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COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
0 
 
 
 
SCHOOL OF COMPUTER SCIENCE AND ELECTRONIC ENGINEERING 
 
 
 FINAL YEAR PROJECT  
PRESENTATION OPEN DAY  
Project Abstracts 
Monday 14 March 2016 
 
Presentations will take place in various laboratories 
in the Computing Building, on square 2.  
The abstracts are listed by laboratory.  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
School of Computer Science and Electronic Engineering 
University of Essex 
Colchester Campus 
Wivenhoe Park 
 Colchester  
ESSEX CO4 3SQ 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
1 
 
COMPUTING BUILDING 
 
Room 3.416, (Floor 3) 
 
Student Name Project Title Page 
Number 
Flavio Porocani Smart Phone Based Control of an Unmanned Aerial Vehicle 5 
Philip Bathee Android Based Search and Rescue Drone Controller 5 
Bleron Qamili Interfacing Android with Quadrotor 6 
Jiuzhou Wu Indoor Localiztion In A Wi-Fi Network Using Location Fingerprints 6 
Chuankai Sun Interfacing Android with Quadrotor 7 
Yunis Osman RoboCup Recue Robot 8 
Gurpal Bahra Smart Phone Based Control of an Unmanned Aerial Vehicle 8 
 
 
Lab 1 (Main Room 5.512, Floor 5) 
 
Student Name Project Title Page 
Number 
Darlington Edwards Visually Impaired Application Assistant 9 
Chun Tse Cloud Interconnectivity 9 
Sokratis Siskos Event Management Social Media Web Application 10 
Maciej Andrach Children's Game: Journey to Stoneshire 11 
Rebecca Voegele Virtual Reality Superstore 11 
Ramunas Leknickas Java Gmail Client with Email Filtering for Phishing and Spam 
Detection 
12 
Andreas Charalambous Unity Multiplayer Online Game 12 
Thomas Hayward Seeker – A Computer Game 13 
Chris Dennitts A Board Game for Mobile Phones 13 
Steven Le GPU-Based Image Matching 14 
Sebastian Place Goal and Habit Management Application 14 
Michael Haywood Procedural City Models 15 
Michael Barham Counting Cars Using Computer Vision 15 
Richard Came C++ Role Playing Game 16 
Alexander Green A Mobile App for Home Energy Consumption Monitoring and 
Control 
16 
Ecaterina Gamanji WebSelenium 17 
Jeremy Boateng-
Acheampong 
Trill – a C++ Game 17 
Jerome Harrison M.A.I.T.Y.O 18 
Dmitrijs Gerasimenko A PDA based Campus Navigator 18 
Bianca Orita Future of The Web: Single Page Applications And Non Sql 
Databases 
19 
Alex Ristea Home Automation Embedded System 20 
Adam Webb Computer Game – Unity Tower Defence 21 
Ibrahim Uzar Essex News on Cloud 21 
Oluwatobi Popoola Multi-Camera Video Delivery over Wireless Channels 22 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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Orel Prendergast Switching for Information Centric Networks 22 
Laurentiu Cotiuga Stock Market Android Application 23 
Alexander Karavournalis Brokering & Visualisation of Disparate Datasets for IoT 
Applications 
23 
Jordan Davis Rhythmic Game for Mobile Devices 24 
Harsh Vardhan Pappu Face Recognition in 3D 25 
 
 
Lab 1 (Project Room 5.503, Floor 5) 
 
Student Name Project Title Page 
Number 
Martynas Vasiliauskas Developing Analytical Applications For The Board Of Directors 25 
Konstantin Junovic Plexonis 26 
 
 
Lab 1 (Project Room 5.511, Floor 5) 
 
Student Name Project Title Page 
Number 
George Cording Elemental Shock – a Four Player Brawler Game 26 
John Maguta Creating a Self-protection Security Zone 27 
Thomas Pavoux Big Data Analytics in Excel 28 
Alexandru Preda 2D Action-based C++ Game 28 
Adachi Madufor Evaluation of a Content Management System for Building a 
Collaborative Website   
29 
Zhuolin Yang Web-based Programmed Learning• 29 
Abdusamad Makhmudov Children’s Game -  Not So Deep Space 30 
 
 
Lab 1 (Project Room 5.515, Floor 5) 
 
Student Name Project Title Page 
Number 
Charalampos Papachristofi Web-based Programmed Learning 31 
Christos Demetriou Building an Open-domain Question-answering System 31 
Michael Michailidis Med-transport Web Application 32 
Daniel Page Extracting Knowledge About Human-rights Violations from Social 
Media 
33 
 
 
 
 
 
 
 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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Lab 2 (Room 5.518, Floor 5) 
 
Student Name Project Title Page 
Number 
Maxwell Bonnefin Swashbuckling Tavern Brawl Game 33 
Freddie Hutchinson ICT for Electronic Health Records 34 
Kanishka Siriwardana C++ Game 34 
Joshua Scivier Samuels Checker Player 35 
Georgios Stamatiadis Material Classification using Deep Convolutional Neural Networks 35 
Cristian Olteanu Mining Operation – Unity Game 36 
Oyinsola Oreyomi Investigation of twitter Messages 37 
Michael Richards PHP Website Content Management System 37 
Emeka Ezechukwu QR Code Generator 38 
Ioana Petcu Virtual Reality Superstore 38 
Huseyin Sahan ScoreMaster: A Real-time Multi-user Application Using SignalR 39 
Matthew Gladden Live Streaming Video from IP Camera to Android 40 
Yu Hon On Wavelet Analysis for Information Extraction from Surface 
Electrodes 
40 
 
 
Lab 5 (Room 4.513, Floor 4) 
 
Student Name Project Title Page 
Number 
Alexander Taylor Two-player Board Game for Mobile Phones 41 
Luke Weston Femtocell’s Video Caching with Secure Delivery 41 
Susan Yakuba Building an Open-domain Question Answering System 42 
George Niculai Colour Sudoku for Mobile Phones 42 
Glenn Baker Computer Game – Cosmic Defence 43 
Sandy Nzobatinya MBED Control of PWM Converter for Electronic Loads  43 
Antonis Pishias Selective Breeding of EVCs Using Genetic Algorithms 44 
Ashley Nzomono Mobile Sudoku 44 
Chanon Wasusopon Augmented Educational Games 45 
Daniel Szabo New TCP 45 
Somtochukwu Idigo Children's Game - Wave Spawner 46 
Junior Ogundare ICT for Electronic Health Records 46 
Claudia Olariu Developing a "Guide Dog" Smartphone App 46 
Damian Rajendren 153-Measurement of Mobile Phone Battery 47 
Ronald Grant Pi-Sec – The Raspberry Pi Security System 47 
Richard Holt A Bluetooth Android App to Reduce Driving Costs 48 
James Donnelly Automated Guitar Tuner using Autocorrelation 48 
 
 
 
 
 
 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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Lab 7 (Room 3.511, Floor 3) 
 
Student Name Project Title Page 
Number 
Christos Katsanos Automatic Quest Generation 49 
Alexandros Stergiou Translating Hand-written Equations in a Touch Screen Device 49 
Benjamin Packer Building an Open-Domain Question-Answering System 50 
Matt Cockman Virtual Reality Superstore 51 
Abraham Siregar Wireless Power 52 
Andrew Chapman Small Fold-able Aerials HF/VHF 52 
Felix Asiedu Enhancing the Performance of Fibre Satellite TV Distribution 
Systems 
53 
Matthew Collins Multi-Player Real-Time Game 53 
Ahmad Kolo ICT for Electronic Health Records 54 
Tolulope Olagunju Cross Layer Security 54 
Kelechi Maduewesi Multi-Layer Security 55 
Bozhidar Hrusanov Computer Game - Virtual Evil 55 
Alexandru Smau Inverted Pendulum Camera 56 
Alfonso Arroyo Creating a Self-Protection Security Zone 56 
Ali Badirkhan Wireless Power Transfer 57 
Michael Bridden Resonant MOSFET Gate Drive 57 
Paul-Augustin Schiopu Investigation of Energy-Efficient in Wireless Sensor Network for 
Medical Environment Applications 
58 
Jiaji Chen Gates of Chaos 
 
59 
Oto-Obong Godwin Akpan Computer Modelling of Long-Haul Optical Fibre 
Telecommunication Networks 
59 
Brandon Fabian Baynes Study of Performance of ZigBee Wireless Sensor Networks with 
Various Topologies 
60 
Mark Bloomfield Offline Type Checking 60 
Mohamed Youssef Wavelet Analysis for Information Extraction from Neural Implants 61 
Andreas Yiannakou Oasis E-Learning Portal 62 
 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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Room 3.516, (Floor 3) 
 
Smart Phone Based Control of an Unmanned Aerial Vehicle 
Name: Flavio Porocani  
Degree course: Computers with Electronics (3 Yr)  
Supervisor: Huosheng Hu  
 
Abstract. 
The aim of my final year project was that of showing an understanding and creating an interaction 
between a Parrot Bebop drone and my own app Skystroller. The idea behind this app is simplicity 
and for a user to be able to control a Bebop drone to its full potential without the unnecessary 
need of previous experience. Examples have shown that the average users seeks to only interact 
with their drone without the need of extra extensions such as the variability of control methods 
and sensitivity details. It is for these reasons that my personal interface on this app is kept to 
maximum simplicity by only offering the user what they need. Skystroller is the result of an 
academic year's research and development in the Android Studio software which utilizes its XML 
(Extensible Markup Language) feature in order to develop the layout and interface of the app and 
the Java programming language in order to create the functionality of the app regarding flight, 
controls and the camera extension. In conclusion, Skystroller functions as a two-interfaced app, the 
first of which allows the user to connect to a certain drones (if many are available simultaneously) 
and the second/main interface is the app controller. The main abilities of this app are the flight 
mode and video streaming.   
 
 
 
Android Based Drone Controller for Search and Rescue Tasks 
Name: Philip Barthee  
Degree course: Computers w/ Elect (4Yr w/year abroad)  
Supervisor: Huosheng Hu  
 
Abstract. 
This project investigates how modern quad-rotor drone technology could be used to make search 
and rescue operations faster and safer. For the maximum impact, the proposed solution would 
have to allow a user to cover different types of terrain quickly, without allowing obstructions to 
hamper the progress of the search. The platform must be quick and simple to deploy and easy to 
learn. The chosen hardware platform for this project is commercially available drones such as the 
Bebop; a quad rotor drone designed and manufactured by Parrot. The drone has a removable 
battery, as such when its battery is low the drone is landed and the battery is switched out. This 
allows the drone to get back into the air without having to wait for an internal battery to be 
recharged.  As the most popular mobile operating system, Android is the chosen software platform 
for this project. It is compiled for Android 4.2 as this allows the app to function on almost all 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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Android devices currently in use. The Android OS is based on the Linux kernel and available on a 
wide range of portable devices.  A tablet PC is used as a platform for the development of the 
specialised, touch screen, app for controlling the drone. A number of experiments and studies have 
been conducted to test the developed software and demonstrate the performance of the proposed 
control strategy in search and rescue tasks. 
 
 
 
Interfacing Android with Quadrotor 
Name: Bleron Qamili  
Degree course: Computer Science (3 Yr)  
Supervisor: Dongbing Gu  
 
Abstract. 
A quadrotor also known as a quadcopter is a miniature unmanned ariel vehicle that is propelled by 
four rotors. During this day and age electronic devices such as mobile phones and tablets have 
become fully integrated with human life; the aim of this project is to connect the digital world to 
the physical world. This aim is achieved by implementing an Android application which can be used 
to fully control a quadcopter through the integrated router allowing a Wi-Fi connection to both 
send commands and receive a real-time live stream from the drone’s integrated camera. Through 
this we can also achieve object detection through the use of OpenCV, which can essentially be used 
to achieve a number of additional features and uses for the drone, ranging from fire detection for a 
fire brigade to animal detection for hunters. EasyPilot allows an extremely user-friendly interface to 
provide full control including autonomous take-off and landing of a drone; namely the Parrot 
AR.Drone 2.0, and aims to provide a clean real-time live stream whilst also having an optional 
functionality of object detection. This feature can provide many benefits to the quadrotor and can 
be tweaked to allow functionalities which can potentially save lives in real life disasters, such as 
aiding the detection of a source of a fire in a given area using a low budget quadcopter, therefore 
providing both an efficient and cost-effective solution to a potential devastating situation. 
 
 
 
Indoor Localiztion in a Wi-Fi Network Using Location Fingerprints 
Name: Jiuzhou Wu  
Degree course: Computers W Elect (3 Yr)  
Supervisor: Kun Yang  
 
Abstract. 
The goal of this project is to design and implement a Wi-Fi based indoor positioning system using 
wireless access points, and its main function is to locate mobile users anywhere within a building in 
near real-time.  Unlike most other indoor positioning systems, the architecture of the system is 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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server-centric, in which data collected from different access points is stored and processed on the 
server side, instead of on user's wireless devices. As part of the system, a web-based system 
manager has been designed to help users to use and manage the system, users can simply access it 
via a browser. The positioning technique adopted in this system is location fingerprinting along with 
the nearest neighbour algorithm. Experiment results show that the current system may not 
perform well enough in finding the exact position of each wireless device indoors, but it is still able 
to compute their approximate positions. The biggest issue is wireless signal fluctuation. As signal 
strength fluctuates constantly, the computed position is very likely to switch back and forth 
between multiple points. However, one great thing about this system is its architecture, and it can 
be further developed and put to good use, e.g., the shopping centre industry may deploy such 
system to gain detailed insights into customer behaviour, including estimating the frequency of 
their visits and the average time they spend in certain stores. 
 
 
Interface Android with Quadcopter 
Name: Chuankai Sun  
Degree course: Computers W Elect (3 Yr)  
Supervisor: Dariush Mishekar  
 
Abstract. 
The aim of this project is to create a fully realized user interface interconnecting the android mobile 
device to a personal sized quadrotor helicopter to allow commands to be issues directly and 
remotely using wireless signal communication between the sender and receiver. In a similar 
manner, this should allow the quadrotor helicopter to be paired with any android compatible 
mobile devices to be served as a controller since on the core design architectural level both the 
compatibility and codes will remain unchanged. On the mobile device screen, the user will be 
prompted to access a piloting screen known as the main controller screen including virtual buttons 
assigned to control the helicopter. Simultaneously, the camera at the back of the mobile device will 
stream a view from the quadrotor helicopter. Additionally, basic operations such as take off and 
directional controls will be managed by buttons. Currently, the quadrotor helicopter is able to 
perform actions such as pitching, yawing and shifting motions. These operations have all been 
tested and are behaving correctly furthermore, the helicopter is able to land and takes off at any 
given moment without restrictions and instabilities.  
 
