13 Mitacs Globalink (GRI) research projects for Summer 2027.
1. Creating Alternative Research Outcomes
Supervisor: William Odom
University: Simon Fraser University (Surrey campus)
Location: Surrey, British Columbia
Start date: 2027-05-20 (flexible)
Disciplines: Art, Ceramics, Cultural Studies, Design, Film Studies, Fine Arts, Geography, Humanities, Industrial Design and Technology, Media Studies, Marketing, Photomedia, Studies Science and Technology
Knowledge generated through academic research is often shared via publications that are locked behind paywalls and written in dense language, making them less accessible to the broader public. We are committed to developing alternative research outcomes that equitably and reciprocally "give back" knowledge to research participants after a project concludes. As part of this ongoing effort, we experiment with formats like short films, audio documentaries, DIY tutorials, and zines to create alternative outputs that can be shared directly with those we collaborate with. This internship project will explore how Alternative Research Outcomes can be created that document, communicate, and distribute research findings from ongoing research project to participants and the general public through forms like short films, documentaries, DIY tutorials, Zines and more. Part of this project will be creatively exploring the development of new novel forms of AROs. We have numerous ongoing projects that will provide more than enough generative content to develop AROS with.
Please see our website portfolio for recent projects: https://www.homewarelab.com/projects
A recent paper explaining AROs that we recently wrote, published and presented: https://www.homewarelab.com/assets/pdfs/aro_chi2025.pdf
Background and overview of our funded and vibrant research lab: https://www.homewarelab.com/about
Research area, student roles & skills
Research area: We are a specialized, highly experienced design and digital fabrication lab focusing on the creation of new technologies that support reflection, interpretation, and connection in everyday life. See more here: https://www.homewarelab.com/about
A key commitment of our research group is creating Alternative Research Outcomes (AROs) -- artifacts that represent academic knowledge in different forms that are more easy to distribute and more accessible to the general public. This includes short films, documentaries, DIY tutorials, screen printed garments, and zines (among others). This internship project will focus on creating alternative research outcomes with our ongoing funded research projects.
Student roles: The role of the student will involve: -literature review -project team meetings -developing proposals for Alternative Research Outcomes based on our existing and recent research projects -creating experimental versions of AROs -- this will depend on the students' specific background respectively, yet we anticipate it will involve making short films, zines, DIY tutorials, and/or screen printing. -interviewing and collecting data from research participants and members of the general public to assess reactions to AROs
Skills required: This project caters to a wide range of student skills and backgrounds. We are looking to engage with students trained in creative practices, such as design, filmmaking, fine arts, creative writing, photography, and STS / media studies. The reason is that we aim to create a diverse collection of experimental forms of AROs with our ongoing research projects to develop exemplars that illustrate how academic knowledge can be communicated and distributed in alternative ways for the general public.
2. Exploration of artistic applications of haptics
Supervisor: Vincent Lévesque
University: École de Technologie Supérieure (Montréal campus)
Location: Montreal, Québec
Start date: 2027-05-02 (flexible)
Disciplines: Art, Computer Science, Design, Electronic Systems, Engg-Computer, Engg-Electrical, Engg-Mechanical, Engg-Software, Engg-Systems and Technology, Engineering, Fine Arts, Music, Science and Technology
This project is part of an ongoing collaboration between me and a multidisciplinary artist that aims to explore artistic applications of haptic feedback. The project is an occasion for me to learn about how artists view haptics and what is needed for them to integrate it into their practice, and for an artist to learn about bleeding-edge haptic technologies and the science of haptic perception. Your role within this project will be to support this exploration , for example by creating haptic experiences, artworks, editing tools, haptic device prototypes, or making any other contribution to the project based on your own skills and interests.
Research area, student roles & skills
Research area: My work is at the intersection of haptic technologies and human-computer interaction (HCI). I explore how the user experience (UX) of human-computer interfaces can be improved by introducing rich tactile feedback. I develop and experiment with advanced haptic interfaces that stimulate the sense of touch by vibrations, ultrasounds, textures, or other means. I prototype interfaces that use the sense of touch and evaluate them experimentally with users. I’m interested in a wide range of applications including wearable computing, augmented reality, virtual reality, and the Internet of Things (IoT).
