenda for welfare technology

Projektledare
Completed
Digital infrastructure Digitalisation Digital health Internet of Things Life Science Medical devices Public sector Preventive healthcare System innovation Healthcare and social care
2022-11-30
Division: Division Safety and Transport

Sweden's population is getting older and the demographic development means both challenges and opportunities for the society. Welfare technology is singled out as one of the solutions for managing increased demands and costs and being able to maintain the quality of care. This is to provide older people and people with disabilities the support needed to be able to participate in society, be safe and independent, and maintain good health and thus the opportunity to stay longer at home.

Welfare technology is, according to the National Board of Health and Welfare defined as:

"Digital technology that aims to maintain or increase the security, activity, participation or independence of a person who has or is at increased risk of developing a disability".

Unfortunately, product development and the widespread introduction and implementaion of welfare technology are not gaining momentum due to different challenges that prevent and delay. Many of these are known, others are new. Together, we want to find solutions to these challenges and at the same time contribute to sustainable growth.

The aim of the project is to clarify what efforts, resources and infrastructures are required to meet societal challenges with the help of welfare technology, and what is needed to improve the opportunities for strengthening competitiveness and sustainable growth.

The aim of the project is to gather and mobilize actors to create a common strategy in the form of an innovation agenda, which also can serve as a guide for Vinnova's future investments.

Camilla Evensson

Gruppchef
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3. Good health and well-being
9. Industry, innovation and infrastructure
Informationsblad SIA Välfärdsteknik
Attach document: Project end date: Medtech Sekundär områdes navigation:
Innovation management
Service innovation

Citizen Dialogue Tool for Climate Action for Malmö Stad

Citizen Dialogue Tool for Climate Action
plant, eco, green

Malmö Stad, as part of their climate contract, wanted to engage citizens in a climate dialogue. We carried out research and developed a digital citizen dialogue tool to motivate citizens into actions towards more environmentally friendly behaviour, and to understand what support they require from the municipality to carry out these actions.

Projektledare
Completed
Design Digitalisation Public sector
1 år
Division: Division Digital Systems and Societal Transformation

One of the major problems related to environmentally friendly behaviour is that even if people understand the importance of needing to reduce their carbon dioxide footprint and are told what they should do, behavioural change is difficult. In addition, individuals tend to reject what is perceived as a power, a pressure, an influence, or any attempt to act upon one’s conduct. As a result, manipulative and alarmistic messages that make people feel fearful, obligated or guilty should be avoided as they are not efficient in creating behavioural change.

We wanted to find a way for Malmö Stad to inspire citizens to be more sustainable in their everyday life and give birth to new processes, values, and social rules. In the form of an app that asks citizens to swipe “yes” or “no” or provide other input, questions are developed together with Malmö Stad using a methodology that grounds the content specifically to the location of Malmö, making it relevant and easy for citizens to participate.

Methodology

The methodology structures and constructs questions in such a way that a two-way dialogue can take place between the stakeholder and citizens (as opposed to like a one-way questionnaire), and provided answers that can be analysed without overwhelming the municipality with an unmanageable volume of quantitative data to process. This dialogue has the potential to empower citizens to change and impact public services (eg. schools, hospitals, public transport), and gives the municipality the opportunity to find out how citizens want to be supported by getting feedback on proposals and initiatives.

Using elements of gamification, the tool incorporates carefully developed questions to explore specific lifestyle aspects, which enables citizens to be clustered. Content will be organised into themes prioritised by Malmö Stad (food at home, consumption, leisure in Malmö, going to work, running and fixing the home), and released gradually as packages of questions over time.

Project team involved: Hayley Ho, Tatjana Apanasevic from Inclusive Systems Innovation unit, Magnus Eriksson from Societal transformation unit, Anton Gustafsson from Connected societies unit, Per Ottoson from Technologies for interaction unit, and Kasper Socha from Human-Automation unit.

Tatjana Apanasevic

Forskare
+46 76 108 23 87 Read more about Tatjana

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Project end date: Social sustainability in urban development Sekundär områdes navigation:
Innovation management
Built environment
Service innovation

How healthcare changes as it moves into our homes

In-home care

A large part of tomorrow’s healthcare and social care will take place in our homes. Digitalisation plays an important role but it is far from the only parameter to consider in the transition.

The proportion of older people in the population is increasing at the same time as the number of staff in elderly care is decreasing. It is a difficult equation to solve and requires new thinking. Digitalisation makes it possible to partially transfer care to the home, but the question is how this is done in the best way for the individual with a focus on their needs and wishes.

- “When digital welfare services were first introduced, many feared that the elderly would be left alone with the technology, but that was never the aim,” says Joakim Börjesson, Head of the E-health focus area and Manager of the Digital Health unit at RISE. “Instead, the aim is for the technology to relieve the burden on healthcare and social care staff so that they have time to provide crucial human contact.”

Prevention made possible by digitalisation

Digitalisation can play an important early role in preventive healthcare. Today, only a small proportion of the healthcare budget is spent on preventing disease and ill health, even though it is so important for public health.

