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L'ÉTS vous donne rendez-vous à sa journée portes ouvertes qui aura lieu sur son campus à l'automne et à l'hiver : Samedi 18 novembre 2023 Samedi 17 février 2024 Le dépôt de votre demande d'admission à un programme de baccalauréat ou au cheminement universitaire en technologie sera gratuit si vous étudiez ou détenez un diplôme collégial d'un établissement québécois.

Projects

Health-related projects

The LIO is a highly dynamic multidisciplinary laboratory. Our projects reflect the current needs of our clinical or industrial partners. Here are some examples of the approximately fifty projects that we initiate on a yearly basis.

Projet Audace

Treating patients suffering from head and neck cancer from a techno-artistic and psychosocial perspective. These patients have had to reconstruct their identity following tissue-damaging facial surgery, and they require facial prosthetics. Within the context of this project, we are exploring the advantages of imaging, simulation, virtual reality and 3D printing, working in collaboration with clinical teams from CHUM (prosthodontics, plastic surgery, ORL, radio-oncology, psychiatry, public health), artists from the Society for Arts and Technology (SAT), professors from HEC Montréal, members of the Centre of Excellence for Partnership with Patients and the Public (CEPPP) and the Direction des services cliniques (clinical services directorate) at CHUM.

Incarnation of virtual avatars in rehabilitation

Development of virtual reality systems where patients control virtual bodies that enable them to manipulate the visual feedback produced while performing motor tasks. In addition to visual simulation, proprioceptive simulation is introduced to the system to simulate the perception of limb movement among patients who do not have the functional ability to walk. A module for analyzing brainwaves through electroencephalography (EEG) was recently developed to quantify the illusion of incarnation that patients feel. This significant advance now enables us to adjust the intensity of modifications made to avatars in real time, based on the patient’s level of incarnation.

On the start screen, an infographic appears. It reads as follows:
Modulating the Gait of a Real-Time Self-Avatar to Induce Changes in Stride Length During Treadmill Walking
Iris Willaert, Rachid Aissaoui, Sylvie Nadeau, Cyril Duclos, David R. Labbé
Imaging and Orthopaedics Research Laboratory, Research Center of the University of Montreal (CRCHUM), École de technologie supérieure (ÉTS)
Next, a woman seen from behind puts on a virtual reality headset in a large room that looks like a laboratory.
An animated avatar replaces her on the screen. At the bottom of the image, it reads: Embodied Self-Avatar.
The avatar waves its hands.
Back to the woman, from behind, in the laboratory. She is walking on a treadmill.
At the bottom of the image, it reads: Self-Avatar provides real-time biofeedback.
The animated avatar once again replaces her on the screen, where it is seen walking on a treadmill.
Close-up on the leg movements. At the bottom of the image, it reads: Modulation of stride length.
The video ends with the following phrase at the bottom of the screen: See you at the poster session!

Cognitive training for athletes using virtual reality

Development of virtual-reality based cognitive training tools and protocols for elite athletes. Our studies have demonstrated the ability to enhance perceptual-cognitive aptitudes, which leads to improved performance and decision-making among athletes, and to improved landing biomechanics. This work was made possible thanks to our collaboration with CogniSens and the Montréal Impact Academy. We are currently employing artificial intelligence in the development of methods for generating animations for realistic sports actions to be used in cognitive training environments.

*cool guitar music*
CogniSens ARC (Applied Research Center) logo appears on screen, on a white background.
Another screen shows the logo of participating partners : FC MONTRÉAL and ÉTS
Team preparing the workspace by installing several cameras (located on what appears to be a soccer field), seen in fast motion. The cameras are installed in a circle.
Several sensors are being installed on players who are dressing up with a special garment.
The instructor is giving instructions to a team member.
The cameras capture a team member’s movement, which is reproduced by a 3D model on the instructor's computer screen.
The instructors focus on the screen.
We see players kicking the ball.
Then the instructor's screen, where the 3D model is again reproducing players' movement.
Players kicking the ball to each other.
Again, we see the instructors' screen, showing the 3D model doing the kick.
Players kicking the ball harder.
Player on blue chipping the ball to the other player.
Focus is now on the camera.
One of the instructors is intensely focusing on the model on his screen.
Player is kicking the ball in slow motion.
*cool guitar music continues*
A list of purposes and objectives behind this technology is being shown on screen :
"WHY ARE WE DOING THIS ?
- Explore and study the human brain capacity during social interaction
- Explore perceptual cognitive capacity throughout biological motion perception (body language)
- Evaluating and training specific human perceptual-cognitive skills which are required in sports."
Logo of training program appears on screen (NeuroTracker, Your Path To Improvement)

Other ongoing projects

  • Virtual mannequins
  • MonArthrose project
  • 3D reconstruction of low-dose X-ray images
  • Hexoskin project
  • Haptic manual wheelchair propulsion simulator
  • Spinal cord injuries
  • Analysis of concussions in soccer
  • Injectable matrices for cell therapy