This project aims build an autonomous underwriting system that can provide debt financing to small and medium enterprises (SMEs) in the technology sector without human intervention. The research will explore mathematical methods and key factors that are unique to evaluating creditworthiness of those SMEs. The result will be an underwriting system that incorporates statistical methods and machine learning algorithms to perform prediction with higher accuracy than what humans can achieve.
This project will make a major contribution to improve channel rehabilitation projects, which are reconstructing streams to imitate the natural form of the stream. These projects are very costly and their failure can cause high financial losses. The results of this project will lead to a decrease or elimination of the financial losses by improving the design of restored channels. In addition, this project will improve protection of the species-at-risk âRedside Daceâ by improving the accuracy of monitoring the deleterious sediments entering their habitat.
In this project, Cardon Rehabilitation and Medical Equipment (CRME) and the University of Waterloo (UW) will test the Automated Rehabilitation System (ARS) for lower body physiotherapy in a clinical environment. ARS provides the ability to measure the human pose during the performance of rehabilitation exercises and provide real time feedback. CRME and UW are interested in developing algorithms to automatically assess the changes in patient recovery rate.
Several Ontario regions have agreed to reduce their carbon emissions by 80% by 2050. However, many of these cities donât actually have a plan for how theyâll reach this noble but challenging goal. In response, the Waterloo Global Science Initiative (WGSI) (in partnership with several Waterloo Region collaborators) has created a prototype board game called Energize: its goal is to draw attention to the challenges and the solutions of how a city can reduce carbon emissions.
G networks have emerged as a promising solution for Mobile Network Operators (MNOs) to offer ultra-fast mobile broadband and ultra-low latency services with exceptional reliability for consumers. By leveraging softwarization, Software-Defined Networking (SDN) and Network Function Virtualization (NFV), MNOs can offset the high capital and operational expenditures incurred due the additional deployment of legacy equipment.
Game-based learning tools often make use of questions to measure and encourage learning, but generating questions can be challenging, especially at the scale that companies like Axonify are required to do. In this project, the intern will design, implement, and evaluate a system that can apply machine-learning on a corpus of text (e.g., a textbook) to automatically generate questions that can be used in game-based learning tools.
The main goal of the proposed work is to develop an ultra-thin and selective GO membrane capable of separating water vapor or steam from air. For this purpose, a suitable membrane supports required to hold the GO sheets. Therefore, the GO sheets will be deposited on various membrane supports and their performance in terms of selectivity, permeability, and mechanical strength will be evaluated. Then, the effect of GO layer number on the selectivity and permeation rate will be investigated.
During the past two decades in Canada, use of electronic payment has steadily increased. However, despite the downward trend in the volume, the value of cheques has steadily increased, with the five-year average volume growth increasing by about 2% due in large part to their common presence in the business-to-business space. These trends indicate that even with emerging of EFT payment instruments and online transfer options as substitutes for cheque, there are yet some barriers to electronic payment adoption specially for small and medium businesses.
This project is intended to further the videogame industry's understanding of user presence and immersive game design, where the player feels that they exist in a virtual space and can control a virtual environment with their physical body. Rather than trying to achieve immersion in a virtual world by escaping from the body, this project engages the player's body on the other side of the screen through motions and mechanics enacted through virtual body ownership.
The purpose of this study is to develop a structural model that enhance the effectiveness of the financial advisory services. The primary value proposition Betterworth wants to demonstrate to the financial institution is how the betterworth platform will make financial advisorsâ more efficient, enabling them to attend to more clients, cut their operational costs, target better solutions, enhance retention and sell additional products/services â ie. boost and extend the CLV (customer lifetime value).