Student roles: The role of the student will be to assist me and the artist, with their exact contribution depending on their skills and interests. Students in electrical or mechanical engineering, for example, could focus on creating new haptic devices. Students in software engineering or design could focus on creating interactive haptic experiences (e.g., using Unity) or editing tools to facilitate exploration by the artist. Students in the arts could help the artist's explorations or produce their own artwork using haptics.
Skills required: The project will be adapted to the skills and background of the student. The project would benefit from expertise or interest in arts (e.g., musique, danse, arts visuels), design (e.g., UX), engineering (e.g., software, electrical, mechanical) or computer science.
3. Games4Change
Supervisor: Rina Wehbe
University: Dalhousie University (Halifax campus)
Location: Halifax, Nova Scotia
Start date: 2027-05-03 (flexible)
Disciplines: Art, Computer Science, Design, Fine Arts, Psychology, Science and Technology, Womens Studies, Music, Maritime Studies, Interior Design, Industrial Design and Technology, Electronic Systems
Our lab tackles the education and discussion of sensitive topics to educate participants and encourage pro-social behaviour. As a research assistant, you may be helping a lab member (MCS, PhD, PDF) with any of the ongoing projects. It is also possible that you work can span multiple projects. Current topics in the lab include: Mental Health, Physical Health, Environmental Protection, Greenwashing, Transgender rights, Equity, Diversity, Inclusion, Accessibility, Social Justice, and others. Additional projects or ongoing projects may change as they evolve throughout the research sprint.
Research area, student roles & skills
Research area: My area is Human-Computer Interaction (HCI). HCI focuses on the exchange between humans and computers to optimize use, learning, productivity, amongst other goals. Within this field we include entertainment systems including video games. Using games as a learning platform with built in rewards, we are able to create 'serious' games. My research group uses these games to teach skills that can be transferred outside the game and used in real-life situations. For example, a game that teaches you about mental health stigma can help you avoid stigmatizing people affected in your daily life.
Student roles: For this project there are three categories of roles: (1) Fabricator (2 spaces) In this project, you will be using fabrication, making, and consumer electronics to create a device, wearable, or interaction technique that works in Mixed Reality Spaces (MR). The device is meant to control an in-game character, environmental, or other game factor. This project is meant to allow for tangible interactions (experiences you can touch) with the game. Students will have access to: Raspberry Pi, Arduino, 3D printing (ABS), soldering stations, and other resources in the fabrication lab. (2) Games Programmer (4 spaces) Experienced programmers who have had experience with Unity (JS/C#), Unreal (C++), Godot, Python (Py Games), or other programming experiences. (3) Digital artist and Game Design (2 spaces) Artists with digital art background are needed to create engaging fun games with mood based on colour theory. Artists will need skills in 2D art, 2D textures, 2.5D art for games, 3D object design, and animation. (4) Researcher (2 spaces) Students in this role will collect data, help with ethics applications, and research design. All interns will learn research skills and game design.
Skills required: Students will work closely with the lab group including PhD, MSc students, and lead PI (Dr. Rina Wehbe) on the creation of a game for education and pro-social good which will use the created fabrication. During this time, students will be trained in research ethics, methodology, study design, and statistics through one-on-one training and group training. The game students will create will be simple with permutation to test learning strategies. Afterwards, the student will participate in the data collection with users of the game under supervision. When data collection is complete, students will be given some training in data analysis.
4. Generative Electronic Music in Calliope
Supervisor: Philippe Pasquier
University: Simon Fraser University (Surrey campus)
Location: Vancouver, British Columbia
Start date: 2027-05-04 (flexible)
Disciplines: Art, Computer Science, Design, Engg-Systems and Technology, Engineering, Film Studies, Fine Arts, Computer Science, Music, Musique, Communication
For over a decade, the Metacreation Lab for Creative AI has been actively researching a variety of generative systems. Metacreation is the idea of endowing machines with creative behavior (as opposed to problem-solving intelligence). At the fundamental level, it raises the question of the formalization and modeling of creativity which is relevant to both AI and cognitive sciences. At the applied level, it aims to endow machines with creative autonomous behavior to meet a growing demand from the creative industries. Our research is ongoing stream of collecting data, analysis and refining/advancing our prototype systems, working with other researchers internationally and also with music producers, composers, interface designers and artists.