- “But it seems that more and more people are beginning to understand the importance of prevention and its link to the need for future healthcare and social care,” says Camilla Evensson, Head of the Future Care focus area at RISE. “With good prevention, it’s possible to bypass, reduce or delay an individual’s need for healthcare and social care.”

So, what challenges are there to implementing digital healthcare in the home?

- “The technology exists and works, but has proven difficult to put into use in the healthcare system,” explains Börjesson. “There is a great need for support and learning about both the technology and organisation. We are in the midst of a digital transformation that represents one of the biggest changes that we have experienced in healthcare and social care.”

We are enablers with a 360-degree perspective, and we always lean on research and evidence

Adaptations needed for a good work environment

Another challenge is the work environment. When healthcare and social care take place in the home, adaptations are needed to ensure a good work environment for the staff.

- “There will be a great need for different forms of housing adapted to different stages of ageing,” says Evensson. “Furthermore, the homes need to be modified and equipped to work as efficiently, safely, and integrated as possible, and that the home is supplemented with different types of both digital and analogue care services for the individual.”

Evensson also emphasises that the home and living environment must stimulate the senses, which can be an even greater factor in promoting our wellbeing and health:

- “The ideal is for the digital technology to interact with both the living environment and the individual, while the work environment is good for healthcare and social care staff. It’s important to reiterate that healthcare and social care should be based on the individual’s needs, preferences, wishes, and abilities.”

Help from civil society in care services

One solution to the staff shortage in healthcare and social care may be to enlist the help of civil society when it comes to certain care services.

- “But it requires structure and a good compensation system, and the effects of such a solution must be measurable,” says Evensson.

Another challenge is the management of health data, both in terms of cooperation between regions and the interpretation of self-collected data.

- “Misinterpreting your data can cause unnecessary worry, but AI can help in this,” says Börjesson.

RISE building system demonstrator

Many parameters must be considered when planning the future of healthcare and social care. In order to study the whole, RISE is building a system demonstrator that takes into account different dimensions such as organisation, procurement, legal frameworks, physical environments and digitalisation. This cannot be done in laboratories, it must be carried out in a real-world environment, and several collaborations with municipalities and regions are already underway.

In this work, RISE benefits greatly from its breadth, its interdisciplinary approach, and its position as a neutral party.

- “We are enablers with a 360-degree perspective, and we always lean on research and evidence,” says Börjesson.

- “There are many parties that need to come together in a project like this, which means it’s important that there is a neutral party that doesn’t have its own agenda – and we are that party,” asserts Evensson.

Camilla Evensson

Gruppchef
+46 10 516 51 15 Read more about Camilla
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Joakim Börjesson

Enhetschef
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Digital health Sekundär områdes navigation:
Preventive health
Artificial intelligence
Service innovation

Circular Co-Creation Games

Circular Co-Creation Games

Can games be used to co-create new circular business model ideas with customers? And for circular companies to find each other and start collaborating? That is what we are exploring in the project “Game-Based Approaches to Create Innovative Circular Value Propositions”.

Project leader
Active
Circular transition
Region Östergötland
3 years
5400000
Division: Do not use - Division Built Environment
Moving Planets is one of the results of the project. It is a digital, game-based tool developed to support companies in involving customers in the co-design of circular solutions. The tool enables companies to generate user insights that inform circular business model development and innovation processes. This demo video illustrates how the tool works in practice, showcasing both the provider and player perspectives.

For circular business models to be successful, what companies offer must align with what customers – users of a circular solution – need. However, this is easier said than done. Understanding of how companies can undertake the development of circular business models with potential users is currently lacking. Experimentation and co-creation are considered promising approaches, but there is limited research on how they can be applied with customers in the circular business model innovation process.

Game-based approaches have recently received significant attention as support tools for circular economy innovation because games can help stimulate interaction and engagement, encourage critical thinking by mimicking complex systems and even encourage changes in human behavior. But there are no games for co-creation between users and companies in a circular economy.

This project therefore aims to create a new, engaging circular business model innovation tool which enables the co-creation of circular business models between customers and companies. Specifically, we will produce an open-source, digital game prototype that will serve as an ‘arena’ for experimentation with circular business models. First, preliminary versions of the game will be created and tested with potential players, that is both users and company representatives. When these preliminary versions do provide the insights and the possibilities for co-creation that were intended, they will be put together into a digital game.

Our project’s goal is that use of the resulting digital game prototype will allow companies and customers to exchange critical insights and perspectives on their respective needs, values, and obstacles, thus allowing experimentation of new circular business model ideas.

Do you or anyone in your organisation want to be part of testing the game? Please contact us!

Sara Renström

Senior Forskare
+46 10 228 42 14 Read more about Sara
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Katherine Whalen

Senior Researcher
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12. Responsible consumption and production
Information for focus group participants in the project
Attach document: Project end date: Circular transition Sekundär områdes navigation:
Innovation management
Digitalisation
Service innovation