Representing and understanding 3D Objects

Understanding the 3D world around us is a key goal in computer science. If we are endowed with 3D understanding, we can solve problems in several areas in computer science such as robotics, fast 3D modelling and physical reasoning. However, it is not clear how 3D objects can be represented because of the high dimensionality […]

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Narco-cinéma mexicain et corps féminins: un paradigme patriarcal revisité

Mon projet de recherche porte sur la représentation des personnages féminins dans le narco-cinéma mexicain, un sous-genre de cinéma populaire qui thématise la vie des narcotrafiquants. Le narco-cinéma est consommé par des millions de personnes provenant des classes populaires mexicaines et états-uniennes, et a conséquemment un impact considérable sur l’imaginaire de ces classes. Je cherche […]

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Tokens, cryptocurrencies, and cash: new forms of currency and the establishment of their value in the platform economy

This project explores the use of new forms of currency and revenue models in the context of online platforms, looking for their different economic and symbolic implications. By looking at an adult website that broadcasts amateur sexcams, this research asks how money – tokens, crypto currencies and traditional currencies, are experienced there, querying their different […]

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Up-res Deformation Field Learning for Highly Detailed Data-driven Liquids

The objective of the proposed project is to procedurally increase the visible resolution of a coarse liquid simulation within a machine learning pipeline for the visual effects (VFX) industry. We introduce an optical flow-based learning approach to model the deformations between a coarse input liquid simulation and its equivalent at a higher resolution. The deformation […]

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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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