Here are projects for which we are recruiting:
- Music Generation: https://jeffreyjohnens.github.io/MMM/
- Soundscape Generation: http://audiometaphor.ca/
- Dance Generation
- Video Generation
Further information available here:
- https://metacreation.net/
- http://philippepasquier.net/
Research area, student roles & skills
Research area: As a faculty in arts and technology, I am conducting both a scientific and artistic research agenda. The team at the Metacreation Lab focuses on building deeper theories for endowing machines with autonomous behaviours, with a focus on creative and artistic applications. The team gathers scientists, theorists, musicians, composer, and artists to advance the state of the art in generative systems that accomplish creative tasks Creative AI systems in two contexts: computer-assisted creativity, and online generative systems.
Student roles: This is an opportunity for students in the arts and or in technology / computer science, with an interest in Creative AI, to be engaged in a multi-disciplinary research project. We are seeking to identify multiple students in arts and or technology to work collaboratively to collect, analyze, model and test a new approach for specific generative systems. The goal is to contribute to the ongoing platforms R&D and or artistic research related to computational creativity under the direction of Philippe Pasquier.
Skills required: You can be one of the following: - Computer Science + AI + Machine Learning: and help us develop models OR - interface designer: to help us research how to interface AI and ML creative system OR - Web design and Web programming: to help us give presence to our systems online OR - animation video and multimedia programming: to make visualization and demonstration of our system OR - music composition, MAX, and MAX for Live: become a beta-user of our systems, and produce artworks with them.
5. Layers of Memory: Designing Augmented Reality for Cultural Heritage in Place
This project explores how Augmented Reality (AR) can be used to situate cultural heritage within the environment—bringing stories, memories, and knowledge systems back into physical space. The goal is to design an AR prototype that overlays cultural narratives, objects, or imagery onto public places, landmarks, or former sites of significance using mobile devices or wearable tech.
Students will investigate existing examples of location-based AR and critically assess their effectiveness, accessibility, and ethical implications. Drawing from participatory and speculative design approaches, the project will consider how to create context-aware AR experiences that are emotionally resonant, historically grounded, and culturally respectful.
Rather than simulating museums, the project will imagine how AR can serve as a form of “memory layering”—allowing visitors to see what was once there, hear firsthand accounts, or interact with reconstructed artifacts through spatial storytelling. The student will contribute to designing the AR content, interface mockups, and potential user journeys. They may also explore prototyping in Unity, Adobe Aero, or similar platforms.
The final output could take the form of a functioning AR demo, a storyboard for a site-specific AR experience, or a speculative design proposal that blends archival research with contemporary UX techniques. This project is ideal for students interested in emerging media, cultural history, and immersive interaction design.
Research area, student roles & skills
Research area: I explore the intersection of interaction design, augmented reality, and cultural heritage. My research focuses on how AR can be used as a storytelling tool to activate public space, reconnect people to erased or obscured histories, and visualize cultural memory in context. Emphasizing co-creation, ethics, and design justice, I investigate how immersive technologies can respectfully support cultural revitalization and engagement.
Student roles: The student will work on concept development and technical prototyping for an Augmented Reality experience that brings cultural memory into public or semi-public space. Their role includes researching AR tools and spatial storytelling methods, brainstorming narrative overlays for physical environments, and building wireframes or functional prototypes. Depending on skill level, the student may experiment with location-based triggers, spatial audio, and 3D visualizations. They will help create and test interaction models that allow users to explore cultural stories in real-world locations in respectful, emotionally grounded ways. If they are new to AR, they will be supported in learning foundational tools and workflows. In addition to technical development, the student will be responsible for documenting their process and participating in critical discussions around representation, land-based storytelling, and ethical design. They may also contribute to visual assets, voice-over scripts, or narrative structures within the AR environment. This project gives students the opportunity to reflect on how immersive design can honor rather than exploit cultural histories—offering space for reflection, learning, and connect
Skills required: The student should have experience or strong interest in AR design, interaction design, or immersive media. Familiarity with Unity, ARKit/ARCore, Adobe Aero, or similar tools is an asset. Basic knowledge of 3D modeling or spatial design is helpful. Curiosity about cultural heritage, decolonial theory, or public space design will strengthen their contribution. A respectful and research-oriented mindset is essential.
