Le musée face aux enjeux d’une expographie et médiation numériques participatives : l’exemple de la plateforme éducative educart.ca du MBAM et son évolution en dispositif de réalité virtuelle

Soyez au coeur de l’expérience muséale! L’Application ÉducArt en VR invite l’usager à découvrir de manière innovante toute une série d’objets et d’oeuvres d’art de collection issus du Musée des Beaux-Arts de Montréal, et à participer, en collaboration avec le musée, à la construction de cette exposition virtuelle. Cette “réappropriation patrimoniale” et gamification de la […]

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A real time high performance approach to volumetric light transport

Our research consists of developing novel techniques to further improve the rendering time and quality of volumetric light transport, in special the effect of multiple scattering on path tracing. Our proposal is to explore the human perceptual system to speed up the computation using a visual perception metric. To determine which parameters are feasible of […]

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Investigating Communication Patterns for Improving Teamwork in Digital Games

Competitive team-based digital games like League of Legends, Overwatch and Dota 2 are increasingly popular. These games require intense teamwork but achieving good teamwork is challenging because teams typically comprise of strangers who need to learn to work together in an extremely short amount of time. The match outcome depends on how quickly teams develop […]

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Tensor based machine learning with human computer interaction applications

In this research, first we will using tensor network techniques speedup the processing in neural network since computational cost is a major bottleneck in neural network based deep learning. Note that the weight matrix in each layer of neural network is with huge size, because of millions of parameters. This may cause large time complexity […]

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Le Design Thinking comme approche à l’innovation en médiation muséale.

À l’heure actuelle, les musées se voient contrés à innover avec dans leurs pratiques de médiation avec les technologies numérique. Dans cet élan pour concevoir des alternatives adéquates en lien avec les publics et les objectifs de chacune de ces institutions, des laboratoires d’incubation de projets en médiation numérique destinés à accueillir des initiatives muséales […]

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FÉMINISME(S) 2.0 ET TRAJECTOIRES MILITANTES : INTERSECTIONS DES VIOLENCES EN LIGNE ET HORS LIGNE

Le processus de cyberne?tisation des socie?te?s a modifie? de manie?re pre?gnante les structures communicationnelles, politiques, e?conomiques, culturelles et sociales, alors que le Web 2.0 a profonde?ment bouleverse? la nature et la porte?e des interactions sociales ainsi que les usages sociaux du cyberespace. Les pratiques d’exposition en ligne comportent toutes un risque et un coût social […]

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E-tailing Servicescape Features and E-shopping Satisfaction among Older Customers: A Multi-Country Comparison

Ageing is a global phenomenon, which presents challenges and opportunities for many nations, including Canada, China, and Germany, the foci of the study. In addition to the impact on pensions, health care, the labour market, consumer trends, and social services, the greying population also has far-reaching implications for businesses. As the population ages, changes in […]

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Deep Fraud Detection

Financial fraud is a serious issue that is taking place globally and causing considerable damage at great expense. Statistical analysis and machine learning tools can help financial institutions detect different types of fraud. In some cases however, mislabeling and the cost of classification may actually increase the volume of ‘false positives’ for supervised methods. As […]

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Cinema VR: between borders

The aim of this research is to understand the recent encounter of cinema with a specific type of technology called Virtual Reality (VR) and which gives rise to new arrangements: cinema remakes itself or becomes another and the virtual environment lends to cinema its orthogonal ability to elevate the senses. Therefore, if this recent mode […]

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