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All EIT Food projects

There are many different EIT Food activities helping us build a better food system for Europe. Browse our projects to find out more!

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A total of 342 items found. Showing 342 items on page 15 of 29.

Games of Food

2019 > 2020
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Games of Food is increasing public awareness around balanced nutrition and a healthy lifestyle through the use of Escape games.
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Improving communication of food health claims. This project builds on a previous programme of work to engage consumers and manufacturers on the wording of food health claims, with the aim of increasing consumer confidence and trust.
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EATrends and food fashion week is raising awareness of the key trends that are shaping food innovation today, and empowering people to influence the way they eat.
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Healthricous will introduce a digital solution that makes shopping, cooking and keeping track of the daily food intake easy and accessible
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Mtching COVID will launch a platform connecting recovering COVID-19 patients with dietitians and health coaches to motivate them, follow-up and provide inspiring recipes
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Safelivery will develop innovative food delivery services and protocols to reduce the risk of surface and packaging contamination of “Ready To Eat Foods” with the COVID-19 virus and other agents
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The starting point is the clear link between the dietary pattern of consumers and the environmental footprint of these patterns.
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The project will provide information on how the corona crisis will lead to changes in consumer behaviour.
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In the fight against chronic diet-related diseases it is the EU food and health system organization’s aim to improve consumers’ food literacy. Food education in a form of professional personalised advice is more trusted and accepted by…
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The aim of the project will be to develop an interactive platform for families with children from different countries where they will have the opportunity to receive information and advice about how to improve their food habits and choices…
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The food that consumers buy and eat is influenced by a complex interaction of cognitive, sensory, economic, and health factors that lead to gaps between their intentions and behaviour.