 
 
 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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RoboCup Rescue Robot 
Name: Yunis Osman  
Degree course: Computer Science (3 Yr)  
Supervisor: Hani Hagras  
 
Abstract. 
Throughout years of robotics developments the RoboCup Rescue League has existed to put the 
potential robotics developers of the future through differing technical challenges in an overall 
effort to push the limits of ingenuity and creativity in what is very often a low budget scenario. 
Meer (Mир); a robot designed to traverse disaster affected areas and offers useful tools to help 
with victim location. Meer's overall aim on a technical level was to allow a user the ability to locate 
victims in disaster situations, however this is not what it is limited to. Meer features the ability to 
map areas autonomously via the use of an Ultrasonic Sensor mounted to the front of the robot. 
Further, to aid in reduction of cognitive dissonance when understanding map data, Meer is also 
equipped with a Wi-Fi camera; displaying a live feed of the front of Meer's immediate area to the 
user. In addition, Meer is equipped with robust rubber tracks, boasting the capability to traverse 
slopes at roughly thirty degrees and uneven grounds with minimal performance impact. Finally 
Meer allows the user to make location recordings whenever necessary which is converted to a 
visual representation on the mapping data that is collected on a successful run. Meer boasts 
intuitive and creative use of its platform due to being built an extremely simple architecture; Lego 
Mindstorms NXT and LeJOS NXJ. However these limitations have bred further developments in 
Meer's feature-set, discovering minimal, efficient ways to tackle one of the fundamental issues of 
robotics; mapping. Meer could see great developments in the future as platforms are improved and 
architecture changes are made, however as it stands, it is an example of how limitations can push 
boundaries of creativity. 
 
 
Tracking a Moving Target Using a Uav 
Name: Gurpal Singh Bahra  
Degree course: Computer Science (3 Yr)  
Supervisor: Huosheng Hu  
 
Abstract. 
The main aim of my project is to create a piece of software that will enable a parrot or drone to 
autonomously follow a marked target.  By this I mean the drone should be able to take off with the 
target in a known position and keep track of its movements. It should then follow its current 
trajectory. The moving target will be a remote control car that will be driven around the arena at 
which point the drone will take off and follow it from a safe distance. This field of research was 
particularly interesting to me because of the many real world application. Autonomous flight can be 
very useful in so many areas including agriculture, surveillance, policing, military and exploration 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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tasks. It can also be used carry dangerous tasks that humans cannot or should not be carrying out 
themselves.  This area of study has an extremely wide scope and can only help society as we move 
forward. 
 
 
 
Lab 1 (Main Room 5.512, Floor 5) 
 
 
Visually Impaired Application Assistant – S.H.E.P.H.A.R.D. 
Name: Darlington Edwards  
Degree course: Computer Science (3 Yr)  
Supervisor: John Gan  
 
Abstract. 
For my project decided to create something that not only brings together different areas of 
computer science, but also aims to help those who are physically challenged in society. I call it 
S.H.E.P.H.A.R.D. This stands for Speech Handling Equipped Personal Helper and Route Descriptor. 
The system aids those with a visual disability, by helping them perform day to day tasks around 
their homes and more, using features such as voice activation and optical character recognition. 
This allows the users to perform task like finding out their current location within the interior of the 
house. It can also help the user to efficiently navigate from one room to another, as well as making 
calls and texts, all through voice commands.  The system is built on an Android platform. It is built 
using the Java programming language, whilst following the object oriented structure and uses 
support libraries from some third party organisations, allowing for extra features to be 
implemented and for a more reliable system. My application uses most of the hardware 
components on the smartphone in order to perform functions such as environment frame 
capturing and processing, as well as guided audio feedback whilst operating the system's features.  
 
 
 
Cloud Interconnectivity 
Name: Chun Kit Tse  
Degree course: Computer Science (3 Yr)  
Supervisor: Martin Reed  
 
Abstract. 
This project focuses on the implementation of an OpenStack-based cloud service in physical 
equipment. In general, the term "cloud" is about providing computing for end users in a remote 
environment, where the actual software runs as a service on scalable servers rather than on the 
end users local computers. In case of OpenStack, the cloud provides infrastructure as a service 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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(IaaS) that allows users to allocate compute resources flexibly and launch virtual machines (VMs) 
with different template images. Using the system is a very quick and easy process that even non-
technical users can manage to run for themselves. All the detail controls of both admins and users 
can be modified either by a web graphical user interface or CLI commands of API. By this moment, 
there are four servers running as nodes in the OpenStack environment. They are classified into 
controller node, network node and compute nodes depending on the service components they are 
hosting. Due to the open nature of this framework, administrators can install additional 
components to those nodes afterward to meet their needs. Once suitable configuration has been 
performed on every essential service and plugins, all nodes are integrated into a single distributed 
system to create tenant networks and floating IP pools for the delivery of cloud service.  If you are 
interested about the most recent cloud technology and networking issues, please join us in the 
CSEE department. Key demonstrations will show the ability to boot and deploy multiple remote 
computers by a single click in MAAS UI. Also, a short demonstration of launching a single VM 
instance through in the Horizon dashboard will be given. 
 
 
Event Management Social Media Web Application 
Name: Sokratis Siskos  
Degree course: Computer Science (3 Yr)  
Supervisor: Massimo Poesio  
 
Abstract. 
The "Eventor" project is a social media web application focused on event management, created 
with the idea of providing an easy and convenient way for people or organizations to create, 
manage or even track future and ongoing events near their location. Since in the modern world 
people’s everyday life is dynamic and fast changing all the time, due to business, work and other 
factors, event planning is considered to be of great importance in the everyday routine. With the 
use of Geolocation and Google Maps API the users location is being determined and all the events 
around their perimeter accordingly. The events are being displayed either on a news feed or on an 
interactive map, where the user is able to use the map as a guide to the desired location. This 
platform is not built only for entertainment purposes but it can be also used for, business, 
education and many more e.g. extracurricular classes outside schools boundaries or business 
meetings. Every user will be allowed to search the events by choosing a category or by its name if 
known in advance. A subscription system will also be introduced where specific bonuses and 
benefits will be provided to paid accounts. Users interested in particular events will also be able to 
interact with other users by using an IM (instant message) chat for any enquiries or information.  
 
 
 
 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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Children's Game: Journey to Stoneshire 
Name: Maciej Andrach  
Degree course: Computer Science (3 Yr)  
Supervisor: Anthony Vickers  
 
Abstract. 
The project focuses on creating a 100% non-violent, educational game for children aged 5-7 years 
old. The project makes use of the national curriculum for Mathematics, English and Science which 
ensures relevant educational challenges to the players of the game. The educational function of the 
game is hidden allowing the player to focus on the game. Additionally, the project aims to provide a 
sufficient level of immersion to the players so that they are able to lose themselves in a versatile, 
fantasy world that a 5 year old child would dream of being in. Furthermore, it encourages and 
rewards exploration and creative thinking. The game is constructed using Unity 3D which enables 
fast game development but with sufficient freedom to create C# technically challenging code. 
 
 
 
Virtual Reality Superstore 
Name: Rebecca Voegele  
Degree course: Computer Science (3 Yr)  
Supervisor: Michael Gardner  
 
Abstract. 
The Virtual Reality Superstore system was designed to create a virtual store in Unity based off of 
data provided by a company. Companies already store a lot of information about the layout of their 
store, but it isn't easy to convert this information into a 3D store. This system allows a company to 
more easily produce a virtual reality environment in which customers can shop. The system stores a 
company's data, on how each of the objects in their store should look, in a database on the MySQL 
server. The data can then be validated through a series of tests in order to check that the data input 
by the company will make sense once the objects are created. The tests, which were created in Java 
using SQL queries, allow the company to know which objects in their store need to be fixed, if any. 
Using a three-tier architecture design the SmartFoxServer connects the database to Unity. In Unity, 
using C# scripts, the data is retrieved via the server and then each item in the store is created 
dynamically at runtime as they were specified in the data. Once created, a user can move around a 
virtual store that looks just like the company planned. A user guide will be provided to the company 
to explain exactly how they should create their database, as well as how to use the system. By using 
this system a company could create a whole virtual reality store without needing to know how to 
use any 3D modelling software. Acknowledgements: FJ McManus Ltd. 
 
 
 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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Java Gmail Client with Email Filtering For Phishing and Spam Detection 
Name: Ramunas Leknickas  
Degree course: Computer Science (3 Yr)  
Supervisor: John Gan  
 
Abstract. 
The project is about building a working e-mail client with built-in spam and phishing e-mail filter. 
The client is primarily used for Gmail accounts, but any other e-mail account can be used as long as 
it supports either POP3 or IMAP protocol. The client functions include: Connection selection - POP3 
or IMAP to receive e-mails and SMTP to send e-mails; Sending, receiving, replying, forwarding and 
deleting e-mails; Inbox and SPAM folders with possible different folders which are taken from e-
mail account using IMAP connection protocol. Besides the basic functionality the client is capable to 
filter incoming e-mails to either spam or normal e-mails. The filter is based on Naïve Bayesian text 
classifier, which is able to return a probability of the e-mail being a spam and can learn from new 
analyzed e-mails. New e-mails which are classified spam or normal e-mail, are analyzed once more 
to get information from it - frequency of words. The analyzed information is added to existing word 
frequency table which exist locally.   
 
 
Unity Multiplayer Online Game 
Name: Andreas Charalambous  
Degree course: Computer Science (3 Yr)  
Supervisor: Norbert Voelker  
 
Abstract. 
The video game industry has been increasing commercially in the past few year, with sales all over 
the globe and with sales of billions annually. The purpose of this project is to create an online 
multiplayer game that allows multiple players to connect to a host server and be able to play with 
the rest of the connected players. This project uses different kinds of software to create a game. 
Unity 3D is a game engine that allows the use of API to create a game, it has a physics engine that 
allows the simulation of physics in the game environment. Another software is Maya a 3D 
Animation and Modelling Software that allows the creation of 3D model, this software is used to 
create model and animations for the project. The game will allow the players to connect and 
compete with each other, the main task of the game is to capture the flag from the enemy team 
and take it back to your base, and while fighting with enemy players you have to also be prepared 
to fight with Non-player characters whose only purpose is to kill the players. The major difficulty of 
this project is the Non-player character (NPC) behaviour, it needs an AI system that allows the NPC 
to use the information from its surroundings to decide what how to behave.  
 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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Seeker – A Computer Game 
Name: Thomas Hayward  
Degree course: Computer Games Development  
Supervisor: Riccardo Poli  
 
Abstract. 
The aim of this project has been to develop a computer game, in which various fields are practiced 
and involved. These range from 3d modelling objects as large as cities, to programming in C# 
everything from a dynamic main menu interface, to the physics which gives this game world its 
uniquely changing environment. 
The game is called Seeker, in which players find themselves in a city bent round into a ring (like a 
hamster-wheel), whereby they must strive to get to locations within the city as it rotates on its axis. 
This encourages free-running and quick thinking as the ground beneath the player rotates beneath 
them, turning walls and rooftops into just as viable a terrain to run across as the streets 
themselves. 
While the mechanics may seem simple, players will find it intriguingly hard to try and reach some of 
the locations, encouraging improvisation and forward thinking. 
 
 
A Board Game for Mobile Phones 
Name: Chris Dennitts  
Degree course: Computer Science (3 Yr)  
Supervisor: Michael Sanderson  
 
Abstract. 
Draughts is a much enjoyed board game with a wide appeal given its simple rules and gameplay. 
My project was to develop draughts as an android application. This app uses the rules of English 
Draughts, played on an 8x8 board. It is a local multiplayer app which allows two human players to 
compete on the same device. The app is designed using Google's material design specification to 
give a modern look to a classic board game. The user interface is simple and minimalistic, displaying 
relevant information about the game in progress below the board. The controls are also simple, the 
user taps a piece to select it, and the squares it can move to are highlighted. The user then taps a 
highlighted square to move the piece to it. If the user can perform a jump over an opponent's piece 
to capture it, this is displayed in the same way. It was developed in android studio with a minimum 
requirement of Android API 21 as this ensures compatibility with the material design elements used 
in the app. 
 
 
 
COMPUTER SCIENCE AND ELECTRONIC ENGINEERING PROJECT OPEN DAY 2016     ABSTRACT BOOKLET 
 
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Gpu-Based Image Matching 
Name: Steven Tam Le  
Degree course: Computer Science (3 Yr)  
Supervisor: John Q. Gan  
 
Abstract. 
This project makes use of parallel computing to find and measure any changes of image feature 
matching algorithms execution time when they are executed on a GPU, rather than a CPU. To do 
this, the Open Computing Language (OpenCL) is used as an interface for parallel computing and 
Open Computer Vision (OpenCV) is used for the feature detection and matching. The algorithms 
that are used for this project are Scale-invariant feature transform (SIFT) and Speeded up robust 
features (SURF). Tests were conducted using a dataset of images on both a CPU and a GPU for both 
algorithms in order to measure the difference in completing the feature matching on each 
processor respectively. To find out about the outcome, visit my project display!  
 
 
 
Goal and Habit Management Application 
Name: Sebastian Connor Place  
Degree course: Computer Science (3 Yr)  
Supervisor: Riccardo Poli  
 
Abstract. 
We all want to make the most of our lives. We have dreams that we hope will one day become 
reality. Sadly, people often give up trying do what they want and instead settle to do something 
they merely tolerate. The aim of this project is to help people define goals more clearly and to 
encourage regular progress towards each goal using research in goal theory and behavioural 
change. The outcome of the project is a single page web application written using the JavaScript 
framework, Ember.js. Consider this application as a bucket list in which each goal can be detailed 
and planned. Dividing goals into small, measurable steps makes it much easier for users to take 
action. Users can create habits which are essentially tasks to be completed regularly, in order to 
change behaviour patterns and make progress on goals. Despite there being many general “to do” 
list style applications already on the market, none of them truly focus on personal progress. One 
might use this application to plan a project, break a bad habit or aid in forming a new one, but 
mainly to manage and take action on long term goals. 
 