6. Parcours de soins en psychiatrie légale: une cartographie visuelle de l'expérience patient
Supervisor: Mathieu Dumont
University: Université du Québec à Trois–Rivières
Location: Montréal, Québec
Start date: 2027-06-21 (flexible)
Disciplines: Art, Design, Psychology, Health Studies
The overall aim of this project is to describe and understand the care pathway in forensic psychiatry in Quebec as experienced by service users. More specifically, it aims to produce and analyze synoptic visual representations of these pathways in order to make their complexity understandable and to document what these forms of representation allow us to see, understand, and characterize.
Research area, student roles & skills
Research area: In recent years, I have been interested in the rehabilitation of individuals with mental health disorders who have been involved in the criminal justice system. I am particularly interested in people’s experiences with rehabilitation, as well as in the development and integration of technological solutions to support rehabilitation in prison settings and in forensic psychiatry. My research emphasizes co-design and pragmatic mixed-methods approaches.
Student roles: During the internship, the student will conduct individual interviews with individuals receiving forensic psychiatric services. The student will assist these individuals in visually representing their care pathways. The student will then be involved in collecting, processing, and analyzing the data from these interviews. The student will participate in regular meetings with the research team. In this project, the student will have the opportunity and latitude to familiarize him/herself with the research theme, the internship environment, the activities required and the technologies used (qualitative analysis software, collaborative tools, etc.).
Skills required: We are looking for a student with a background in design, arts, health, criminology, or psychology. The student must be comfortable interacting with people who have mental health conditions. Interviewing skills and a basic understanding of qualitative research methods are an asset.
7. Podcasting as Participatory Research: Exploring Students and Faculty Narratives Through Digital Storytelling
Supervisor: Obianuju Juliet Bushi
University: University of Windsor
Location: Windsor, Ontario
Start date: 2027-05-03
Disciplines: Art, Communication, Computer Science, Film Studies, Fine Arts, Hospitality, Management, Management Information Systems, Music
This project investigates how podcasting can serve as a participatory qualitative research tool to capture, analyze, and mobilize student narratives in higher education. By integrating podcast production with qualitative inquiry, the project examines how audio‑based storytelling can amplify marginalized voices, support relational knowledge‑building, and generate accessible research outputs for academic and public audiences.
Research area, student roles & skills
Research area: Over 12 weeks, the student researcher will support data collection, podcast production, thematic analysis, and knowledge mobilization.
Student roles: Conduct literature review on podcasting, narrative inquiry, and digital storytelling.
Assist with participant recruitment and scheduling.
Support and co‑facilitate podcast‑style qualitative interviews.
Operate audio‑recording equipment and ensure secure data management.
Edit audio files and assemble podcast episodes using digital audio tools.
Produce and verify interview transcripts.
Code transcripts and audio content using thematic analysis.
Contribute to the creation of public‑facing knowledge‑mobilization materials.
Participate in weekly research meetings and reflective discussions.
Skills required: Strong written and verbal communication skills.
Experience or interest in qualitative research (interviews, coding, analysis).
Basic familiarity with audio recording or editing tools.
Ability to work independently and collaboratively.
Strong organizational and time‑management skills. Experience with podcast production, audio editing, or storytelling.
Familiarity with NVivo, ATLAS.ti, or other qualitative analysis software.
Interest in narrative inquiry, participatory methods, or digital humanities.
Comfort engaging with participants and facilitating conversations.
Knowledge of ethical considerations in human‑subject research.
