IOTO International Inc’s work is recognized as innovative by some of the largest media organizations in Canada. Their Goverlytics software applies Machine Learning to political data. They intend to extend their software to provide statistical measurements of political discourse similar to performance statistics available in other domains like sports. IOTO is in the process of obtaining political data from using Natural Language Processing on political audio.
Advances in healthcare and research are published in peer-reviewed biomedical journals all over the world. Our previous research shows that predatory journals, or fake academic journals, pose a threat to this. Predatory journals claim to publish high-quality research, but they do not follow accepted scientific publishing practices (e.g., peer review, indexing). If health decisions are made based on low-quality research published in predatory journals, this is a problem.
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.
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.
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.
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.
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.
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.
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.
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.