 
 
 
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Procedural City Models 
Name: Michael Haywood  
Degree course: Computer Science (3 Yr)  
Supervisor: Adrian Clark  
 
Abstract. 
For this project the outcomes are to procedurally generate a city without the use of any saved data. 
All buildings, textures and the road maps will be created at runtime. The application is developed in 
Java and uses Lightweight Java Game Library (LWJGL). This allows it to be used on multiple 
platforms and is object oriented so it can be structured and developed efficiently. Using LWJGL also 
allows for the objects created to have very few limitations and for control of every aspect in the 
system. L-systems are used to generate the roads maps and to ensure that they have specific 
characteristics and variations so that the cityscapes do not follow a standard square grid layout. In 
addition to this, density is implemented so there are peak levels for the city centre that dissipate as 
it distances towards the outskirts. Procedurally generated textures are also a feature in this 
application as it allows for an unlimited level of detail to be added to each object in the 3D 
environment. A new city is generated each time the application is run but can also have a seed used 
to generate the same city again for if the user would like to create it again for future use. This 
project can be used to gain insight that a 3D world can be generated automatically which would 
save a lot of time and resources in comparison to creating a city manually. 
 
 
 
 
Counting Cars Using Computer Vision 
Name: Michael Barham  
Degree course: Computer Science (3 Yr)  
Supervisor: Adrian Clark  
 
Abstract. 
As the size and complexity of today’s modern road networks increase, new flexible techniques must 
be developed to effectively measure their use to allow for continuing improvements. The difficulty 
with many of the ways currently used to measure road usage is that they require the placement of 
infrastructure in the roadway, such as installation of rubber tubes that vehicles travel over with 
pressure sensors or induction loops to detect vehicles. A camera and image processing approach 
could have considerable advantages in terms of speed of installation and running costs. 
This system uses advances in computer vision techniques to process camera input taken from the 
roadside to count vehicles.  Using OpenCV, which provides libraries of processing methods called 
from Python, video footage captured at the side of a road by a portable camera can be processed in 
real time or stored for future analysis to accurately count the number cars and other vehicles 
travelling through the footage.  
 
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OpenCV provides multiple tools for image processing and this project considers a number of 
approaches to identify vehicles. As the footage is processed, the system searches the frames for 
recognisable regions and tries to identify them as a moving car, displaying the results. 
 
 
 
C++ Role Playing Game 
Name: Richard John Came  
Degree course: Computer Science (3 Yr)  
Supervisor: Diego Perez  
 
Abstract. 
My project is to create a game of my own design. I have chosen to create a 2-Dimentional fantasy 
Role Playing Game that is created using C++ and the SDL2 library. The game is designed to have a 
retro feel with pixelated graphics and simple real time combat system which is based around a 
levelling system. The games terrain is completely procedurally generated, this will allow for greater 
re-playability as each new game will be different. The objective of the game is to complete the 
quests that you are given. Some quests will be given to you at the start of the game, and others will 
be found while you play the game. Quests will range from locating treasure to defeating monsters 
and each quest will give a reward of a unique item and money. Players level up their character by 
defeating monsters and completing quests. The monsters and quests will scale in difficulty with the 
players level, so that the game is always a challenge. 
 
 
 
A Mobile App for Home Energy Consumption Monitoring and Control 
Name: Alexander Michael Green  
Degree course: Computer Science (3 Yr)  
Supervisor: Kun Yang  
 
Abstract. 
The aim of this project is the development of a mobile application to monitor and control home 
energy usage. The application, titled 'ZigBee Connect', has been implemented for the Android 
operating system using the Android Studio IDE and works in conjunction with power sockets, 
temperature sensors and light sensors which utilise the ZigBee specification for wireless 
communication. Git has been used for version control throughout the duration of the project, with 
the project's repository being hosted on GitHub. The application features an attractive and intuitive 
GUI, utilising Google's 'Material Design' guidelines, which allows users to easily add, edit, and delete 
ZigBee devices from the application's SQLite database. Users are able to view temperature and light 
sensor values, as well as control power sockets remotely from their smartphone. Additionally, 
schedules can be created in order to specify days and times on which a specified power socket will 
 
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be turned on or off automatically by the application. The application has been developed with 
device compatibility in mind, with devices running Android versions 4.0.3 and newer supported. In 
addition, the Android Support Library has been used to ensure the appearance of the application is 
consistent across different versions of the Android operating system.  
 
 
Webselenium 
Name: Ecaterina Gamanji  
Degree course: Computer Science (4Yr w/Yr abroad)  
Supervisor: Nikolaos Thomos  
 
Abstract. 
The number of online resources grows exponentially every single year. The utilization of web search 
becomes indispensable and instinctual.  For analysis enhancement of online resources, 
WebSelenium was designed to perform cross-browser testing of a website. Additionally. The tool 
aims to provide statistics of the web page resources, along with speed performance analysis. 
WebSelenium was inspired by Selenium API for browser automation. The application can be 
downloaded on the local machine and utilized by an unlimited number of consumers. The tool is 
targeting to deliver analysis details for a webpage, using various techniques (e.g. pie charts, 
screenshots). After examination of the presented information, the user will be able to conclude on 
performance, functionality and optimization of the website. WebSelenium was developed as a WPF 
(Windows Presentation Foundation) application using C#, Selenium WebDriver, Google 
PageInsights and Highcharts APIs. This tool is unique through delivered functionalities, interaction 
simplicity and wide practicality. 
 
 
 
Trill 
Name: Jeremy Kwabena Boateng-Acheampong  
Degree course: Computer Science (3 Yr)  
Supervisor: Richard Bartle  
 
Abstract. 
For as long as I can remember, I've always had two passions in life, gaming and music. Now the time 
has finally come to merge those integral aspects of my life into one project: Trill. Drawing 
inspiration from a variety games such as Super Mario Bros. and Rhythm Heaven and Tap Tap 
Revenge, Trill is a single player, two-dimensional rhythm game with a platforming twist. The player 
takes on the role of Vince Vinyl, helping him escape the world known as the ‘Beatwixt’, a 
mysterious planet controlled by music, but ruled by a tyrannical leader who can only be stopped by 
the baton of justice and only one person knows its location: Vince Vinyl. The goal of Trill is to take 
 
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Vince to the Beatwixt zone gate, avoiding any obstacles in his way, and help him on his journey to 
the baton. With its simplistic controls (only one keyboard button is used) and straightforward goal 
(reach the end of the level) and a soundtrack composed by its developer (you should meet him, 
he's nice…honest), Trill is a game that everyone can (and should) play. All you need to bring is the 
desire to save a foreign planet and a sense for rhythm…oh and feel free to ask any questions. I'll be 
glad to answer them!  
 
 
 
M.A.I.T.Y.O 
Name: Jerome Harrison   
Degree course: Computer Networks 
(4(4YssYr)(w/placement) Year) 
 
Supervisor: Nikolaos Thomos  
 
Abstract. 
Automation or Augmentation? How useful is a human agent in a Restaurant service? M.A.I.T.Y.O or 
‘May I Take Your Order’, is an android tablet application that explores these questions with the 
view that the personal interaction of waiters are an integral part of the overall experience of 
customers. Hence, it is prudent to augment rather than automate the services waiters provide. The 
project’s objective was to create a tablet application which can assist waiters in providing extra 
services for customers. M.A.I.T.Y.O is an app with a simple-to-use interface which, among other 
features, allows its users to: electronically take orders which are committed to a server; provide 
extra information regarding menu items upon customer request; and allow for customer payment 
versatility i.e. allow customers to pay in specific groups or separately, providing a simple but crucial 
service of administering exact change when paying together in cash. As mentioned, this is in 
addition to other simple but user experience enhancing features. M.A.I.T.Y.O has been developed 
using Lollipop 5.0, API 21, and, in its current state, is targeted towards small to medium restaurant 
establishments. With a simple to use dynamic interface, utilizing Tab Layouts, Fragments, and 
dynamically populated List views, the app has been made to be an unobtrusive addition to an 
establishment. Automation or Augmentation? It is hoped that M.A.I.T.Y.O can help prove there are 
some roles and services that can be improved only upon collaboration between man and machine.  
 
 
A Pda Based Campus Navigator 
Name: Dmitrijs Gerasimenko  
Degree course: Computers W Elect (3 Yr)  
Supervisor: Huosheng Hu  
 
Abstract. 
In modern world many mobile devices are made with navigational sensors included, to allow for 
 
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basic navigation. These sensors, however, are limited indoors, due to odometry sensors 
accumulating error and GPS sensors being disrupted or blocked by building structure. The goal of 
this project is to create a more reliable way to navigate indoors by making the device determine its 
position using odometry and, where possible, adjust these readings by using GPS signals and signal 
strength of Wi-Fi beacons with known locations as reference points. This project is based on 
Android operating system running on a tablet device and utilizes Java and XML to access its 
hardware sensors. Data from these sensors is then cross-referenced and used to estimate user's 
position and orientation. This position is then displayed onscreen on a stored map. User can 
navigate this map using touchscreen buttons provided and by moving the device around.  
 
 
Future of the Web: Single Page Applications and Non Sql Databases 
Name: Bianca Orita  
Degree course: Computer Science (4Yr w/Yr abroad)  
Supervisor: Anthony Vickers  
 
Abstract. 
El Organizador represents a modern web application that aims to aid users with becoming more 
organized in their day-to-day life.  El Organizador allows users to create three different elements 
within the application and they can be a series of notes, tasks or expenses.  El Organizador is the 
ultimate personal assistant and it is different from the rest of similar productivity applications out 
there because it provides users with an option to see their notes, tasks, expenses in small groups 
when the elements part of group  are connected by a user-defined tag or by using information from 
the database.  Single Page Web Applications or simply SPAs have seen a significant rise in the last 
few years going beyond the traditional way of writing applications that we all have been used to. 
The core idea behind a SPA is to fully load the page once and small changes are dynamically loaded 
on needs basis only. Since the waiting time for a page to load is dramatically reduced, SPAs 
represent a very attractive solution for areas where a limited connection to the Internet exists. The 
sophisticated user of our contemporary times is provided with not only a fluid but also highly 
responsive application.  El Organizador takes advantage of the concepts behind SPAs and is 
implemented using a powerful combination of two Javascript frameworks: AngularJS and MeteorJS. 
Lastly, a honeycomb design has been chosen to present the information in the best and most 
intuitive way possible in El Organizador. 
 
 
 
 
 
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Home Automation Embedded Systems 
Name: Alezandru Ristea  
Degree course: Computer Science (4Yr w/ yr abroad)  
Supervisor: Francisco Sepulveda  
 
Abstract. 
Introduction: In recent years, the consumer electronics field has vastly expanded due to the rapid 
technology advancements, allowing the concept of intelligent home to become reality. Nowadays, 
a home automation system can perform a multitude of tasks, including centralized control of 
lighting, heating, security systems and many other functions, depending on the user requirements.  
The goal of this project is to design and implement a reliable and scalable home automation system 
that gives the user remote control over different household appliances connected to it. The system 
should also behave autonomously by constantly adjusting the selected features according to the 
user’s setup. 
Methods: The system consists of 4 main types of components 
• Sensors to acquire information about the environment 
• Main control unit to process the instructions for the system 
• Actuators represented by the output devices 
• User interface based on an Android app 
The microcontroller reads the sensor inputs and, depending on the user’s preferences, sends 
instructions to appliances in order to adjust the levels of lighting and heating in a room. 
This project is based on the BeagleBone Black microcontroller, a low-cost development platform 
that provides exceptional performance and compatibility with the rest of the system. The sensing 
layer consists of: temperature sensor (TMP006), light sensor (photo resistor), and PIR motion 
sensor. A relay board is used as the output device in order to control high voltage devices. 
Progress review: Up to this point, the system is able to monitor the changes in a simulated room 
environment and send the output to the relays that control the actuators. This can be evaluated by 
observing the change in output levels, depending on the sensor inputs.  However, the input side of 
the instructions needs to be handled using a host PC, as the Android app does not provide the 
desired functionality yet. 
 
 
 
 
 
 
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Unity Tower Defence 
Name: Adam Christopher Webb  
Degree course: Computer Science (3 Yr)  
Supervisor: Michael Fairbank  
 
Abstract. 
The Unity Tower Defence project is a game created using the Unity Game Engine. The genre of the 
game is Tower Defence, in which a player must defend a position in the level from waves of 
enemies that will spawn and try to attack this position, causing the player to lose lives. The player 
can combat this by building towers with gold earned from killing this enemies. The level is 
successfully completed upon defeating all the enemies, and lost upon the player losing all their 
lives. The game currently consists of one playable level with three difficulties, six different types of 
enemies, and six different towers. Towers can be upgraded to increase their statistics. A currency 
called Crystals can be obtained randomly that can be used to upgrade skills in a skill system from 
the main menu. Gems are also dropped randomly and up to three of these can be equipped from 
the main menu which will give the player extra bonuses to take into levels. 
 
 
Essex News on Cloud 
Name: Ibrahim Uzar  
Degree course: Computer Science (3 Yr)  
Supervisor: Kun Yang  
 
Abstract. 
Today, cloud computing is playing a major role in storing and delivering information by enabling on-
demand access to various resources on the internet. News aggregation, also known as news feed or 
web feed, is a cloud-based solution that enables users to view syndicated web content such as 
news articles, blog posts and multimedia through a single application, eliminating the need to 
manually browse through multiple websites.Essexnews.net is a news aggregator hosted on an 
Amazon Elastic Cloud Computing (Amazon EC2) server maintained by Amazon Web Services (AWS). 
Amazon EC2 is a resizable, stable and secure cloud computing and data processing platform. 
Django, an open source Python Web framework, runs queries to a database to deliver previously 
stored news articles to the user by dynamically generating web pages. News articles are gathered 
from online newspapers and blogs with the help of a method called scraping; where a Scrapy spider 
(another free and open source program written in Python) is used to crawl predefined websites and 
fetch raw data consisting of news titles, author names, article content and the date the articles 
were published. This data is then parsed and delivered in a neat layout with the newest article 
displayed first; so users can catch up with the latest updates from their favourite online 
newspapers and blogs. 
 
 
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Multi-Camera Video Delivery over Wireless Network 
Name: Oluwatobi Popoola  
Degree course: Electronic Engineering (3 Yr)  
Supervisor: Nikolaos Thomos  
 
Abstract. 
My project aims to take multiple Raspberry Pi and have them stream video simultaneously, similar 
to a system that may be utilised somewhere with security measures in place (such as a prison or a 
museum).  However, when multiple Raspberry Pi transmit video simultaneously, there is a risk of 
interference occurring, which will then result in a camera failing and the whole system shutting 
down. When a Raspberry Pi transmits video, data packets are sent in chunks to the client. When 
more than one Raspberry Pi transmit video simultaneously, there is a risk of the data packets 
colliding which, if they do, will result in interference, which will then cause data to be lost. To 
circumvent this problem, I need to create a system where I can easily switch between cameras, so 
as to not waste bandwidth. Within this system, I need to know when to switch between cameras, as 
well as set a delay when sending individual packets (that is, sending the packets at certain rate), 
and also reduce the frequency at which I send the packets (that is, reducing the bit rate at which 
the packet is sent). In short, the main aims of this endeavour are: To stream video simultaneously 
to the client using multiple Raspberry Pi. To do some filtering at the cameras so as to avoid 
interference (that is, making sure that the data packets do not collide).To protect the data so that 
when we switch cameras, the switch is seamless. 
 