8. Queer, Trans, and Two Spirit Worldbuilding in Augmented Reality (AR)and Projection Mapping
Supervisor: Evie Johnny Ruddy
University: University of Regina
Location: Regina, Saskatchewan
Start date: 2027-06-01 (flexible)
Disciplines: Art, Cultural Studies, Computer Science, Fine Arts, Media Studies, Womens Studies, Design
City councillors and administrators have the power to decide how our neighbourhoods and other shared spaces in our cities are designed, constructed, and maintained. They decide what is permitted and prohibited in these spaces, what gets permanently affixed to them, what gets removed, who is commemorated in street names, and who is honoured with physical monuments. Moreover, those in power weigh these decisions through dominant worldviews. In my research, I have argued that marginalized communities, artists, and activists can leverage AR and projection mapping to digitally intervene in, reimagine, and perceptually recreate shared public spaces (Ruddy, 2026). I argue that queer and trans communities can use AR and projection mapping technologies as methods for t4t (trans-for-trans) care, to queer and denaturalize settler-colonial environments, and for trans worldmaking. Although AR does not physically or permanently change material spaces, it can leave long-lasting, sensorial resonances that shift how we understand and engage with our physical surroundings (Dolinsky, 2014; Hatfield, 2024; Ruddy, 2026). My new research program on queer, trans, and Two Spirit worldbuilding in AR and projection mapping extends this research and builds on the ethical collaborative process of Buffalo Futurism, a collaboratively created Indigenous futuristic AR proejct, as well as Sasha Costanza-Chock’s (2020) design justice model. For this project, I am developing meaningful relationships and partnerships with queer, trans, and Two Spirit organizations and offering skills-sharing workshops on 3D scanning, 3D modeling, AR, and projection mapping to their members. These relationships and workshops will lay the foundation for collaboratively creating a new AR and projection mapping project that joyfully reimagines and digitally transforms cisheteronormative spaces in Treaty 4 (Regina).
Research area, student roles & skills
Research area: I am an Assistant Professor of Creative Technologies & Design in the Faculty of Media, Art, and Performance at the University of Regina and an interdisciplinary community engaged digital media artist. I create interactive augmented reality (AR), web-based, projection art, and locative audio experiences to disrupt settler-colonial, cisheteropatriarchal logics and imagine more joyful and liberatory futures. A 2025-27 Humanities Research Institute Fellow, I am researching queer, trans, and Two Spirit worldbuilding in AR. My research is at the intersection of creative technologies, trans studies, queer theory, critical race theory, and design justice.
Student roles: The student will assist with the following: - documenting and helping to facilitate workshops on AR, 3D modeling, and 3D scanning; - updating the project website; - an environmental scan of projects and publications related to the project.
Skills required: The ideal candidate will have experience with: augmented reality (AR), User Experience (UX) design, and 3D modeling software (preferably Blender). The candidate will also have an interest in queer theory, trans studies, and intersectional feminist theory. Familiarity with queer and/or trans communities is an asset.
9. Singing for Inclusion: A Participatory Community-Based Choir Intervention for Older Adults with Lived Experiences of Homelessness (LEH) in New Brunswick
Supervisor: Prince Chiagozie Ekoh
University: University of New Brunswick (St. John campus)
Location: Saint John, New Brunswick
Start date: 2027-06-01 (flexible)
Disciplines: Art, Music, Public Health, Recreation, Social Work, Sociology
New Brunswick has the second-highest proportion of older adults in Canada, with 22.8% of its population aged 65 and over compared to the national average of 18.9% (Statistics Canada, 2021). At the same time, the province is struggling with a growing rate of homelessness, reporting a 210% increase in its major cities in the past four years (Government of New Brunswick, 2025), leading to many older adults caught in the intersection of ageing and homelessness. This proposed study responds to the growing intersection of population ageing and homelessness in New Brunswick, where older adults are increasingly experiencing housing insecurity, social isolation, and declining mental health. Building on findings from my recently completed scoping review (Authors), which demonstrated that group singing interventions improve mental health and strengthen community belonging among people experiencing homelessness, this project seeks to develop and evaluate a participatory community-based choir intervention for older adults with lived experience of homelessness (LEH). The intervention will be co-developed in partnership with local churches in Saint John, New Brunswick, that serve as accessible, trusted community spaces for marginalised populations.
