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Digital Summit

Announcing the Digital Summit by the MDM 9.0 Cohort! Get inspired by 35+ research projects led by the students & join us on August 10th at TMU SLC's 8th floor to take a peek at the future of digital.


What: MDM 9.0 Industry Day 
When: August 10, 2022 
Time: Drop by between 3:00 - 8:00 pm
Where: SLC 8th Floor (341 Yonge St, Toronto)

MDM 9.0 Showcase

The purpose of this research paper is to discuss the launch of artificial intelligence (AI) news anchors. It explores how people perceive this new technology and to what extent news audiences would accept and trust them. As news trust has dwindled, AI news anchors will make it more challenging for media outlets owners to convince audiences to believetheir messages. Furthermore, AI news anchors would have a huge impact on real news anchors, as several news viewers had expressed concerns that human anchors would lose their jobs.

The world of crypto currency is only recently starting to get popular and learning about its trajectory may help you make better financial choices and be more knowledgeable. This project aims to create a series of digital content that will educate gen z on the value of crypto currency using YouTube. I am looking for the best practices for creating educational videos on Crypto. This research will conclude on how to create a template or find a creative flow or process in producing a series that will not only be educating but entertaining and easy to understand.

According to the past three-year average, 578,930 international students arrive in Canada each year with dreams of great academic and professional careers but are met with a sad reality: the time-consuming and inconvenient process of finding suitable accommodation. My project's goal is to create a solution that bridges the gap between users on both sides by assuring accurate information/verification for each listing and providing a messenger-like query system that promotes transparency while avoiding any ambiguity or uncertainty.

The agriculture sector predominantly uses a non-digital approach, primarily relying on loyal customers and word of mouth for their advertising (Bojkić et al. 2018). Kranicz Orchards is my family’s 150-acre fruit farm in southern Ontario, we have adapted an ‘old school’ tactic since establishing in 1977. My MRP will help digitalize the farm by implementing various digital techniques such as paid search advertising, search engine optimization, social media, and video marketing. Thus, my research aims to analyze these various digital platform analytics in relation to the farm to discover the overall effectiveness of social media and web platforms in the agriculture sector.

Heritage assets, such as historic buildings and archaeological sites, are prone to the cycle of changes, threatened by man-made and natural hazards. As such, resilient policies, which minimize the period of recovery/restoration, after the loss of heritage assets, are often based on the digitization of cultural goods. This research aims to minimize the effects of such limitations by constructing a conceptual model of a 4D decentralized spatiotemporal Mirror World. By incorporating NFT-based mechanisms, such as ownership and play-to-earn, contributors will remain as the sole creator of the submitted photo/data while potentially generating forms of profit through gamified contributions.

I am creating an open world action-adventure role-playing videogame using Unreal Engine. It will feature a fantasy setting, strong storytelling components and most importantly, features that make it more accessible to players with diverse abilities specifically, players with cognitive, visual, hearing and physical challenges. The story will be set in an expansive wilderness with soaring mountains, winding streams and evergreen forests on multiple islands. It follows the pursuits of an unknown adventurer who joins the rebellion to stop an invading ruler who has plundered the land and its people.

This project aims to explore and define what propels our (digital) culture to consume food porn on social media. As Erin McDonnell defines the concept, “In its contemporary understanding, food porn is a set of visual aesthetics that emphasizes the pleasurable, sensual dimensions of food, derived from (but not actually employed in) human sexuality”. In an attempt to answer the question, I took a phenomenological approach to analyze the material, focusing on the effects of food representation beyond the physical senses.

Projection Mapping has been around for decades whether it is for entertainment, immersive, or interactive expereinces. From NHL preshow on the ice to the Disney castle firework show to the Van Gogh exhibition it is all done with projection mapping. Experience projection mapping in person through an interactive and immersive experience and understand how different industries are using projection mapping in different ways to create different fan and audience experiences.

The Web 3.0 concept and blockchain market substantially impacted Yanbo and Joe’s project. A non-fungible token (NFT) is a tradable digital asset representing real-world objects such as art, music, in-game items, and videos on the blockchain. The loot box project will be an iteration of the current NFT purchasing experience, which optimized gamified and interactive environments for consumers. Specifically, it focuses on maximizing the consumer’s arousal effect through gamification planning and rule sets.