 
 
Switching for Information Centric Networks 
Name: Orel Prendergast  
Degree course: Computer Networks (3 Yr)  
Supervisor: Martin Reed  
 
Abstract. 
Switching for Information Centric Networks is about setting up and replicating an experimental type 
of network called Information Centric Networking (ICN). This network is in the stages to replace 
conventional TCP/IP network we currently use today. The process uses several things such click 
modular router technology to use manipulate the data that is going across the network. This can be 
seen in this project as it shows how a simple network is set up using ICN configuration files. From 
this, the project will show how the Click modular router slows down the data flow from one node to 
another to show comparisons of how the Click interacts with data.  
 
 
 
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Istocker 
Name: Laurentiu Ionut Cotiuga  
Degree course: Computer Science (3 Yr)  
Supervisor: John Gan  
 
Abstract. 
IStocker is a finance application which is providing the most accurate and relevant information from 
the world of investing to the end users in a beautiful and minimalist interface.  The system has a 
well-defined structure which is designed with the purpose to be simple, clear and very accessible. It 
is providing data for different markets around the world and is doing this by accessing Yahoo 
Finance API.  The application also has a section which provides to the user the most relevant news 
related to these different markets. The most important tool for an investor is acquiring knowledge 
and that is why the app is providing to the users a database with the most important resources 
from the investing world. There are three sections which comprise of books, documentaries and 
the most relevant websites about investments and how-to guides.     Once completed, the 
application will be launched for Android platforms and it will run Android 5.0 Lollipop or above 
which allows the app to implement the newest features. To develop the app, Android Studio and 
Adobe Photoshop were used for development and design. Also, iStocker is written in Java as the 
programming language.   
 
 
 
Brokering and Visualisation of Disparate Datasets for “Internet of Things” Applications 
Name: Alexander George Karavournarlis  
Degree course: Computer Science (3 Yr)  
Supervisor: Chris Fox  
 
Abstract. 
The project’s core outcome is the development of a data storage control system, based on the 
Model View Controller software engineering paradigm. The aforementioned enterprise software 
suite aims to satisfy the business case, emerging from the collaboration of sponsor “Smart 
Networked Environments”, and the Nottingham Train Station “Cycle Hub”. Heterogeneous data, 
accumulated by dedicated sensors, or provided externally, is modelled in a high-quality, comparate 
data resource, residing on two databases, one of which is relational, the other document-oriented. 
A RESTful web application allows the data to be accessed, either in a visually rich, intelligible form, 
or in data interchange format, upon API request. Role-based access control is established via 
authentication tokens, assigned to differing users, depending on their expectations and 
predetermined ends. The suite is built on the Sails.js framework. Its concerns are separated into 
two virtual subsystems, the "back end" and the "front end". The former utilises HTTP CRUD 
requests to access and manipulate the stored comparate data, as well as operational configuration. 
The latter consists of an end-user application layer, which provides informative, pictorially 
 
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representative output, as well as remote service controls. The specific use case presented to the 
public during the Open Day, facilitates the processing and presentation of live or retrospective data 
for indoor tracking beacons, either through the brokering platform, or through an independent 
client application, built for Android devices. The system integrates with other web-based services, 
such as the WAI2Go™ mapping system, previously developed by SmartNE, to better visualise the 
data. Both LoRaWAN™ and Bluetooth Low Energy will be presented, as alternative means of 
interfacing with the end devices. The former relies on "handshaking" with the host over the 
Internet, whereas the latter requires a compatible Android phone to pair with a node. 
 
 
 
Rhythmic Game for Mobile Devices 
Name: Jordan L J Davis  
Degree course: Computer Science (3 Yr)  
Supervisor: Dongbing Gu  
 
Abstract. 
The project was to create a rhythmic game for mobile devices, the mobile application is a 2D game platform, 
and furthermore this game is an original idea. Created using ‘Android Studio’, a software application used to 
create applications for devices running on android’s Operating System (OS) and written in the programing 
language of Java. An extension of Android Studio named LibGDX, uses an open sourced game framework, 
and gives the advantage to create the game on multi-platforms (Desktop, iOS, Android, etc.). 
Project pancake is a game that tests the user on how good their rhythm is, the game is primarily focused on 
flipping a pancake in the air and catching the pancake at the right time before it falls into the fire. The 
rhythm and tempo decides on if the user scores a point. If it’s a successful catch the game carries on 
otherwise its game over. Every time the user flips a pancake a randomly selected tempo will play, ranging 
between extremely fast or extremely slow. 
Project pancake operates using touch screen controls but the game’s main objective is to collect information 
on the user’s gameplay; how well their performance is and what to improve on, this is because the mobile 
game is designed for users that are having trouble with rhythm for musical instruments. This game is 
designed to challenge the user in order to get the best out of their performance so they won’t have trouble 
keeping up with different types of rhythms. 
 
 
 
 
 
 
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Face Recognition in 3D 
Name: Harsh Vardhan Pappu  
Degree course: Computers W Elect (3 Yr)  
Supervisor: Adrian Clark  
 
Abstract. 
This report describes research efforts and implementation of algorithms for a robust face 
recognition system in order to overcome many of the limitations found in existing two-dimensional 
facial recognition systems. Specifically, this report addresses the problem of "viewing angles" as the 
traditional systems only succeed to detect and recognise the faces in-front. The report is organised 
in two main parts: (i) Face detection (ii) Face recognition. A near real-tie face detection system has 
been developed that uses Haar features, PCA Algorithm and Gray Scale Algorithm. Then 
demographic information extraction of 2D facial images is captured. Images from video sequence is 
captured which then unwraps and maps the small frames in a 2D place creating a full face image. 
This image is then used for recognition which achieves the limitation of the face to be captured 
from sidewise. This technique is tested and implemented which in the near future might be a 
revolution. OpenCV, an open source library is implemented in python to achieve this. Keywords: 
Face Recognition, Face Detection, Feature extraction, Matching, Image Processing.  
 
 
 
 
Lab 1 (Project Room 5.503, Floor 5) 
 
Developing Analytical Applications for the Board of Directors 
Name: Martynas Vasiliauskas  
Degree course: Computer Science (3 Yr)  
Supervisor: Anthony Vickers  
 
Abstract. 
Business Intelligence is widely used by knowledge workers such as executives, managers and 
analysts to reflect on the operational efficiency and make accurate forecasts about future 
tendencies or economic conditions that lead to increased profits for businesses or, in case of 
government agencies, to improved performance and service to citizens.  One of the main issues 
with Business Intelligence is that in typical organisational environment data is spread out through 
various files and databases making it impossible to have a whole view of organisational 
performance. The processes of transforming raw data into meaningful knowledge most often are 
too complicated for end users and instead are taken care of by IT specialists leading to not only high 
operational costs but also delays and inflexibility. My application for Windows operating systems 
provides an elegant solution to this problem by allowing its users to combine data from various 
sources, such as Excel workbooks, CSV files and SQL Databases into a single workbook or database 
 
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which then can be updated anytime with a single click of a button and transformed into Business 
Intelligence with the help of Excel’s In Business A La Carte AppStudio, allowing fast access to 
reporting and dashboard tools without technical IT knowledge.   
 
 
 
Plexonis: Browser-Based Real Time Multiplayer Game 
Name: Konstantin Junovic  
Degree course: Computer Games (3 Yr)  
Supervisor: Richard Bartle  
 
Abstract. 
The increase in computation power and performance has led to new improvements in the 
computer game industry. Currently, the more popular platforms for playing games are consoles and 
personal computers. This project aims to create a game for a lesser-known platform - the web 
browser. While widely overlooked for more serious projects or games, most modern web browsers 
support HTML5 and WebGL, which allow the running of rich 3D applications without any additional 
installations. With the support of HTML5, web browsers now have the potential to rival native 
applications in terms of performance and utility. To this effect, this project connects the experience 
for multiple players using a client-server architecture, taking advantage of the features afforded by 
the browser. The multiplayer aspect is achieved using Websockets, which are a standard and are 
supported by most web browsers. To demonstrate these points a 3D space-trading game was 
designed and implemented. The players get to pilot their own spacecraft in open space, trading 
goods between planets and have space battles with players and AI alike. 
 
 
 
 
Lab 1 (Project Room 5.511, Floor 5) 
 
 
Elemental Shock - A Four Player Brawler Game 
Name: George William Cording  
Degree course: Computer Games (3 Yr)  
Supervisor: Diego Perez  
 
Abstract. 
Elemental Shock is a local multiplayer brawler game that uses five elements: Water, Air, Earth, 
Lightning and Fire for attacks. These attacks can cause temporary debufs that are more effective on 
characters with a weakness to those elements, likewise they are less effective to characters who 
resist them. The game uses the Unity 3d engine to run and has controller support, which will be 
 
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used for the demonstration. It is built to be run on computers however visions for PS3, PS4, Xbox 
360 and Xbox 1 can be built easily due to the nature of the Unity engine and that the game itself 
uses controllers for primary input. Each character has three elements that can be picked prior to a 
fight, these determine the effect of their attacks, diversifying the combos and changing the balance 
of the game.  Each player can select their team before they begin and therefore games can be 
played as a free for all, 2v2 1v3 or any other combination of up to four players. Combinations of 
attacks create a variety of projectiles that become more complicated and damaging the more 
complex the combo. This encourages specific attacking rather than mashing buttons to get any 
attack in. Characters are made before the fight, at which time each player can design their 
character by picking it's appearance, It's main type and it's two other types. This gives time for each 
player to plan their strategy and to try to determine what the other player's strategy will be. Each 
level has a unique appearance with zoned areas that have effects on players such as a healing zone, 
a damaging zone or an area where the strength of jumps are increased. The game itself is a 2.5D 
game, this means that the characters move on a 2D plain however the game itself is 3D, this has 
been emphasised by the rotation of the camera to follow the players as they move across the level. 
 
 
 
Creating a Self-Protection Security Zone 
Name: John Maguta  
Degree course: Electronic Engineering (3 Yr)  
Supervisor: Gan Zheng  
 
Abstract. 
The secure transmission of sensitive information, is becoming of greater importance in modern day 
technology. Data wirelessly transmitted by people of varying status's, from world leaders to even 
every-day civilians, must satisfy the privacy needs of each individual. With the ever increasing 
number of passive interception devices such as eavesdroppers, research and experimentation into 
this vital area.   
The project mentioned focusses on improving the security around any wireless communication 
between two hosts.  The main aim of the project was to conceal the data it transmits while 
simultaneously, actively denying the eavesdropper access to the data transmitted.  
The eavesdropper in this scenario is attempting to passively receive data with either detection or 
prevention during the process. For simulation purposes the eavesdropper can be a modern 
receiver, unencapsulating and demodulating any data that it receives. However due to the 
improvements of modern hackers, the eavesdropper is capable of greater complexity, through the 
implementation of algorithms.  
The security of a wireless communication device can be improved through various methods. After 
research on the subject, focus was directed to the Physical Layer of the OSI model (Open Systems 
 
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Interconnection model). Security measures introduced at the Physical Layer would cause sufficient 
interference with eavesdroppers of varying complexity. The Physical Layer would allow the security 
zone to be easily and effectively implemented in any wireless device, while ensuring the size of the 
security zone is customizable.  
The security zone built uses two main methods for improved secrecy, phase noise manipulation and 
thermal noise. To ensure that full duplex communication can operate during the prevention of the 
eavesdropper. The data transmitted from the system to a legitimate receiver may contain added 
interference and so the removal of that is also simulated. 
 
 
Big Data Analytics in Excel 
Name: Thomas Lewis Pavoux  
Degree course: Computer Science (3 Yr)  
Supervisor: Anthony Vickers  
 
Abstract. 
Nowadays with the expansion of memory into the region of Terabytes people are able to store 
more data than ever before on their computers and it is because of this that Big Data has now 
become one of the most heavily invested in areas of the IT industry. The effects of this has meant 
that today's affordable hardware contains a vast amount of memory and this coupled with new in 
memory database technologies makes previously impossible applications a reality. However, most 
users who try to harness this data are not very technical and use common tools such as Excel for 
such tasks as reporting. The aim of my project is to make being able to create scalable analytics of 
large datasets a reality for people of all IT abilities.  With the use of Excel in Business' A La Carte 
suite I have been able to take a large dataset and with the press of  two buttons that I have created 
the information goes from being a vast amount of numbers on a spreadsheet to a set of scalable 
visualisations that anybody can interpret. Acknowledgements: Paul Martin, Excel in Business. 
 
 
 
The Amazing Pilot Training Exercise (C++ Game) 
Name: Alexandru Preda  
Degree course: Computer Science (3 Yr)  
Supervisor: Mike Sanderson  
 
Abstract. 
The dream of becoming a young skilled pilot is all you have ever dreamed of. All that stands 
between you and your goal of becoming a navigator through the sky is finishing flight school. But 
make no mistake: there is very challenging ride ahead of you! Get ready for the most exciting flight 
 
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training exercise you’ve ever experienced. The Amazing Pilot Training Exercise is a 2D action-based 
game aimed to test your agility and flying skills by challenging you to pass a variety of obstacles and 
endure harsh weather conditions at great heights in order to graduate flight academy. As you 
progress through the levels you will encounter many kinds of obstacles such as rain or storm 
clouds, confused birds of all sorts or even objects from outer space. Guide your way through them 
and make sure you remain at a steady altitude in order to complete all the levels. The idea behind 
this project was to create a simple, minimalistic yet engaging and fun game anyone could 
understand and dive into in a matter of seconds. This project was created using Microsoft Visual 
Studio Professional. It was implemented using Visual C++, using only the MFC (Microsoft 
Foundation Class) library. Furthermore, it uses the Document/View architecture, commonly applied 
in many Windows OS applications. This game was designed to work on any Windows machine 
(running Windows 7 or newer). 
 