Approximately 45–60 older adults (aged 60+), including those with LEH, older immigrants, and older New Brunswickers, will be recruited through community partners, such as shelters and faith-based organisations, to improve intercultural understanding and integration. Participants will attend weekly choir sessions for 10 weeks. Quantitative data will be collected using validated measures of mental health (e.g., depression, anxiety), loneliness, and social connectedness at baseline and post-intervention. Qualitative data will be generated through in-depth interviews to explore participants’ experiences of the choir, sense of belonging, and perceived well-being. Data will be analysed using descriptive and inferential statistics for quantitative measures, and thematic analysis for qualitative data.
Research area, student roles & skills
Research area: My specialised research area focuses on ageing in crisis situations, including forced displacement, climate change and homelessness. Specifically, my work examines how community-based and arts-based interventions, such as singing groups, can improve the mental health, social connectedness, and overall well-being of vulnerable older adults. Drawing on mixed-method and participatory approaches, my research explores the intersections of ageing, social exclusion, trauma, and community integration. This work aims to develop inclusive, evidence-informed interventions that promote healthy ageing, reduce isolation, strengthen social capital, and support the dignity and quality of life of older adults experiencing housing insecurity and marginalisation.
Student roles: The student will assist with community-engaged research activities related to the development and evaluation of a singing group for older adults with lived experiences of homelessness. Responsibilities will include supporting participant recruitment, coordinating with community and faith-based partners, assisting with data collection through interviews or focus groups, and contributing to transcription, coding, and data analysis. The student may also assist in organising choir sessions, knowledge mobilisation activities, and dissemination of findings through presentations or reports. Additionally, the student will help foster an inclusive, respectful, and supportive environment for participants while gaining experience in participatory and intervention-based research with vulnerable older adults.
Skills required: The student should have an interest in ageing, homelessness, mental health, and community-based research with vulnerable populations. Experience in social work, music, gerontology, psychology, sociology, public health, or related disciplines would be beneficial. The project requires strong interpersonal and communication skills, as the student will engage with older adults with lived experiences of homelessness and community partners, including faith-based organisations. Familiarity with community engagement and trauma-informed or anti-oppressive approaches is an asset. The student should also demonstrate empathy, cultural sensitivity, teamwork, and a commitment to promoting social inclusion and healthy ageing among marginalised older adults.
10. Soutenir l’école inclusive en contexte francophone minoritaire : coconstruction et validation d’outils d’accompagnement destinés aux directions scolaires du Nouveau-Brunswick
Le Nouveau-Brunswick constitue un contexte particulièrement pertinent pour étudier la mise en œuvre de l’école inclusive. Seule province officiellement bilingue du Canada, il possède un système éducatif francophone distinct qui évolue dans un contexte linguistique minoritaire. Les écoles francophones accueillent une population étudiante de plus en plus diversifiée sur les plans linguistique, culturel, social et éducatif, tout en étant appelées à répondre aux principes d’une école inclusive visant la réussite et la participation de tous les élèves. Cette réalité place les directions scolaires au cœur de défis complexes liés à l’inclusion, à la gestion de la diversité des besoins et à la mobilisation des équipes-écoles.
Ce projet de stage s'inscrit dans la continuité d'un programme de recherche portant sur les besoins des directions scolaires francophones du Nouveau-Brunswick en matière d'école inclusive. Les données qualitatives et quantitatives ayant déjà été recueillies, le stage vise à transformer ces résultats en outils concrets de mobilisation des connaissances destinés aux milieux de pratique. Les résultats mettent en lumière les besoins, les défis et les conditions organisationnelles qui influencent la capacité des directions scolaires à soutenir l'inclusion dans leurs établissements.
À partir de ces données, la personne stagiaire participera à la synthèse des résultats et au développement de différents produits de transfert des connaissances, tels que des infographies, des fiches synthèses, des outils d'aide à la réflexion et du matériel de soutien destiné aux directions scolaires, aux districts scolaires et aux décideurs du système éducatif.