In my research project, I am building a board game that talks about an old Indian social practice called Sati, where widows were burnt along with their dead husband. Even though it was outlawed years ago, this practice is still carried on in few rural areas of India. The board game portrays the perspectives and beliefs of different groups in the form of individual players, who either support or oppose the tradition. Hence, the game can help to educate the urban population about such absurd social practices and perhaps stern steps can be taken to prohibit them.

Mystery in single-player, 2D video games is a potent method to generate emotionality in players. As a solo game developer, I have created a research program centred around art style as to inform decisions I make for my larger game. This long-decayed world suspiciously teems with mechanical, hostile life. In every blade of grass, in every crumbling edifice, the mysteries of an empire within the forest hang tantalizingly out-of-reach.

Research on the use of interactive spaces on Twitch, and discovering new ways to translate those spaces to the arts.

From time immemorial, music was a fleeting event that could only be experienced in the moment. Just like a trickle of rain before you knew it, the moment was gone. Historically, for many African civilisations, music and art were of the utmost importance because of their oral traditions. But today music is no longer a fleeting experience but rather an infinitely playable commodity on what we call streaming platforms. What does this mean for the African musical tradition? For the role of music? "Rhythm as the Word" is a three-part sound piece that will attempt to discover what could be considered to be African musical tradition, and how it can live on in the digital world of today.

My project is called Chinatown Time Machine which is a serious game with educational and cultural value that aims at exploring and sharing the history of Toronto Chinatown and examining a new form of digital archive as inspiration for future cultural recuperation. Equipped with augmented reality technology, and wearable devices, Chinatown Time Machine allows players to gain an immersive virtual experience at the core of Toronto city and travel to the time they selected to witness the changing progress of architectures and significant events in the history of Toronto Chinatown.

We hear so much about digital media fandoms. But what about the professionals who produce digital content: do they engage with their audiences, and how far does this engagement go? Through industry interviews and case studies, I explore the changing landscape of creator-fan engagement in the animation and video game fields. My study shows that while engagement with fans is hard wired into the gaming industry in a way not seen for animated television series, in gaming too there are real practical and artistic limits to how far creators can listen to fan opinions.

This study explores the use of adaptive gamification as a design technique for engendering motivation, sustaining optimal engagement, and enhancing the experience of interactive learning systems. To address multidisciplinary design problems, this study applies an interdisciplinary solution through the strategic integration of three design practices. A conceptual model is proposed for designing systems that engender motivation through a continuum between extrinsic and intrinsic drivers.

Intangible cultural heritage has been facing the problem of losing continuators. I believe the combination of digital media can help to solve the issue. My MRP is to present the beauty of Chinese tea culture through an interactive installation using Arduino and Processing. While interacting, we can see different types of tea in China and their features. I hope to use this project to spread this old and precious culture.

My MRP is an exploration of New Media art, more specifically, the relationship this art medium has with technology and how it changes the ways we produce, engage and preserve the digital and visual arts. Through 3D scanning and modeling technologies, I am trying to understand our artwork's complex relationship when presented and developed in virtual environments.

This research aims to learn how games can impact people's minds and learn different hidden themes in games. My research can also help us understand the more profound effect these games have on people, especially the younger generation. My focus will be mainly on the climate change topic, and I will highlight this issue through a text-based adventure game that I am making for my project.

My research paper concentrates on learning how the pandemic learning has been like for Computer Engineering students and researching their virtual learning experience. And then, taking those learnings as the foundation of developing a VR-based tool that can enhance their overall experience. I will also be creating a website to showcase my research and idea development.

With the recent growth of the web3 space, digital media has seen several developments across multiple subs-verticals. Among several decentralized changes and incorporations, we have seen NFTs and other kinds of tokens have risen to prominence. With my research, I intend on assessing economic feasibility of social/ creator coins as a way to incentivize and monetize digital content creation (as an alternative/ additional income stream.

My MRP explores the ways in which children’s television shows can be expanded to digital platforms in order to create immersive, transmedia stories that create benefits for both the audiences - children - as well as the networks and production companies behind the programming. By focusing on animated television shows and content for children between the ages of 6 and 11 and taking into account children’s media literacy and cognitive skills, my research fills the gap between existing scholarship in the field of transmedia storytelling and that in the field of children’s media and entertainment.

The pandemic has opened up possibilities for new formats of learning and collaboration. Despite being more accessible, online learning lacks not only the physical spaces essential for collaboration but also the external stimuli crucial for facilitating creativity and motivation. My MRP explores the best practices of applying adaptive gamification to facilitate effective collaborative learning in a digital environment. An interactive online learning platform was designed to create an adaptive gamified learning experience that tailors to individual motivational affordances.