 
 
Evaluation of a Content Management System for Building a Collaborative Website 
Name: Adachi Tolulope Madufor  
Degree course: Computer Science (3 Yr)  
Supervisor: Michael Gardner  
 
Abstract. 
Websites content management systems are known to make the work involved in building a website 
a bit easily for people with little or no technical experiences. This project is aimed on evaluation 
how efficient this content management systems are in general, describing the pros and cons 
involved while using system. This will also include building a collaborative website for this project. 
The report will include the work done which lead to the evaluation conclusion, the top three 
Content management system will be compare and one of them will be evaluated in more details 
within the duration of the project. For a test case, the chosen content management system will be 
used in building a collaborative website for the immersive education laboratory for the University 
of Essex. 
 
 
 
Web-Based Programmed Learning 
Name: Zhuolin Yang  
Degree course: Computer Science (3 Yr)  
Supervisor: Sam Steel  
 
Abstract. 
This project is about creating an online opening platform programmed learning system. This system 
is designed follow with online education characteristics for teacher and student behaviours.  
 
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The main features of this project are focus on implement these two different account user 
permission behaviours in the web platform. After user register their own account in this web 
system, they can obtain the permission which is teacher or student that they choice before. 
The student account main behaviour more focus on study in this website. That student account 
user can follow with a linear structure study model, step by step student in this web system. And 
each of step will give a small test and feedback for student that help they found their study 
problem and self-pacing their study plan. In addition, student can save the step page in their own 
account and fast access the step to continue study when their next time log in. 
The teacher account main behaviour more focus on management the web system. That teacher can 
upload new courses and new questions which want to use to teaching students. And teacher can 
update the old courses, change the old course and question data. Moreover, teacher can check 
every student study state and give some comments for students. 
 
 
 
Not So Deep Space 
Name: Abdusamad Makhmudov  
Degree course: Computer Games (3 Yr)  
Supervisor: Martin Colley  
 
Abstract. 
Not so Deep Space is a 3D Platformer game made in Unity. The game implements puzzle mechanics 
and requires fast reactions to be able to easily progress through levels. Main protagonist is an 
astronaut Zyke, whose destiny is to stop the tyranny of the robots and free the humanity from their 
oppression. The game is visually advanced and was designed to have a comic feel to it. To make the 
game more challenging, different obstacles and puzzles were added to each 'hostile' level. 
Examples of obstacles are jumping puzzles, enemy robots and hazards like lava. With progress 
through the game, player earns money which he can spend to buy new equipment and purchase 
ammo. The game has background music and sound effects adequate to the occurring events. The 
game was written in C# language, objects were created using Google SketchUp and Photoshop, 
sounds were edited in an online sound editor TwistedWave.   
 
 
 
 
 
 
 
 
 
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Lab 1 (Project Room 5.515, Floor 5) 
 
Web-Based Programmed Learning 
Name: Charalampos Papachristofi  
Degree course: Computer Science (3 Yr)  
Supervisor: Sam Steel  
 
Abstract. 
Web-Based Programmed Learning project is a web application online learning system that have 2 
kind of users (admin, normal users). The main goal of this project is to develop a system that is 
capable of changing its content and data located in the database from the admin interface of the 
system. The user interface should consist seven subjects to be studied from users and six submenu 
navigation for each subject. Each subject should have an introduction explaining to the user what 
this subject is talking about and what the user might learn by taking and studying this subject. 
Moreover subjects will have a multiple choice quiz based on the content studied from users. The 
multiple choice quiz will be consisted by 20 questions that are located in the database and also 20 
possible answers that are also located in the database. Furthermore the Online learning system 
should be able to store data located in the database with their corresponding title and images 
showing and defining various topic for each subject. Users initially should create an account in the 
online learning system by registering and then they will have the ability to access the information 
for each subject that are stored in the database. 
 
 
Open-Domain Question-Answering System 
Name: Christos Demetriou  
Degree course: Computer Science (3 Yr)  
Supervisor: Michael Fairbank  
 
Abstract. 
In the past few years, due to the increased textual analysis and manipulation technological 
advancements, systems have been developed able to answer questions in natural language. The 
present project is an Open-Domain Question-Answering System (ODQAS) application implemented 
using the Java programming language which aims to answer factoid questions. Factoid questions 
include the following types: "What", "who”, "where", "when", "which", "why", "whom". Being an 
“open domain” question answering system, there is no restriction on the subject of the question. 
The system is provided through a simple graphical user interface which enables user interaction. 
The document retrieval is web based utilizing the Google Custom Search API. The user is able to 
submit a question in plain English. The system aims to give a short and simple answer in order to 
avoid any unnecessary flaws when forming the answer. The question provided by the user is broken 
down and analysed as to determine the question-answer type. A derived query which contains part 
 
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of the question paired with the answer type, is send to the Google API. The web pages returned by 
the API are parsed, extracting all contained text from the HTML structure. The derived text is then 
filtered with different models of the OpenNLP library applying name entity recognition, depending 
on the answer type, searching for candidate answers. A list of possible answers is then constructed. 
The answer selection works by distinguishing the most frequent answer across the pages collection 
returned by the Google API. The candidate answers are sorted using term frequency–inverse 
document frequency (TF-IDF). The highest scoring answer is then presented to the user in natural 
language. 
 
 
Med Transport – Web Application 
Name: Michael Christos Michailidis  
Degree course: Computer Science (3 Yr)  
Supervisor: Luca Citi  
 
Abstract. 
Business industry has become more efficient, skilful and productive with the usage of digital 
technology during the last decade. Nowadays, any kind of business obtain lots of advantages in 
many sectors such as automated processes, storing and protecting information by adopting such 
technology. The medical sector is one that could significantly benefit from the usage of digital 
technology given the high pace with which medical personnel work on a daily basis. The purpose of 
the present project is the development of a web based database application that aims to plan each 
day’s schedule considering a non-emergency medical transportation charity. This would be 
achieved by using Wakanda application development platform which follows the Model View 
Controller architectural pattern. The platform consists of Wakanda Studio, Wakanda Server and a 
JavaScript framework that provides the user with server-side and client-side APIs to interact with 
the datastore. Both Wakanda Server and the Web applications use JavaScript language. Med – 
transport web application can provide and facilitate any company that uses any traditional way for 
the scheduling of its daily trips rather than a sophisticated and efficient software application. 
Operators using this kind of software would be allowed to easily manipulate and manage all of the 
company’s data about patients, personnel and fleet. Moreover the same or another operator using 
this application, has the privileges to plan and schedule the trips for the next day and then to 
produce a printed program respectively.  All the information of the system is stored and maintained 
into structures called “datastore classes” where the user would be able to view and modify.  
 
 
 
 
 
 
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Extracting Knowledge about Human Rights Violations from Social Media 
Name: Daniel John Page  
Degree course: Computer Science (3 Yr)  
Supervisor: Hani Hagras  
 
Abstract. 
Analysis of social media is being increasingly used to try and understand the society we live in and 
events which are unfolding.  Human rights violations are no exception to this and social media can 
provide a valuable tool to help identify potential violations and gather critical evidence for possible 
future prosecutions.  Analysis of social media however poses some challenges since almost all of 
the material posted on social media is of no use and has no relevance to human rights.  This project 
aims to overcome this setback by automatically analysing social media posts to find what is of 
interest.  The program analyses tweets from twitter and filters these out which contain a keyword 
of interest.  For example if we want to find tweets about torture words such as cigarette burn or 
electric shock are of interest.  Next the tweet is compared to tweets which are known to be about 
what the user is interested in, such as current human rights violations.  If the word frequencies 
and/or linguistic structure is sufficiently similar to that of other tweets of interest to the rest of the 
tweets which match the keyword, they are considered matches and fed back to the user. 
 
 
 
 
Lab 2 (Room 5.518, Floor 5) 
 
Swashbuckling Tavern Brawl Game 
Name: Maxwell Thomas Bonnefin  
Degree course: Computer Science (3 Yr)  
Supervisor: Richard Bartle  
 
Abstract. 
Brawling Buccaneers is a 2D, top-down brawling game set in a tavern during the era of pirates and 
swashbuckling. The tavern is populated by a multitude of drunken brawlers who are engaged in a 
bar fight. The combat is designed to be both strategic and fast-paced, this is achieved by the 
implementation of rock-paper-scissors-esque swordplay that encourages tactical thought, along 
with high-speed enemy decision making. In order to add variety to brawler behaviour, each one has 
a different personality. This leads to much more interesting and engaging gameplay. It is achieved 
by the generation of values for the different attributes that each brawler has. For example, a high 
cowardice attribute will make a brawler more likely to attack an already weakened enemy or to run 
from a fair fight, whereas a high aggression attribute will make a brawler tend to attack with little 
regard for personal safety. This game was programmed in Java entirely from scratch and 
development will be continued into the future with many more features already planned such as: 
 
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explosive barrels of gunpowder; swinging from chandeliers; jumping on top of tables; the addition 
of more types of weapons and local co-operative play. 
 
 
 
ICT for Electronic Health Records 
Name: Freddie Hutchinson  
Degree course: Information and Communication Technology 
 
 (3 Yr) 
 
Supervisor: Sam Steel  
 
Abstract. 
The aim of this project is to conduct research regarding the requirements of electronic health 
record systems, and as a result to design and implement an appropriate ICT system. Using Python, 
Flask and SQLite3 the system that has been developed takes the form of a web application which 
follows the Model-View-Controller (MVC) design pattern. 
The web application promotes the ability of creating, updating and storing multiple patient’s 
Electronic Health Records (EHRs) which different end users can interact with. The system is used as 
a mean of providing support for medical providers, by allowing them to monitor the progress of a 
patients’ health with each problems that they may have encountered. The system itself is targeted 
at both medical employees and patients, with different tasks being available depending on the type 
of user that has successfully logged into the system.  
Each patient’s medical problems are recorded into the system with the use of medical notes by 
medical employees. These notes are the result of different interactions between the medical 
employees and the patient, whether it is an appointment or treatment. These notes are used to 
record any changes in the symptoms evaluated, whilst updating the progression of the problem 
that is being encountered. The problems listed for each patient can be expanded, in order to view 
each of the recorded notes. 
 
 
 
Akela - C++ Game 
Name: Kanishka Siriwardana  
Degree course: Computer Games (3 Yr)  
Supervisor: Martin Colley  
 
Abstract. 
Akela is the name of the game. It is a third-person character action game created using the Unreal 
Engine and coded in C++.My goals for the project were to come to better understand game engines 
and how program code works with them. I also wished to understand the range of tools available to 
artists, programmers and designers when creating games. Akela is a combat game in the vein of 
 
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Bayonetta and Devil May Cry. I chose to create a game of this type as they are finely tuned in terms 
of controls and while I've had some experience making games without an engine, I've never been 
able to capture the feel of these games. I'm more of a designer than a programmer but I wished to 
better understand how these games are created so that I am aware of the limitations of the 
medium which should help me to become a better designer. A game design document was also 
created alongside the game as I wanted to practice writing them. Prior to this, I had written one for 
a previous module and I enjoyed the process and it helped me to better formulate my game ideas. 
Overall, I created Akela to help me get a sense of how games are created so I am better prepared 
for a career in them. 
 
 
 
Samuels' Checker Player 
Name: Joshua Scivier  
Degree course: Computer Science (3 Yr)  
Supervisor: Luca Citi  
 
Abstract. 
In the 1950's Arthur Samuels developed a Checkers playing computer program that for the first 
time implemented machine learning strategies, including his independent seminal work on Alpha-
Beta pruning of search trees, therefore allowing the programs performance to improve, over time, 
with repeated play against human opponents or against variations of itself. The scope of this 
project is threefold; first, to reproduce Samuels' program using modern software development 
techniques and programming languages, second to take advantage of the massive increase in 
available processing power and memory storage since the 1950's and lastly to implement more 
modern search strategies such as Monte Carlo tree search as means of comparison against 
Samuels' original tree search procedure.  
 
 
Material Classification Using Deep Convolutional Neural Networks. 
Name: Georgios Stamatiadis  
Degree course: Computer Networks (3 Yr)  
Supervisor: Klaus Mcdonald-Maier  
 
Abstract. 
The main goal of this project is to compare three (Fast, Medium, Slow) different architectures of 
Convolutional Neural Networks (CNNs) that are pre-trained to see which one manages to best 
classify Materials in images. The results of this comparison will be presented, along with the 
method used, in a publication paper, which is going to be the final product of the project. The 
system works by sending the Train and Test images (presented above) to the Convolutional Neural 
 
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Network. The Neural Networks produce Feature vectors that are then sent to the Support Vector 
Machine (SVM) to perform the classification and produce the Precision-Recall Curve as well as 
display the Ranked images of both training and testing data. The goals in detail are: 1. Creation of 
Datasets for training and testing: This goal has been completed. In detail, the UBO2014 dataset that 
is going to be used for training has been downloaded and extracted from BTF format to JPEG 
format, the FMD dataset has also been downloaded and extracted. The Matlab IEEE 754r Half 
Precision floating point converter and an external Matlab library have been used to do the 
conversion. The resulted dataset consists of 105804 images, 15120 images for each of the 6 
materials (carpet, fabric, felt, leather, stone, wallpaper, wood).2. Creation of the Software System 
of CNNs and SVM: This goal has been achieved. All the CNN architectures and the SVM have been 
downloaded. The CNN system has been set up and working.3. Creation of table of results for 
Material Classification: This goal has been achieved. The table comparing deep learning CNN 
architectures in different materials has been created. The table compares the results by using 
Average Precision and Precision Recall Curve.4. Find which machine learning method to use, 
according to the comparison of results: This goal will prove which method wields the best results 
for Materials Classification, deep or shallow and by how much. 
 
 
 
Mining Operation - Unity Game 
Name: Cristian Olteanu  
Degree course: Computer Games (3 Yr)  
Supervisor: Norbert Völker  
 
Abstract. 
Mining Operation is a 2D Adventure Sidescroller game that I developed as my final year project 
using Unity as a game engine and C# as the programming language. The game is designed for 
mobile phones and tablets, both on iOS and Android and my aim is to release it on these platforms 
once it is completed. The game world is procedurally generated based on five depth layers, each 
with three parts. Therefore, this enables a gradual distribution of the ores on the layers. Every time 
the player starts the game, a new world is generated which gives the player the opportunity to have 
an endless amount of gameplay. The player starts by taking control of a mining machine and his job 
is to mine for ores in order to sell them so he can upgrade his machine. These upgrades are 
necessary because the digging machine runs on fuel and it can overheat when reaching certain 
depths. Thus, based on the machine upgrades, the player will be able to go deeper and find finer 
and better ores. 
 