Les outils produits seront ensuite présentés à des directions scolaires afin de recueillir leurs rétroactions quant à leur pertinence, leur compréhension et leur applicabilité dans la pratique. Le projet contribuera ainsi à renforcer les liens entre la recherche et la pratique tout en soutenant le développement de ressources adaptées au contexte particulier de l'école inclusive en milieu francophone minoritaire.
Research area, student roles & skills
Research area: Mes recherches portent sur le leadership scolaire, le bien-être du personnel éducatif et les conditions organisationnelles favorisant la mise en œuvre de pratiques inclusives en éducation. Je m'intéresse particulièrement au rôle des directions scolaires dans le développement de milieux d'apprentissage équitables et inclusifs, notamment en contexte francophone minoritaire.
Student roles: Le rôle de la personne stagiaire consistera à contribuer à la mobilisation des connaissances issues d’un projet de recherche portant sur les besoins des directions scolaires francophones du Nouveau-Brunswick en matière d’école inclusive. Les données qualitatives et quantitatives ayant déjà été recueillies et analysées, le stage sera centré sur la valorisation, la synthèse et le transfert des résultats vers les milieux de pratique. Selon son profil et ses intérêts, la personne stagiaire pourra participer à l’analyse secondaire et à la synthèse des résultats de recherche afin d’identifier les principaux constats, enjeux et pistes d’action découlant du projet. Elle pourra également contribuer à la rédaction de documents de vulgarisation destinés aux directions scolaires, aux districts scolaires et aux décideurs du système éducatif. Les personnes possédant un intérêt ou une expertise en communication visuelle, en design graphique ou en arts visuels pourront participer à la création de produits de mobilisation des connaissances tels que des infographies, des fiches synthèses, des outils réflexifs ou d’autres ressources destinées à rendre les résultats accessibles et utiles pour les milieux scolaires. Les personnes ayant des compétences en recherche ou en analyse de données pourront contribuer davantage à l’interprétation des résultats qualitatifs et quantitatifs, à la préparation de synthèses thématiques ou à la représentation visuelle des résultats. La personne stagiaire évoluera au sein d’un environnement collaboratif réunissant des chercheurs, des spécialistes de l’inclusion scolaire, des directions scolaires et des partenaires du système éducatif. Elle aura l’occasion de participer à des échanges avec des experts provenant de différents domaines et de collaborer avec des groupes de recherche interdisciplinaires intéressés par le leadership scolaire, le bien-être au travail et l’éducation inclusive. Elle contribuera également aux consultations menées auprès des directions scolaires afin de recueillir leurs rétroactions sur les outils développés et de s’assurer de leur pertinence pour les milieux
Skills required: Nous recherchons des personnes étudiantes présentant un ou plusieurs des profils suivants : capacité d’analyse et de synthèse, aptitudes en rédaction, intérêt pour la recherche, compétences en communication visuelle, design graphique ou arts visuels, ou expérience en analyse de données qualitatives ou quantitatives. Les candidatures provenant de différentes disciplines sont les bienvenues. Une expertise en analyse quantitative constituerait un atout pour au moins l’une des deux personnes stagiaires, sans être une exigence. Nous valorisons particulièrement la créativité, la rigueur, l’autonomie et la capacité à travailler en équipe.
11. Threads Across Cultures: Designing a Digital Fashion Runway for Global Traditional Costume
This project investigates how traditional costumes and dress practices from global cultures can be researched, digitally reconstructed, and presented through an interactive virtual fashion runway. Drawing on multicultural textile heritage — spanning garments, regalia, ceremonial dress, and everyday traditional clothing from diverse regions of the world — the project asks: how can digital design tools faithfully and respectfully translate material culture into immersive visual experiences?
The student will begin with archival and visual research, identifying garments from selected cultural traditions and documenting their construction, symbolism, colour meaning, and historical context. This research foundation will directly inform the design phase, in which the student will create 2D graphic illustrations and 3D digital garment models, building a cohesive visual language for each cultural entry in the runway.