The goal of the Gaze app is to help LGBTQ2+ communities find safe and inclusive spaces in Toronto. Gaze focuses on identifying, promoting and providing navigation to safe and inclusive spaces catered to Toronto’s LGBTQ+ communities. These spaces include LGBTQ+ inclusive businesses, events, and organizations that are year-round advocates that push their support towards equity, diversity, accessibility, and inclusion. The idea behind the app is to help relieve the emotionally taxing and exhausting experience many experience when they feel the need to behave differently in unpredictable or potentially unaccepting situations and settings.

An exploration of how physical, digital tools and gamification could enhance primary school children's playground experience. By creating a physical video game level in a kid's playground, the project's objective is to demonstrate that technology can contribute to the youth's mental and physical health and help them see the world more equitably.

If attention is the new oil, then is addiction the new normal? Through my research, I aim to examine adolescents' social media interaction and its influence on their well-being from a behavioral neuroscience lens. Based on the insights, user needs, and problem areas, I am further designing a gamified app for sustainable behavior change from both eudaemonic and hedonic perspectives. This app will enable users to undertake purposeful and exciting quests while forging meaningful connections, thereby channelizing their attention positively.

This project aims to explore and define what propels our (digital) culture to consume food porn on social media. As Erin McDonnell defines the concept, “In its contemporary understanding, food porn is a set of visual aesthetics that emphasizes the pleasurable, sensual dimensions of food, derived from (but not actually employed in) human sexuality”. In an attempt to answer the question, I took a phenomenological approach to analyze the material, focusing on the effects of food representation beyond the physical senses.

The goal of this scoping review is to present a comprehensive overview of the current state of research on the metaverse, including the degree to which researchers and industry experts are focusing on its multiple aspects, not only the technology and infrastructure but the economic and social factors as well. As the title suggests, this MRP examines the emergence of metaverse technologies and their adaptation and implementation, across various industries while also looking at its current state and what the future might hold.

"Hunter Games" is a gamified task outsourcing app, a mobile marketplace that matches freelancers with local needs while providing consumers with a gamified experience by incorporating the concept of bounty hunting. Through this MRP, it is expected to gain an understanding of existing and potential digital marketing approaches that can increase users for this app, and a social media marketing plan will be developed.

The Web 3.0 concept and blockchain market substantially impacted Yanbo and Joe’s project. A non-fungible token (NFT) is a tradable digital asset representing real-world objects such as art, music, in-game items, and videos on the blockchain. The loot box project will be an iteration of the current NFT purchasing experience, which optimized gamified and interactive environments for consumers. Specifically, it focuses on maximizing the consumer’s arousal effect through gamification planning and rule sets.

A number of branching narratives in video form, a subset of Interactive Digital Narratives, emerged in recent years as they operate within the frame of point-and-click experiences described by limited autonomy as well as interactivity. They negotiate through the difficulties of developing interactive narrative experiences primarily defined by passive viewing. The experience carries a unique set of creative choices, and provides a valuable way of understanding interactors’ responses. This research sets out to understand audience experiences through a content analysis of social media commentary.

Usability tests show, many medical ventilators today are hard to use due to their confusing softwares. Because of this, Airrya is designed as a mobile controlled ventilator app to profoundly improve the future of ventilation experience. We took the proven UX best practices and merged it with accessible features on mainstream mobile operating systems to create the most versatile ventilation experience for patients and nurses.

There are 21–33% of adults have at least one tattoo on their body and around 15–20% have two or more tattoos. My paper and previous studies show that a lot of people in search of tattoo artists or tattoo shops on current platforms found it hard to gather information or face dead ends while searching for it online. Dots app is the solution. Dots is a one-stop platform for tattoo lovers looking for tattoo artists, gathering information, booking tattoo appointments, getting new tattoos and building connections. It allows users to connect and chat directly with tattoo artists, help them to find artists that match their desired style, explore unique tattoo inspiration and interact with the tattoo community.

This Major Research Paper explores and compares the return on investment calculation of pre-implementation and post-implementation of digital asset management, specifically in the real estate industry. The paper aims to summarize common key performance indicators and provide thoughtful insights of forecast and accurate return on investment of digital asset management calculation to real estate professionals. To better address this, interviews with multiple North America Companies in real estate industry will be conducted.