 
 
 
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Investigation of Twitter Messages 
Name: Oyinsola Olawunmi Oreyomi  
Degree course: Electronic Engineering (3 Yr)  
Supervisor: Riccardo Poli  
 
Abstract. 
The term entropy in the context of electronic communication can be defined as the measure of 
unpredictability in messages. The aim of this project was to investigate the observation/suggestion 
that messages exchanged on the social media platform Twitter have lower entropies compared 
with standard text as used in books, newspapers, and face-to-face conversation. The English 
language is quite predictable and is therefore said to have a low entropy. Though it is difficult to 
exactly predict the next word in a sentence, it is fairly easy to guess what combination of letters 
belong together. Furthermore, since Twitter limits the number of characters allowed in each 
message, one could ask whether this has meant users compress their messages and repeatedly use 
the same words to communicate, thereby leading to Twitter having a low entropy. This 
investigation was accomplished by analysing various Twitter and standard text corpora. 
 
 
PHP Website Content Management System 
Name: Michael John Richards  
Degree course: Computer Science (3 Yr)  
Supervisor: Jianyong Sun  
 
Abstract. 
This project involves the development of a PHP based, social media website that aims to explore various 
techniques of client to server communication. This includes polling techniques through the use of AJAX, and 
bidirectional communication using the WebSocket protocol through Node.js. 
The main purpose of the website is to allow users to upload gaming “Mods” (or “AddOns”), which they have 
been developing, to the server so that others may download them as well as comment and rate them. Each 
of these uploads will be given their own unique project web page to which the owner of this project will be 
able to manage its content. This content includes images, YouTube videos, installation instructions, a 
comment section, and much more. 
For those who are interested with databases, MySQL has been used as the primary database for handling 
most HTTP requests, however MongoDB is also being used to manage all instant messaging communication. 
There are many more features available on the site including a login system which also lets you optionally 
choose to sign in with your Facebook account instead, instant messaging chat rooms, a “Tinder-like” voting 
system, and the ability to submit blogs and announcements. The aesthetics of the website is aimed towards 
the gaming community and looks very stylish, especially with the use of many animation effects using 
jQuery. I hope you like it and thank you for reading. 
 
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QR Code Generator 
Name: Emeka Jr Stephen Ezechukwu  
Degree course: Computer Science (3 Yr)  
Supervisor: Kun Yang  
 
Abstract. 
The QR code (Quick Response Code) is a type of matrix, two-dimensional barcode that started off in 
the Japanese automotive industry by Denso Wave. Since then it has fast become popular in many 
industries such as the Fast Food and Marketing industry due to its readability and easy to use. 
Nowadays, it is currently being used in tracking applications and convenience-oriented applications 
aimed at mobile phone users it started in the automotive industry and it faster became popular due 
to its fast readability. QR codes can be used to display almost anything, from Wi-Fi details, 
geolocations, vCards and more standard pieces of data such as emails, Text and SMS messages. In 
order to do this, I have created a QR Code Generator in the form of an android mobile application, 
which has dominated the mobile application industry due to its open-source nature and the ease of 
which you can build and put up apps on the play store. QR codes are made in stages, starting from 
inputting your text, encoding, error correction, which will then produce a finished QR Code. In this 
project, I will make use of the If you wish to know more about QR Codes and how i have 
implemented it, please don’t hesitate to come along and see my project.  
 
 
Virtual Reality Superstore 
Name: Ioana Petcu  
Degree course: Computer Science (3 Yr)  
Supervisor: Michael Gardner  
  
Abstract. 
Virtual reality is a computer generated environment which simulates the real world, using 
computer graphics and sound and lets the user interact with the world and move around it, 
creating the illusion of a real world. Although generating such an environment is not easily 
achieved, Virtual Reality is very popular and used especially in the gaming industry, but also 
commonly used in many other domains because of its ability to provide a standardized, 
reproducible and controllable environment. Every store holds most of the data about objects layout 
within the store, but they do not have the software to create 3D models. Hence, FJ McManus 
proposed to create an app that a customer can use to shop in a virtual superstore and ultimately 
buy products, knowing is something every company can make use of, bearing in mind that virtual 
reality is a growing industry. Thus, this work-in-progress project Virtual Reality Superstore 
represents the development of an auto generated 3D virtual reality store from a database using the 
agile methodology, since any change within the project is decided by my client. The programs and 
languages used in this project are Unity3D Gaming engine, MySQL, SmartFoxServer 2X, Eclipse, Java 
 
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and C#. It reads data from a Database and generates a 3D Virtual world constructed with the 
objects found into the Database. The development of this software includes creating the database, 
so the owner of the superstore can add his existing data into it, testing the included data, making 
sure the information creates a valid, high-quality store, connecting Unity 3D to the Database and 
auto-generating the 3D world. Since there is not a direct solution to get the data from the 
Database, a server was used, SmartFox 2X. This connects the database to the server using an 
extension, which sends the result of a query, holding all the objects with their information, then 
Unity connects to the server and gets the extension result. Once you press play, you are connected 
and the store is generated. The test script is a Java hand coded program which extract the data 
from the Database and makes different tests on different queries such us checking that no two 
different objects overlap, or that the products are placed onto a shelf. As future development goes, 
the software will have CSV files so that the owner can easily add data into the table and it will also 
include detailed user guides and configuration instructions, which I plan to evaluate, making sure 
that anyone can understand them. Another feature will be having the test script as dynamic SQL 
statements. Acknowledgments: FJ McManus 
 
 
Scoremaster, A Real-Time Multi-User Application Using SignalR 
Name: Huseyin Serkan Sahan  
Degree course: Computer Science (3 Yr)  
Supervisor: Mike Sanderson  
 
Abstract. 
ScoreMaster is a real-time multi-user application, built with the asp.net web framework. The core 
feature is to allow users to create lobbies with friends to compete with their real-life archery 
scores. In order to improve the user experience, additional features have been implemented, such 
as:   - User Accounts   - Friends List   - Creating Game Lobbies   - Real-time scores and chatNow an 
overview on the technical information, as well as development of ScoreMaster. The system was 
built using asp.net and the MVC paradigm. SignalR, a server-side library for asp.net, has been used 
to create the real-time functionality and MS SQL for the database portion. The combination of 
these technologies allowed me to create ScoreMaster. If this has woken any interest, find me 
during the Open Day or email me at: hssaha@essex.ac.uk. 
 
 
 
 
 
 
 
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Live Streaming from an IP Camera to Android 
Name: Matthew Gladden  
Degree course: Computer Science (3 Yr)  
Supervisor: Dongbing Gu  
 
Abstract. 
For my final year project I will be producing an application which receives and displays a live stream 
from an IP Camera to any Android Smartphone. The application will provide the users with abilities 
to view and control the live stream from their IP Camera to any Android device with the application 
installed, remotely over the Internet using the IP address and username and password if required. 
The application will be able to take screenshots and save them within the app to access at any given 
time, it will also be able to move the IP Camera to enable a better view for the user and include 
various settings to control the footage of the live stream. 
 
 
Wavelet Analysis for Information Extraction from Surface Electrodes 
Name: Yu Hon On  
Degree course: Electronic Engineering (3 Yr)  
Supervisor: Francisco Sepulveda  
 
Abstract. 
Surface Electrodes become a lot more popular and common to extract electromyography (EMG) 
signals with the increased use of the non-invasive property. The signals are also known as surface 
electromyography (sEMG). However, several problems arise when using the raw signals recorded 
from these electrodes. First, the surface electrodes record the cumulative sEMG signals from the 
skin surface, so the quality of the recorded signals are affected by power line noise, poor 
conductivity, etc.. Second, the nature of the EMG signals are stochastic. It is very difficult to obtain 
useful and reliable information from the raw signals and apply them for different purposes directly, 
such as clinical diagnosis, prosthesis limb control, gaming controllers, etc.. Therefore, the pipeline 
procedure - Pre-Processing (Band-pass filter & Notch filter), Wavelet Packet Analysis (using 
Symmlet and Biorthogonal Family Wavelets), Davies-Bouldin Index (used for feature selection), 
Linear Discriminant Analysis (used for classification), and confusion matrix (used for evaluate the 
classification performance) are chosen to process and analyse the sEMG signals in this project. In 
this project, four movements (pre-recorded signals) were being analysed, which are right & left 
wrist extension, right elbow flexion & extension. Time domain and Time-Scale domain features 
were extracted from the pre-processed and WPT signals respectively, because of their simplicity 
and low computation cost. The best features are selected by the DBI, and will be used to train the 
LDA classifier. The LDA classifier is chosen in this project to avoid over- or under-training. The result 
obtained will be evaluated for accuracy, and will then be used to control a virtual plane. The current 
 
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progress of the project is in the feature extraction/selection stage. Compared to the planned 
schedule, the project is slightly ahead of the schedule.     
 
 
 
 
 
 
Lab 5 (Room 4.513, Floor 4) 
 
Two Player Board Game for Mobile Phones 
Name: Alexander Taylor  
Degree course: Computer Science (3 Yr)  
Supervisor: Martin Colley  
 
Abstract. 
For the final year project I decided I wanted to create a multiplayer board game for an android 
device, because of android's popularity. The game I chose to implement is chess, due to my 
familiarity of the game. The project allows two players to communicate with each other via a web 
server that is written in Java, this is accomplished through use of client/server Sockets. Both players 
will launch the same application and connect to the web server in the same way, the only 
difference would be the fact that they can choose what colour they would like to play as (the 
connection is established based on their chosen colour). The game implements the basic rules of 
chess. This being; white piece player moves first, then they take turns moving pieces until check-
mate has arisen, after such the game ends and each player is notified by the server.  
 
 
Femtocell's Video Caching with Secure Delivery 
Name: Luke Weston  
Degree course: Computer Networks (3 Yr)  
Supervisor: Gan Zheng  
 
Abstract. 
This project demonstrates the efficiency of caching video content in nearby femtocells in order to 
reduce the amount of traffic that traverses the internet. Although content delivery networks use 
algorithms to determine the closest content delivery server to the client to speed up the process, 
video traffic still equates to around 50-65% of the internet traffic sent across the internet. The 
demonstration simply shows a few mobile devices all trying to request different video files from the 
same content delivery server. There will be two comparative examples: one of which will 
demonstrate the traditional process of content delivery; and the other will demonstrate the 
 
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proposed effective use of caching in femtocells, thereby reducing the amount of traffic sent over 
the internet as well as the amount of requests the content delivery server receives. The femtocells 
run algorithms to determine the most popularly requested files and then stores them files in its 
cache in anticipation of future users requesting files. This pre-processing between the femtocells 
and the server on the Content Delivery Network (CDN) means that each request made from the 
mobile users is never sent past the femtocells and doesn’t flood the internet with video content 
requests and replies. The outcome of this project is to assess the improvement in efficiency of the 
proposed scheme over the traditional scheme, with the aid of an animation and the network 
simulation tool, OMNet++.  This project also studies the security issues in delivery from the 
femtocells to the mobile users. 
 
 
Building an Open-Domain Question Answering System 
Name: Susan Yakuba  
Degree course: Computer Science (3 Yr)  
Supervisor: Francisco Sepulveda  
 
Abstract. 
Question Answering (QA) is a part of Natural Language Processing (NLP). NLP is a field of computer 
science that uses computational techniques to analyse natural language text. The aim of question 
answering is to take a natural language question as an input and to return the correct answer as the 
output. For this project the implementation of the system was done in Python using the Natural 
Language Toolkit (NLTK).  The two main goals of the system are: 1. To return a correct answer at 
least 50% of the time.2. To be easy for everyone to use, regardless of their technical ability. It is a 
scaled down version of a QA system. Only “where” or “who” questions can be asked, so the answer 
will always be a location or person. This program uses the semantic structure of the user’s question 
and Named Entity Recognition to extract the correct answer from text. The NLP techniques used 
are:     •Named Entity Recognition (NER)   •Named Entity Extraction   •Part-of-speech tagging (POS)   
•Snowball Stemming     •Tokenisation   •Word Normalization 
 
 
 
Colour Sudoku 
Name: George Niculai  
Degree course: Computer Science (3 Yr)  
Supervisor: Mike Sanderson  
 
Abstract. 
This final year project is about designing and implementing a working puzzle game called Colour 
Sudoku for Android smartphones. Colour Sudoku is a variant of the popular Sudoku puzzle game.  
 
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What sets it apart from the regular Sudoku puzzle is the addition of an extra constraint. Apart from 
having to uniquely insert numbers into every line, be it horizontal, diagonal or vertical, as well as 
each block of cells, in Colour Sudoku the player must respect each cell's Colour too. This adds an 
extra level of challenge to the popular game, and ensures that both new players and Sudoku 
veterans alike will be faced with a challenge. For this game's implementation, I have successfully 
implemented the 3 core parts to the puzzle generation: a solver, which has the ability to solve an 
empty grid along the game's constraints; a grid generator, which generates the playable area over 
which the solver iterates; and a digger, which takes the solved puzzle generated by the solver and 
empties out cells, thus giving the player an incomplete puzzle which he can attempt to solve. After 
the player inputs a number, the solver also checks against the constraints to see if the number is 
compatible with the puzzle. Thus, the game is able to both generate an incomplete puzzle, as well 
as check the player's input when attempting to solve the puzzle. 
 
 
Computer Game - Cosmic Defence 
Name: Glenn Carl Baker  
Degree course: Computer Science (4 Yr)  
Supervisor: Norbert Voelker  
 
Abstract. 
Cosmic Defence is a science fiction themed Tower Defence computer game that aims to seduce the 
player with its aesthetically pleasing imagery and engaging gameplay. Cosmic Defence does not 
attempt to reinvent the genre’s wheel instead recreate the expected traits in a manner that feels 
both familiar and intuitive to the player. The genre itself is heavily reliant on A.I; this constituted 
some of the biggest challenges in the projects production, but also turned out to be some of the 
most pride worthy elements.  Additional notes: Cosmic Defence will be observable and playable at 
my stand for all those that wish to see more. I also encourage you to ask any additional questions 
that you may have and I'll be happy to answer them.  
 
 
Mbed Control of Pwm Converter for Electronic Loads 
Name: Sandy Kyrille Nzobatinya  
Degree course: Electronic Engineering (3 Yr)  
Supervisor: Stuart Walker  
 
Abstract. 
Nowadays, it is gradually becoming more clear that fossil fuels are endangering the climate, 
meaning that at the moment our way of living is unsustainable. The idea of relying on the sun’s 
power has been discussed for ages, and in the last decades it begun turning into reality. However, 
 
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the biggest issue with these PV system is represented by the low efficiency. Indeed, since the 
output of the photovoltaic system is strictly dependent on the environmental conditions, an 
optimized power output cannot be achieved. In order to obtain a maximized power transfer to the 
output, a buck-boost converter with an appropriate MPPT (Maximum Power Point Tracking) 
algorithm have been implemented. In this way, the PV system’s output voltage results being 
controlled at optimal values at any time, under different solar radiation conditions.  
 
