Stressless Gamification to Improve Workplace Health

Stress is a top workforce risk and according to a Towers-Watson 2013 survey, half of all employers identify improving the emotional and mental health of employees as their top priority for building health and productivity programs. The objective of this research is to improve StressWelliQ’s systems and product portfolio by creating gamified technology solutions and […]

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Tuning in to emotions of non-communicative persons

Many individuals who have severe disabilities or who have suffered traumatic injury are unable to move or speak, and hence, unable to communicate with their family and caregivers. The physiological systems of these individuals are typically functional and can change to reflect the unexpressed mental and emotional states of these otherwise non-communicative persons. In this […]

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UPnGO with ParticipACTION: Evaluating impact on the worksite environment and employee’s physical activity behavior

In order to improve the health and productivity of Canadians, ParticipACTION developed a rewards based, physical activity tracking intervention called UPnGO. The UPnGO pilot will aim to increase the amount of physical activity performed throughout the workday. Before and after the intervention, worksites will be assessed to determine what components of workplace environment and policy […]

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Sport-for-resilience: 4-H participation and youth lifeskill development

The current wellbeing crisis in Canada is magnified in rural areas. Also, rural economies are negatively affected by lack of suitable youth lifeskill training. Rural communities lack financial capital to address these issues on their own. 4-H has been building rural youth skill for over 100 years, offering a variety of options, including physical activities […]

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Optimisation des aires de jeux des Salons de jeux du Québec

Par son implication dans le domaine du jeu et divertissement, les Salons de jeux du Québec est un outil indispensable au développement économique et touristique du Québec. Le projet de recherche proposé a pour but de maximiser le rendement des Salons de jeux du Québec par une refonte de ses aires de jeux. Ainsi, la […]

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Impact of a Year-Long Physical Literacy Structured Recreation Program on the Motor Proficiency of Kindergarten Students

The study focuses on the assessment of motor proficiencies of children before and after their involvement in a specialised recreation program, when compared to children of the same age who are enrolled in standard parent-selected programming. The specialised program sets at introducing children to a wide array of activities in multiple environments, and are taught […]

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Strategies, success, and social interactions: an evolutional approach to video game behaviour

Les designers de jeu vidéo accordent maintenant beaucoup de liberté à leurs joueurs qui coopèrent et combattent pour les différentes ressources dans de vastes univers virtuels en constante évolution. Les comportements observés dans les jeux vidéo multi-joueurs s’approchent de plus en plus à ceux des animaux dans leur écosystème. Ainsi, l’ensemble des joueurs d’un jeu […]

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Réduction de l’utilisation des substances extrêmement préoccupante (SVHC) dans les ateliers de costumes du Cirque du Soleil.

Dans le cadre de sa démarche de développement durable au Cirque du Soleil, un diagnostic des pratiques actuelles des ateliers de costumes et des opportunités d’amélioration ont réalisé en 2014. Un des projets identifiés est de réduire l’utilisation des substances extrêmement préoccupantes (SVHC) basé sur le programme européen REACH et les produits qui se retrouvent […]

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