Technology-based companies URJC

-
In July 2017, professors and researchers from the Rey Juan Carlos University launched DESILIC. A company of the type spin-off oriented to the textile sector that develops 3D simulation and visualization tools.
Participated by the URJC: YES

-
In 2022, together with the UMH, the EBT DILEMMA LAB, mainly dedicated to developing services and products based on intelligent algorithms and data science
Participated by the URJC: YES

-
A newly established Knowledge-Based Company (KBC), founded in 2024 at Rey Juan Carlos University, whose main objective is knowledge transfer in the areas of innovation and entrepreneurship. It stems from the management experience and know-how of the research and entrepreneurship teams over the last 20 years, and develops technical work in entrepreneurship and innovation.
Participated by the URJC: YES

-
A Knowledge-Based Company (KBC), established in 2025, has developed a platform for Managed Detection and Response focused on digital trust for SMEscombining cybersecurity, regulatory compliance and automatic evidence generation.
The system acts as a diagnostic and continuous support engineallowing organizations, among other things, to assess and maintain their level of security against demanding regulatory frameworks (ENS, NIS2) and reduce their exposure to risk.
By orchestrating open-source technologies, automated attack surface analysis, and continuous assessment mechanisms, the platform transforms cybersecurity into a verifiable assetfacilitating the integration of SMEs into digital supply chains and improving their insurability.
Participated by the URJC: YES

-
A Knowledge-Based Company (KBC), established in 2025, has developed an interactive human digital twin that connects a user with their virtual avatar in first person, achieving a natural correspondence between user actions and digital interaction. CLAP's approach focuses on enabling users to realistically and intuitively use and feel their hands in immersive environments, accurately replicating the biomechanical elements of the user's hands in real time, including key aspects such as skin deformation upon contact with virtual objects. The solution is compatible with the vast majority of virtual reality devices and haptic systems, and integrates with the industry's leading 3D engines.
Participated by the URJC: YES