 
Selective Breeding of Evcs Using Genetic Algoritms 
Name: Antonis Pishias  
Degree course: Computer Science (3 Yr)  
Supervisor: Diego Perez  
 
Abstract. 
A CPPN-NEAT implementation of genetic algorithms that evolves the behaviour of randomly 
generated virtual creatures. Evolving them to jump off the ground, locomote, chase an enemy or 
flee from one. The creatures consist of a randomly generated skeleton and a neural network that 
controls their behaviour. The skeleton of a creature is made up of prefabricated objects with 
different functions. These objects consist of a cylinders and spheres that apply a variable torge 
depending to the output received from the neural network controller as well cuboids that can apply 
variable forces depending on respective outputs. The underlying neural network takes the location 
of the skeleton body parts as input and returns a three dimensional vector of force to be applied on 
the respective body part. The genetic algorithm evolves the neural network within each creature 
that controls its behaviour, based on the relative performance, fitness, of the creature. New 
offspring are produced through either crossover, mutation or simply cloning. The best of each 
generation are automatically saved for later comparison. This project has been developed in the 
popular game engine Unity, taking advantage of the included physics engine. 
 
 
Mobile Sudoku 
Name: Ashley Lukudi Nzomono  
Degree course: Computer Science (3 Yr)  
Supervisor: Martin Reed  
 
Abstract. 
The aim of the project was to bring the well-known Sudoku game to android devices. The game 
seeks to fulfil the desires of all Sudoku lovers and delivers a range of different difficulties. This aims 
to please the hard-core solvers to casual players and even beginners, wanting to give the puzzle a 
try. The android mobile game of Sudoku aims to deliver an enjoyable experience, Mobile Sudoku 
 
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allows the quick input of a number with the convenience of undoing any mistake without having 
the need to use a rubber .For the creation of the Sudoku game a backtracking algorithm is 
implemented. This inputs a random numbers 1-9 while making checks to ensure the grid is still 
valid. If at any point the grid is not valid it will go back and make corrections.  The game sticks to 
regular rules of Sudoku and offers one unique solution.  
 
 
Augmented Educational Games (Simulator) 
Name: Chanon Wasusopon  
Degree course: Computer Science (3 Yr)  
Supervisor: Michael R. Gardner     
 
Abstract.  
Educational game with the implementation of augmented reality technology on the topic of sailing. 
The game will be able to use for educate users on sailing knowledge and provide users with 
entertaining aspect of digital 3D model of boats other objects. Sailing is special skill which require a 
lot of knowledge and information in order to be able to sail a boat. However with digital model 
hand-on experience will help to make learning how to sail become easier and enjoyable. The 
application will be implemented with augmented reality technology to enhance the visual of the 
objects and make the application to become more entertaining and engaging for user. Application 
that will help to educate user how to react to different kind of scenarios when face a certain 
direction of wind or current during sailing. For the game mechanic the user will have freedom to 
move the model of the boat, wind direction and even a wind current.  
 
 
New Tcp 
Name: Daniel Kieran Szabo  
Degree course: Computer Systems Engineering (3 Yr)  
Supervisor: Gan Zheng  
 
Abstract. 
TCP’s main purpose is to provide reliable transmission of packets, however over a wireless network 
TCP performs poorly. This paper investigates the reasoning behind TCP performing badly in a 
wireless environment using the network simulating software NS2. There are several simulations 
created and analysed which include how the number of flows in a wireless TCP network affect the 
average throughput, how the mobility of nodes affects the throughput of a TCP network and how 
packet loss affect the throughput of TCP variants in a wireless network. A delay system of the 
acknowledgment packets was implemented which improved TCP’ performance as this ensures that 
 
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not an unnecessary amount of acknowledgement packets are being used and in turn improves the 
throughput as acknowledgment packets and data packets use the same channel so when the 
amount of acknowledgment packets are reduced, more data packets are able to pass through the 
network. 
 
 
 
Children's Game 
Name: Somtochukwu Francis Idigo  
Degree course: Computer Games (3 Yr)  
Supervisor: Richard Bartle  
 
Abstract. 
This Project is a 2D Game geared towards a specific target Audience. It runs on PCs and is made 
with the Unity Engine. I have been able to deliver a number of things, such as: 1) An Age 
appropriate game for Kids between the ages of 5 and 7.2) Functional game with all the basics 
working. Working on this project has led to a number of things, such as an understanding of coding 
with C#, Better grasp of the Unity Engine and a better understanding of how games are made in 
General, from the planning, pre-production, all the way through production. 
 
 
ICT for Electronic Health Records 
Name: Junior Ogundare  
Degree course: Computer Science (3 Yr)  
Supervisor: Norbert Völker  
 
 
 
 
Developing a ‘Guide Dog’ Smartphone App 
Name: Claudia Olariu  
Degree course: Computer Science (3 Yr)  
Supervisor: John Gan  
 
 
 
 
 
 
 
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Measurement of Mobile Phone Batteries 
Name: Damian Rajendren  
Degree course: Computer Science (3 Yr)  
Supervisor: Mike Sanderson  
 
Abstract. 
This project involves the measurement of mobile phone batteries to identify correlations between 
feature usage and current output. The problem I am striving to tackle is the identification of battery 
draining functions of the modern day smartphone, and how they may be tackled or nullified 
effectively. Using my extensive research it has come to my attention that there is a rarity of battery 
measurements while using the correct equipment therefore I may find results that haven’t been 
previously addressed if I took a different route. To do so I have decided to use the Power Monitor 
by Monsoon Solutions which is a robust power measurement solution for lithium batteries. This 
enables me to gather real time data illustrating the flow of current out of the battery 
simultaneously with the phone being used in an a series of experiments on multiple major 
functions.  89% of the British public rated long lasting batteries their main concern [1], beating 
trusted branded names, fast processors, and camera quality, and clearly it is a field that requires 
much needed research and attention especially with the vast improvements of other aspects of the 
mobile phone in past years. Reference [1] C. Arthur, “Your smartphone’s best app? Battery Life, say 
89% of Britons,” The Guardian, 21 May 2014. 
 
 
Pi Sec: The Raspberry Pi Security System 
Name: Ronald N Grant  
Degree course: Computers with Electronics (3 Yr)  
Supervisor: Professor Dongbing Gu    
 
Abstract. 
(1) Have you ever wondered how much functionality can be packed into a device the size of a credit card? I 
have.  
(2) Have you ever wondered how much functionality a security system could have using cheap components 
and open source software? I have. 
(3) Now then, have you ever wondered about both those things at the same time? Well guess what, I have. 
My name is Ronald Grant, an Engineering student here at Essex University. As mentioned prior the name of 
my project is “Pi-Sec: The Raspberry Pi Security System”, the idea behind this project was somewhat selfish 
on my part, I did not choose a project from the list give to me as I felt it would be better if I made something 
I was actually interested in making, so I came up with the idea of a security system. Instead of using 
proprietary software like Samsung uses for Smart Things or like Google uses for Nest, I decided to go along 
the route of open source software and hardware to try and implement most, or all of the features a system 
 
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like Nest (from Google) or Smart Things (from Samsung) would have. The device is by no means completed, 
but there are certain features I wanted it to have before I could say that it is at a stage where I could 
comfortably satisfied with the progression. In actuality this type of project could go on for a very long time as 
the hardware platform, The Raspberry Pi, is always being upgraded, which means that the system could 
overtime become as complex as I see fit, however for the purpose of this assignment, there were some 
functional and non-functional requirements put in place to ensure a good product is produced.  
 
 
 
2E – A Bluetooth Android App to Reduce Driving Costs 
Name: Richard George Holt  
Degree course: Computer Networks (3 Yr)  
Supervisor: Anthony Vickers  
 
Abstract. 
My project is an Android smartphone app, developed with the aim of helping people drive more 
economically. It achieves this by presenting to the user easy to understand figures based on their 
current driving. In addition, it helps by prompting actions such as changing gears, then the user can 
observe the effect of their actions. Another feature of the app is a trip computer, where trips can 
be saved and referred to later. The trips can be uploaded to a specified 3rd party server, so they 
can be reviewed outside of the app. An example usage of this functionality would be for an 
insurance company to measure risk of a driver. A design with large buttons has been used to aid 
user interaction with the app whilst the vehicle is moving. Some functionality requiring more 
precise inputs is automatically locked down when the vehicle is moving for safety. Technically, the 
app uses a Bluetooth connection with a proprietary dongle which reads data from the diagnostic 
port of a vehicle. My project is in association with the company Lysander, who provided me with 
the hardware (Bluetooth diagnostic dongle and vehicle emulator) and code for interfacing with it.   
 
 
Automated Guitar Tuner Using Autocorrelation 
Name: James Matthew Donnelly  
Degree course: Computer Science (3 Yr)  
Supervisor: Dariush Mirshekar  
 
Abstract. 
The aim of my project was to create and program a custom embedded system which uses the 
LPC1768 chip from the mbed Rapid Prototyping Development Board. I have created an automated 
guitar tuner which finds the pitch of the guitar string and adjusts the tuning automatically to match 
the selected target string. The device uses a small motor to turn the tuning pegs and displays the 
target and current frequencies. Using the autocorrelation function the tuner can determine the 
 
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pitch and can begin to adjust the tuning within 1 second of a note being played. The tuner is very 
useful for beginners as tuning a guitar properly takes a good ear or a lot of practice. Devices like this 
already exist, however are either permanently fixed to the guitar, or require a smart phone to use. 
 
 
 
Lab 7 (Room 3.511, Floor 3) 
 
Automatic Quest Generation 
Name: Christos Katsanos  
Degree course: Computer Games (3 Yr)  
Supervisor: Martin Colley  
 
Abstract. 
The purpose of this project is to create a program that generates quests automatically. Generally, 
the story of role playing games is unfolded by progressing different levels of the game and 
completing quests. The link that connects and brings the whole story to an end is the quests 
themselves. Through questing the story reaches a conclusion that resulted as a consequence of the 
player's actions which are the completed quests. Cohesion and diversity are two essentials 
attributes that the quests must have in every game so that immersion is maintained. The debate 
that arises in quest development is which is the best way to produce quests during the creation of 
the game. One could argue that having an autonomous system produce all the quests in a game is 
way faster and cheaper than having the developers create the quests themselves. However, for 
that argument to be true, the system must perfect and flawless, otherwise, the story can become 
repetitive and nonsensical. My approach to this issue was to distinguish the quests in different 
categories so that simple and easy quests are automatically generated in a random fashion and the 
quests that make the main story are created directly by the developer. As this is a simulation of 
quest generation, it cannot be applied to an actual game. Nevertheless, game developers must 
keep in mind that quest generation must be in proportion to content generation. Ultimately, quests 
are a very important aspect of role playing games and must be given a lot of attention and effort by 
the developers until a flawless automated system is created. 
 
 
Translating Handwritten Equations in a Touchscreen Device 
Name: Alexandros Georgios Stergiou  
Degree course: Computer Science (3 Yr)  
Supervisor: Francisco Sepulveda  
 
Abstract. 
The system that has been developed is designed to understand handwritten mathematical 
 
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equations with the use of a touch screen device. Currently it can recognise numerical symbols (from 
0-9). The project has been developed in both Java and Python, and they can communicate through 
internal terminal calls. The Python scripts are used for creating a database that is a combination of 
both the MNIST and Digit datasets. What is stored in the database is the Histogram of Oriented 
Gradients (HOG) vector (as a multi-dimensional array) of each number alongside with its label. 
Furthermore with the use of OpenCV and a range of other libraries the classifier is generated. The 
classifier script is responsible of analysing the handwritten text and segmenting it to areas that hold 
each number individually. It would then try and extract the features of each number and based on 
the database created it will make a prediction on each number. When the whole process is finished 
the system will output the original image created to represent the user’s handwriting and next to it 
the actual recognised characters. The Java side of the system is used for the development of an 
interface in which a user can use his fingers or an electronic stylus to write numbers. In addition to 
its basic functionality of using the user's motions to produce characters, the interface includes 
some advance features. An example of this is a recycle bin for deleting mistakes and badly written 
characters. Another feature is the use of Dropbox's Java api to connect with the user's account and 
move the recognised image directly to the Dropbox folder so that it can be accessed from different 
machines. Also the application enables direct printing to a printer that is directly connected to the 
machine that is been used. Overall a 100% recognition of numbers have been achieved with a 64% 
true positive outcomes against 36% false positive ones.      
 
 
Building an Open Domain Question-Answering System 
Name: Benjamin Bryce Packer  
Degree course: Computer Science (4Yr w/Yr abroad)  
Supervisor: Michael Fairbank  
 
Abstract. 
As the amount of knowledge available to us on the internet increases exponentially, there is a 
growing need for systems to allow regular users to sift through it all and find the relevant 
information to help them answer questions. The solution to this problem is question answering 
(QA) systems.  The purpose of this project is to design a question answering system that is capable 
of answering a user's questions both from an open domain (as opposed to specialising in one 
specific topic) and that are phrased in natural language as opposed to some predefined way that 
only the program understands. The final system was built using Python, the Natural Language 
Toolkit library (used to tag parts of speech in the user's question in order to extract the relevant 
parts), BeautifulSoup for HTML parsing and references the Merriam-Webster dictionary/thesaurus 
to aid with the natural language processing. The system uses the free-access internet encyclopaedia 
Wikipedia as the source of its knowledge and uses the aforementioned natural language processing 
techniques to locate relevant articles, and from that, the relevant information from said articles to 
produce a list of candidate answers. The system then ranks and sorts these candidate answers to 
 
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return the most likely answer to the user's initial question. The system is capable of answering a 
myriad of questions such as "Who is the mayor of Kuala Lumpur?", "What is the capital of 
Norway?", "What is the name of Obama's wife?" and even "What is the name of Vladamir Putin's 
dog?"  
 