The centrepiece of the project is the design and prototyping of a digital fashion runway showcase — a virtual environment in which the reconstructed garments are presented as a curated, culturally contextualized experience. Depending on skill level, the student may develop this as an animated video presentation, an interactive web-based showcase, or a Mixed Reality (MR) experience that allows viewers to explore garments spatially in real or augmented environments.
Throughout the project, students will engage with critical questions around representation, cultural borrowing, and design ethics — ensuring that the digital showcase honours rather than appropriates the traditions it draws from. The final deliverable may take the form of a functioning digital runway demo, a set of high-fidelity 3D garment models with cultural documentation, or a speculative MR design proposal. This project suits students with graphic design, 3D modeling, and/or Mixed Reality skills who are curious about fashion, cultural history, and responsible design practice.
Research area, student roles & skills
Research area: I explore the intersection of interaction design, digital fashion, and cultural representation. My research examines how emerging technologies — including 2D/3D graphic design, digital garment construction, and Mixed Reality — can be used to document, reimagine, and celebrate traditional dress from diverse world cultures. Emphasizing ethical representation, visual storytelling, and community-informed design, I investigate how immersive digital tools can transform cultural textile heritage into contemporary interactive experiences that honour origin, meaning, and craft.
Student roles: The student will play a central creative and technical role in designing and producing a digital fashion runway that showcases traditional garments from diverse global cultures. Their responsibilities span the full design pipeline — from cultural research and concept development through to digital production and final presentation. In the research phase, the student will survey traditional dress from a selection of world cultures, gathering visual references, textile documentation, and contextual information about the cultural significance of colour, form, and materials. This research will be compiled into a structured design brief that guides the visual development. In the design and production phase, the student will use 2D graphic design tools to create illustrations, pattern studies, and cultural documentation, and will develop 3D digital garment models suitable for a virtual runway environment. They will construct a cohesive visual and narrative framework for the showcase, ensuring each garment is presented with appropriate cultural context. If the student has Mixed Reality skills, they will be encouraged to extend the runway into an MR or AR prototype — allowing users to view garments spatially, interact with cultural annotations, or experience the showcase in an immersive environment using mobile or wearable technology. Throughout the internship, the student will participate in regular design critiques and discussions around ethical representation in digital fashion. They will document their process, contribute to a final project report, and present their work in a showcase format at the conclusion of the internship. This project offers students the opportunity to merge artistic skill with cultural research — producing work that is visually ambitious, ethically grounded, and meaningfully connected to the world's diverse textile heritage.
Skills required: The student should have strong skills in graphic design and either 2D illustration and/or 3D modeling (Adobe Cloud, Blender, CLO3D, Maya, or similar). Experience with digital fashion tools or textile visualization is an asset. Familiarity with Mixed Reality platforms (Unity, Adobe Aero, Spark AR, or similar) is highly desirable. An interest in world cultures, fashion history, or cultural heritage will strengthen their contribution. The student should approach the work with curiosity, cultural sensitivity, and a research-driven mindset.
12. Virtual Reality for older adults
Supervisor: Lillian Hung
University: University of British Columbia (Vancouver campus)
Location: Vancouver, British Columbia
Start date: 2027-05-03 (flexible)
Disciplines: Art, Communication, Cultural Studies, Film Studies, Journalism, Media Studies, Photomedia
Students will co-design VR programs for and with older adults.
Research area, student roles & skills
Research area: Participants will test a virtual reality program designed for older adults.
Student roles: Participants will work with older adults and project leads to co-design VR programs. Afterwards, they will test the prototypes for acceptability.
Skills required: Knowledge translation skills, such as general video editing and filming skills.
13. Whatmatters
Supervisor: Lillian Hung
University: University of British Columbia (Vancouver campus)
Location: Vancouver, British Columbia
Start date: 2027-05-03 (flexible)
Disciplines: Art, Communication, Design, Film Studies, Fine Arts, Journalism, Media Studies, Photomedia
Students will co-design media for AI program with older adults.
Research area, student roles & skills
Research area: Testing an AI program designed for older adults.
Student roles: Students will work with older adults and with the project lead to co-design media for the project. After creating this content, they will test it in the AI program for acceptability.
Skills required: General Video editing and filming skills.