Efficient and low-complexity video coding for virtual reality and 360-degree video streaming – Year two

Virtual reality (VR) and augmented reality (AR) offer a unique immersive video experience by providing 360-degree video in a panoramic view. Limited bandwidth, demanding high quality, encoder delay, network latency and lack of standards are the main problems to deliver true VR immersive experience. To address these challenges, in this research, we intend to design […]

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An archeology of self-representation: from the Renaissance to the Selfie

I am proposing to research the historical tradition of self portraiture as a way to reflect on the very contemporary preponderance of self portraits in digital media/networks. On order to identify links between art history and contemporary self-representations, I will examine and document different collections of self-portraits and artworks related to the depiction of the […]

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Deep Generative Modeling of Character Animation

The goal of this research project is to develop novel techniques to solve different tasks for character animation using deep neural networks and generative modeling. Namely, we wish propose a novel approach for transitions generation, in which clips of character animation can be linked together with a novel clip. This transition will be generated by […]

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Energy Efficient 360 Video Processing for Portable VR-Technologies

This project focuses on the energy consumption of modern virtual reality applications. The target devices are virtual-reality-glasses that can be worn on the head and that simulate a virtual 3D environment to users. Most modern devices are still rather heavy, uncomfortable to wear, and attached to a powerline such that the user experience can still […]

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Étude sur l’utilisation des jeux vidéo chez les enfants de 4 à 12 ans

Notre étude a pour objectif d’évaluer les habitudes de jeux chez les enfants âgés entre 4 à 12 ans. Nous souhaitons préciser les profils de joueurs et les types de jeux en fonction des tranches d’âge et du sexe, mais aussi de comparer l’usage entre des enfants avec et sans difficultés développementales. Nous aimerions aussi […]

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Intelligent and Autonomous Spatialisation of Multitrack Audio

Democratisation of audio technology has enabled music production on limited budgets, putting high-quality results within reach of anyone who has access to a laptop, a microphone and the abundance of free software on the web. Similarly, musicians are able to share their own content at very little cost and effort, again due to high availability […]

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Image Maximum: The Invention and Early History of IMAX

IMAX is a Canadian-born invention that has had little scholarly investigation despite its continued commercial success. The importance of this research project stems from the lack of scholarly research about the beginnings of IMAX as a Canadian-born invention and its place within the history media technology. In celebration of IMAX’s 50th anniversary, The Public Access […]

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Investigating How Teachers Learn and Customize Digital Classroom Tools II

Our proposed research investigates how K-12 teachers learn and customize digital classroom tools and learning management systems and how they share this information with each other. In particular, we will be working with our partner Microsoft to investigate the use and customization of the recently developed OneNote Class Notebooks software that is increasingly being used […]

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Interactive Mesh-based Volumetric Visualization

Our industrial partner, LlamaZOO Interactive Inc, publishes the first-of-its-kind digital anatomy study and reference app, EasyAnatomy. For this app, dissecting an animal model and see its internals are important facets of the learning experience. Through our research, we will enhance this experience by designing an interactive 3D visualization of an arbitrarily dissected model, and accelerate […]

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