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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Integrating Inclusive Design into Project Workflows

The World Wide Web Consortium (W3C) has published a set of guidelines to assist designers in the task of designing digital content which will be accessible to users with a wide range of abilities. These guidelines are known as the Web Content Accessibility Guidelines (WCAG), version 2.1. Students in the Inclusive Design program learn to […]

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POLITICAL ADVOCACY BY FOR-PROFIT ENTERPRISES: ACTIONS AND GOVERNANCE IMPLICATIONS

For profit companies can exercise influence over public politics: Advertisers withdraw funds from media programs and media outlets, companies move service centres and offices, companies stop providing services to certain clients. This research will perform a series of comparative case studies, using publicly available commercial communication and interviews with industry professionals to understand how for-profit […]

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Development of next generation vision sensor with coded multi-exposure pixel and compressive sensing based readout

Vision sensor is essential components in sensor applications of industry 4.0 such as autonomous vehicle, Internet of Things (IoT), Neural Network. The main goal of this research is to study, design, and develop a new concept of computational vision sensors called “transport-aware”. Unlike conventional vision sensors which record all incident light, transport-aware vision sensor can […]

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Visual Models and Knowledge Design for Media Studies

Drawing upon emerging practices in Digital Humanities, this research project aims to focus on visual models for the analysis of large corpora in Media Studies. Visual models differ from other types of data-based models in the way they make visible a set of relationships through a process of knowledge design (Schnapp 2014), rather than offering […]

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Le musée face aux enjeux d’une expographie et médiation culturelle numérique participative. Élaboration et expérimentation d’un prototype d’Application de réalité virtuelle autour d’un corpus d’œuvres d’art du Musée des Beaux-Arts de Montréal et de sa plateforme ÉducArt.ca.

Soyez au cœur de l’expérience muséale! L’Application ÉducArt en VR invite l’usager à découvrir de manière innovante toute une série d’objets et d’œuvres 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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Urgence environnementale et stratégies de persuasions: Le cas de Greenpeace Canada et Greenpeace France

Je m’intéresse aux stratégies de communication sur les médias socionumériques du groupe d’intérêts environnement Greenpeace Canada et Greenpeace France. Je porte mon attention, plus particulièrement, sur leurs campagnes liées aux changements climatiques dans ces deux pays. Je désire comprendre comment ils plaident et sensibilisent à la cause des bouleversements climatiques. Pour ce faire, j’étudie les […]

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An Integrated Interface for a Mixed Reality Based Medical Education System

How to build a medical education ecosystem and improve the learning outcome? Currently a medical education system based on mixed reality is missing and bad user interfaces can leave students confused and struggling instead of learning efficiently. The goal of this project is to leverage mixed reality technology, develop a medical education system, and make […]

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