Creative Approaches to Access: Implementing sustainable accessibility at Centre CLARK

This purpose of this research project is it implement creative access affordances at Centre CLARK, an artist-run gallery in Montreal’s Mile End Neighbourhood, to increase the participation of visitors with various disabilities and access needs. Divided into four sub-projects, this research will use interviews, access audits and participatory workshops to find creative solutions to access issues in the categories of curatorial design, structural design, digital interventions, and artist representation at Centre CLARK.

???? (Pisuktie): The Walker : a participatory documentary research-creation

This research is to create a short experimental film which will facilitate intergenerational conversations between Black-Inuit youth and elders. As a creative expression and telling unknown stories, it aims to strengthen Inuit youth mental health, positive Black-Inuit identity and leadership based on learning what has come before.

Using Machine Learning to locate geological deposits

Saskatchewan Polytechnic (SP)’s Digital Integration Centre of Excellence (DICE) and geological experts at Peter Lucas Project Management Inc. (PL) will collaborate on the development of a digital system to locate aggregate sources with a large gravel content. Gravel is a non-renewable resource that is used in almost every aspect of construction. The identification of sources of gravel and the corresponding management of it is important to many different industries.

If You Don't Like the Game, Change the Rules: Alternative Modes of Videogame Production

The games industry is infamous for making employees work excessive hours, fostering toxic work environments, and burning out its workforce. Despite these concerns, game developers are hesitant to change how their businesses are organised. This research project will explore the reasons that Canadian game workers may be reluctant to adopt alternative labour structures such as unions, cooperatives, and 4-day work weeks. The research team will gather information through interviews and surveys with game workers, labour organisers, and industry experts.

E-Journalism and Social Media for the Arctic Research Foundation (ARF)

This research project proposes to identify and develop successful ways of engaging Arctic voices and community with the Arctic Research Foundation’s (ARF) digital communications platforms. The platforms will promote community understanding of ARF’s mission and may inform the Foundation of potential sites of intervention and innovation. The intern will cultivate community relations while seeking new and interactive strategies of story-sharing that draw attention to the diverse life of the Arctic. The intern will also improve and expand the growth of a non-Northern audience.

Data Visualization of GIS Data for Managing Land Access (#2)

Access to private or leased land is currently not a simple problem. Landowners would like to know who is on their land, when, and for what purpose. Getting permissions from landowners to use their land is often not straight forward; often leading to bypassing obtaining permission. Some landowners do not want hunters, but do not mind artists or photographers accessing their land. To simplify this process, VeriGrain is building the SaskLander Platform that provides an easy-to-use interface for managing interactions between landowners and those seeking permission to access their land.

Understanding the Path from Real to Virtual Economy Adoption: The Unity Engine, Design Theory & Future Directions

This project examines virtual economy design practices within Unity Technologies Canada Company’s software engine/editor. Analysis of game design choices found within proprietary data from the company is used to determine the predominant design practices within the system and identify underlying ideological assumptions that affect the design, creation, and maintenance of virtual economies.

Dual-language development of minority speakers from face-to-face to remote delivery

The rapid shutting down of daycares and schools due to COVID-19 have left many new Canadian families isolated due to limited proficiency in English and small social networks. In regular school programs, teachers have expressed that reaching families who do not speak the language of schooling has been particularly challenging due to the language barrier. On the other hand, families have reported that being at home has strengthened their child's minority language, suggesting a silver lining to these difficult times.

Research on Optimal Interaction Engagement Strategies between the “The Thingery” Community Sharing Platform and Its Users with a Focus on Mobile Development

The Thingery Sharing Inc. is the logistics provider and parent organization of community lending libraries known as Thingeries located throughout the Lower Mainland of BC. Prior social impact research was conducted to identify and understand the impact that a Thingery has on the social connectivity and ecological footprint of its members for ongoing analysis and planning. The focus of this project is to conduct extensive research into how members can optimally interact with The Thingery and create a detailed user flow analysis for their mobile application development.

Mobile Field Analytics Integration

VeriGrain is in the agricultural automated sampling and data management business. By providing representative sampling of the harvested grain provides the grain characteristics for maximum profit, helps to determine the risk of spoilage and helps farmers eliminate downgraded and rejected loads of grain at the terminal. Currently the samples are taken at the farm and are sent off for lab analysis to determine the quality and characteristics of the grain. However, advancements in technology through spectral analysis provide the opportunity to move some of the lab analysis out to the field.