The Bibliothèque de la Pléiade: The Social History of the Making of Cultural Goods and “Literary Giants”

This project aims to examine — through “la Bibliothèque de la Pléiade”, the French publishing world’s most prestigious book collection made of Bible paper, leather cover, and gold — the relation between the choices made to publish some literary works and the formation of “literary giants”, considered authors that achieve the status of being called […]

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Atlantic Canadian Beef Success and Opportunities

The purpose of this project to empower Atlantic Canadian Beef Producers to understand the unique success factors for beef production in the region and identify opportunities to improve their cost of production while mitigating environmental impacts based on the on-going work of the Beef Cattle Research Centre on the Canadian Cow-Calf Cost of Production (CDN […]

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Conception et validation d’un instrument de mesure de la compétence perçue au hockey sur glace.

La compétence perçue est depuis longtemps reconnue comme un facteur important de l’expérience sportive qui peut contribuer à l’abandon prématuré du sport ou, au contraire, a sa pratique prolongée. De plus, des perceptions de compétences qui diffèrent grandement entre les parents, les entraineurs et les joueurs peuvent mener à l’apparition de conflits qui nuisent aussi […]

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Evaluating the Implementation of Goal Management Training Cognitive Remediation Therapy among OSI Clients in Quebec City

There is an urgent need to address the mounting crisis of mental illness, and in particular posttraumatic stress disorder (PTSD), among military members and Veterans in Canada. PTSD is associated with changes in cognitive functioning across multiple domains (e.g., poor memory and attention) that can negatively impact military members and Veteran. Goal Management Training (GMT) […]

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STRATUM: A Digital Field Notes Tool for Archaeologists

Under the Lab2Market Program, the intern will develop and test a field notes tool called STRATUM to alleviate stresses caused by documentation in the field. The tool development will be guided by the results of three studies: 1) a qualitative investigation of user needs and sources of stress (already underway); 2) a preliminary survey of […]

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Examining the effectiveness of interactive digital media on children’s self-regulation through game-play and movement.

The proposed project plans to assist in the development of software that is designed to accompany traditional fitness equipment like stationary bicycles. By utilizing game-design elements in the software, in conjunction with the spin bike, our goal is to show improvements in physical exercise, self-regulation, and learning in children. We also plan to take a […]

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Translational Impacts of New Research Trends in Epigenetics and Cognitive Neuroscience on the Perinatal Experience: Arts-Based Research-Creation

The field of epigenetics sheds light on mechanisms by which maternal environment influences outcomes in child development and neuroscience findings indicate that experiences during neurobiologically critical periods irreversibly influence the brain. This research has been of enormous interest to the media and public. This is the first study to investigate systematically how popular translations of […]

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HUMAN beIngS trafficking and Minor sexual exploitation (HUMANISM)

Human trafficking and sexual exploitation are serious and complex issues affecting millions of children around the world. Unfortunately, scientists, Child protection workers (CPWs), law enforcement personnel, and other experts are currently struggling to effectively prevent these crimes and ensure the rehabilitation of vulnerable children. One of the main hurdles impeding their efforts is the current […]

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Digital interventions to improve social connectedness and mental wellbeing of vulnerable older adults during COVID-19 and beyond

This project aims to 1) identify and understand the unique social and psychological burdens that vulnerable older adults face during the pandemic, 2) explore and identify successful and unsuccessful digital interventions that has been done at the West End Seniors Network (WESN) to help raise social connectedness, and 3) develop strategies and design future interventions […]

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La réalité virtuelle immersive & la transmission du sensible en architecture

La réalité virtuelle immersive a pris ces dix dernières années une place grandissante dans la boîte à outils des architectes et écoles d’architecture. La recherche portant sur la nature de l’expérience virtuelle au plan perceptif n’en est cependant qu’à ses débuts. Ce projet mené dans le cadre d’un partenariat avec la SAT, acteur de premier […]

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Développement d’outils et d’indicateurs pour soutenir l’élaboration du plan d’action collectif en matière de violence conjugale et de violence dans les relations amoureuses des jeunes à Montréal-Nord

Suite à un portrait de la violence conjugale (VC) et de la violence dans les relations amoureuses (VRA) chez les jeunes publié en 2019 qui illustre l’ampleur de ces problématiques sur son territoire, la Table paix et sécurité urbaines présidée par l’arrondissement de Montréal-Nord, la Table femmes Osez au féminin, la Table de quartier Montréal-Nord […]

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