 
 
Virtual Reality Superstore 
Name: Matthew Cockman  
Degree course: Computer Science (4 Yr w/ Yr abroad)  
Supervisor: Michael Gardner  
 
Abstract. 
This project is designed to explore how virtual reality technologies could be used to simulate a 3D 
shopping environment 
Virtual Reality is a term referring to an artificially created environment that is presented to the user 
such that they can perceive it as the real world. This allows for a visual representation of data which 
has the potential to completely change how we view information. 
 A virtual store has been created that allows the user to experience these VR technologies.  
It was decided to focus the project as an exploration of the data visualisation and HCI aspects of VR 
technologies. There are different directions this project could have taken so it was important to 
define the project early.  The virtual store environment that has been built gives an insight into how 
current technologies can be used to visualise data. Real data has not been used in this project, 
however the model clearly shows how such data could be included. 
The HCI aspect of the project focuses on some of the problem areas in the current state of VR 
technologies. Namely ensuring the interaction between the user and environment does not detract 
from the user’s sense of immersion in the environment. This has required a significant user focus, 
with a large amount of user testing and evaluations. An agile methodology has consequently been 
used to correspond with the inevitable changing requirements coming from continuous testing. 
 
 
 
 
 
 
 
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Wireless Power 
Name: Abraham Juang Siregar  
Degree course: Computer Science (3 Yr)  
Supervisor: John Woods  
 
Abstract. 
Nikolai Tesla was one of the finest inventors of his time if not all time. He was definitely the kind of 
person one could call a mad scientist, pioneering work on inventions such as the X-ray, RADAR, and 
the radio to name a few. My work today develops on one of Tesla's many dreams; for all electricity 
to be wireless. This has been a very ambitious project, being a computer science student with no 
prior fundamental understanding of electronic engineering, however I am doing my best to balance 
my degree with learning about electronics on the fly and so far everything I have learned about 
Tesla and his work has been fascinating and I too dream of a world where all of our electricity can 
be wireless. Come to my project demonstration to see wireless energy in action, I will power a light 
emitting diode wirelessly using something called a transistor oscillator circuit. For those who are 
familiar with the ability of transformers to transmit energy wirelessly over a short distance through 
a magnetic field, attaching a capacitor to a coil will cause it to pulse at high alternating current 
frequencies, meaning a second coil designed to only work at that frequency can turn it into energy. 
The circuit will transmit high frequency energy which will be rectified by the LED causing it to light 
up. I use the concept of electromagnetic resonance to transmit energy similar to how radio waves 
are transmitted and they're just as safe I promise! The ultimate goal of my project is to realise 
Tesla's dream of making all electricity wireless. However I am not quite the genius that he was so an 
application of wireless charging to our daily lives will have to suffice. Have a chat with me to find 
out more about how it works and what I plan to do with it. 
 
 
 
Small Foldable Aerials 
Name: Andrew Vincent Chapman  
Degree course: Computers W Elect (3 Yr)  
Supervisor: John Woods  
 
Abstract. 
"Aerials are big, bulky and inconvenient" The project is based on the work carried out in the 
summer of 2015, to present, on developing a selection of amateur radio band, small, portable, 
foldable aerials. Three wide bands are considered, HF, VHF, and UHF. Practical, pragmatic aerials 
are selected, with the design aim of being effective, rapidly deployable, and lightweight. By 
necessity the HF wavelengths are very much greater than practical sizes required. This results in a 
sub optimal radiation efficiency. However, for real life applications, this limitation is 
accommodated. This can be reduced by tuning circuits that adjust the Quality factor Q of the aerial. 
 
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Optimization of these parameters, along with judicious selection of aerial type, can result in a 
satisfactory compromise for radio amateur use. Modelling using 4NEC2 will be shown. 
 
 
Enhancing the Performance of Fibre Satellite TV Distribution Systems 
Name: Felix Asiedu  
Degree course: Electronic Engineering (3 Yr)  
Supervisor: John C. Woods  
 
Abstract. 
My project looks at improving the working functionality of existing fibre MDU distribution systems, 
which provide satellite TV to multi dwelling residential inhabitants. The fibre system is used in some 
well-known properties and locations, most notably The Shard. There are many benefits of using the 
fibre system. They provide fairly low cost installation as it needs fewer cables to run, simplified 
system planning, no earth bonding, since there is no electrical connection needed, and fibre can 
travel long distances, so that is not an object. On paper, the fibre distribution system should be 
superior to the abilities of the more conventional electrical system. However when they were put 
up against each other, I realised that the electrical system outperforms the fibre at higher 
frequency bands. This was an issue, as the fibre could be replacing the electrical system in the 
future. Yet, when compared with it, it is not living up to its expectations. This is where the basis of 
my project lies. What was causing the problem?  To go about solving this issue, I had to delve into 
the system further looking into each component to realise how they contribute to entire system, 
identify practical improvements to the system components, which would in return improve the 
system performance, then implement these identified improvements and demonstrate an 
improved overall system performance. Acknowledgements: I would like to thank Mr. Malcolm 
Burrell and Mr Jamie Stokes of Global Invacom Ltd, for their continued support and direction 
throughout the project, from setting up the system, to understanding how it all works and 
functions. I would also like to thank Dr. John Woods for his guidance with the writing of my reports, 
his ideas and contributions, as well as providing the opportunity to set up my system at the 
university.  
 
 
 
Multi-Player Real-Time Game 
Name: Matthew Tony Collins  
Degree course: Computer Games (3 Yr)  
Supervisor: Norbert Voelker  
 
Abstract. 
The project was to create a multi-player game that had all interactions happen in real time 
 
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(opposed to turn based). The game is a desktop game that targets both the Linux (Ubuntu) and 
Windows platforms. The game uses OpenGL for rendering (the whole game engine is built from 
scratch) due to its cross-platform support. It is programmed in Rust which is a low-level memory 
safe language. The game has a dynamic terrain which is generated on start-up and can be changed 
during game-play as well having dynamic lighting. The game uses UDP for networking with an 
optimized protocol for syncing entity updates in the smallest size possible (average of 2 bytes per 
an entity during testing). The game features combat with multiple types of weapons to use in a 
death-match format. 
 
 
 
ICT for Electronic Health Records 
Name: Ahmad Musa Kolo  
Degree course: Inform & Com Tech (3 Yr)  
Supervisor: Dr Sam Steel  
 
Abstract. 
ICT for electronic health records is basically the implementation of IT software and or hardware into 
the processes of health care service delivery through patient data storage and information 
retrieval. This project is meant to focus on a particular type of Electronic Health Records system 
called Electronic medical records (EMR). This is a specific electronic health records system that is 
designed to hold patient records and appointment booking information in a database. Records can 
be returned, updated and can also be deleted by staff members who are administrative users for a 
particular health care provider or hospital. This ICT system implementation is particular useful and 
important for the improvement upon paper charts and paper based appointment booking systems 
in hospitals. Information held in the database include but not only information about the medical 
staff at the facility i.e. (doctors, nurses, pharmacists and laboratory staff), patients medical history 
and details of appointments/ booking of patients. 
 
 
Cross Layer Security 
Name: Tolulope Oluwakemi Olagunju  
Degree course: Computer Science (3 Yr)  
Supervisor: Gan Zheng  
 
Abstract. 
Cross layer security is based on analyzing 2 or more layers with security protocols embedded in 
them working together to give a safe environment for transmitting data across a network e.g. 
internet. Working with security protocols and simulating them, reviewing the protocols 
performances and seeing how the relationship between them can come together to make a cross 
 
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layer model with good enough security that can benefit wireless services. The implementation for 
this cross layer would be at the transport, network and link layer, making use of IPSEC and IEEE 
802.1x security protocols. This model profits wireless services by creating room other than the 
limited service Open System Interconnection (OSI) model has to offer especially in terms of 
security.    
 
 
Multi-Layer Security 
Name: Kelechi Emmanuel Maduewesi  
Degree course: Computer Science (3 Yr)  
Supervisor: Martin Reed  
 
Abstract. 
Users of computer network often need a better communication experience in terms of 
confidentiality, integrity and availability. Computer network specialists are always researching for 
ways to improve the security in computer network for the betterment of the network users. 
However, this security comes at a performance cost by increasing processing overhead and CPU 
usage. In this study, existing protocols were extended by comparing the throughput and the CPU 
overhead between encrypted protocols (IPSec and TLS) and non-encrypted protocols. The transport 
layer and the network layer of the OSI model were examined in this study. Data from this study 
were collected from simulation of four virtual machines that have secured transport layer protocol 
and secured internet protocol. The result of the analysis shows that encrypted protocols have lower 
throughput and more overhead in CPU compared to non-encrypted protocols and this is of higher 
significance is some cases. 
 
 
Computer Game - "Virtual Evil" 
Name: Bozhidar Vaskov Hrusanov  
Degree course: Computer Science (3 Yr)  
Supervisor: Chris Fox  
 
Abstract. 
I am developing a game called "Virtual Evil" as a part of my final year project. "Virtual Evil" is a 
single-player open-world 2D action shooter with RPG elements for PC. The game offers its players a 
blend of late 80s, early 90s “retro” feel as well as using modern contrivances to ensure maximum 
quality of gameplay. "Virtual Evil" will make you love fast-paced adrenaline-fueled cyber-themed 
games! “Virtual Evil” will follow the adventures of a protagonist trapped inside the cyberspace in a 
computer. He has been brought to life by accident and he wants to explore the vast digital world of 
the game in order to find the entity responsible for his creation. The main focus of the game is to 
 
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explore the virtual world in the game, progress the story of the game and learn more and more 
about the character himself as well as about the digital world that he is living in. Throughout his 
playthrough, the player will find new weapons and upgrades, acquire new abilities and fight 
countless waves of diverse enemies. If you are a fan of old school 2D shooters, or games in general, 
feel free to come by and ask me more about the game and the project as a whole! 
 
 
Inverted Pendulum Camera 
Name: Alexandru Mihai Smau  
Degree course: Computer Science (4Yr w/Yr abroad)  
Supervisor: John Woods  
 
Abstract. 
In studios, camera stands are ubiquitous. However, they are large, heavy and more often than not 
require special tracks in order to move them.  Because they need to be stable, they require a large 
base with at least three pivot points. Self-balancing technology has improved considerably in the 
last few years and, as a result, mobile devices such as robots no longer require a large base to 
achieve stability. The same principle is applied in this project. The frame is designed like a bicycle: a 
narrow base with two wheels attached and a tall central axis onto which the camera is attached. 
The balancing is achieved by varying the angular velocity and spin direction of a flywheel situated at 
the top of the frame. This design considerably reduces manufacturing costs and improves the 
mobility of the camera stand.  
 
 
Creating a Self-Protection Security Zone 
Name: Alfonso Manuel Arroyo Gutierrez  
Degree course: Computer Networks (3 Yr)  
Supervisor: Gan Zheng  
 
Abstract. 
Wireless communications are in most of the cases more convenient than communications over 
wires. They are required by many devices, from the Implantable Medical Devices (IMD) to smart-
phones, laptops and tablets, making possible the portability of the devices, as well as allowing the 
access in a non-invasive manner. However, this availability can expose the network to any attacker 
that can reach the signal, moreover, the cryptographic protocols that are assumed to be secured by 
the time of the installation had always become obsolete after some years, and especially in the case 
of the IMD, replacing the device could risk the life of the patient. It is therefore required a way of 
hiding the signal from attackers that allows nonetheless normal communications between the 
authorised devices, and this is precisely the objective of this project, the creation of a wireless 
 
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network in which the security is improved at the physical layer. This means that the signal will be 
covered by random interferences in a specific range and it can be done in two ways: as part of the 
wireless device (the jammer); or as an external device that shields the communications between 
the wireless point and the authorised connection (the shield). 
 
 
Wireless Power Transfer 
Name: Ali Badirkhan  
Degree course: Electronic Engineering (3 Yr)  
Supervisor: John Woods  
 
Abstract. 
This project revolves on designing and creating a very interesting yet fairly basic circuit of which is 
able to transfer electric voltage from one coil to another without using wires to connect the two 
coils together. The method of which this is done is called wireless power transfer, which is 
essentially the transfer of electrical energy done wirelessly. I will be using this method to power up 
a mini electric car and allow it to continuously move around the track by relying fully on the 
wireless electricity flowing directly to the car. The electric flow will be transferred to the car by 
using a transmitting coil which lies underneath the track. 
This is achieved by using a frequency generator in order to input a sinusoidal voltage into the first 
coil (which is responsible for transmitting the electricity to the other coil). This coil is built within 
the track of which the car runs through. The transmitted electricity will be received by the second 
coil, of which is built inside the car and as long as the two coils are within a reasonable distance, the 
car will keep moving all around the track.  
 
 
Resonant Mosfet Gate Driver 
Name: Michael Bridden  
Degree course: Computer Systems Engineering (3 Yr)  
Supervisor: Stuart Walker  
 
Abstract. 
Modern switch mode power supplies are able to achieve 90%+ efficiency with kW's of output 
power in a form factor smaller than a chocolate box. This project explores a method in which to 
reduce gate switching losses that designers have to overcome to meet these requirements. The 
MOSFET's or "switches" are typically driven using resistive methods that result in substantial energy 
loss regardless of the drive resistance. This could be greatly improved by taking advantage of the 
MOSFET's input capacitances due to the structure whilst attempting to remove the less desirable 
attributes such as Miller capacitance. The driver will use resonant techniques to push and pull the 
 
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energy which would typically be dissipated as heat in an attempt to increase the efficiency with 
minimal circuit complexity. 
 
 
Investigation of Energy-Efficient Wireless Sensor Networks for Medical Environment 
Applications 
Name: Paul-Augustin Schiopu  
Degree course: Computer Science (3 Yr)  
Supervisor: Nick Zakhleniuk  
 
Abstract. 
   $16 Billion - Worth of wellness wireless sensor networks. And this is just one field where WSNs 
(Wireless Sensor Networks) are being used. Overall, counting the petrol industry, mining, farming, 
governmental buildings and military appliances etc. the market for WSNs reaches far beyond the 
$50 Billion mark and it is still growing.    At the moment, WSNs are still in their relative infancy, 
technologies being upgraded and developed every year. One very important issue which WSN 
implementation always has to face is energy consumption. Due to the small size of these sensors 
and due to the fact that they usually have to work autonomously, without being connected to a 
constant energy source, fitting strong enough batteries as to allow them to fulfil some complex and 
demanding tasks, can often prove problematic. In most outdoor environments, sources of energy 
such as solar or wind can be used but when considering an indoor environment (a house, or 
hospital), energy sources are limited to simple batteries attached to the sensors. For this reason, it 
is very important for the WSN to be as efficient as possible.    The aim of this project is to 
implement and investigate how changing various parameters of a WSN can improve its energy 
efficiency and how its various topologies and deployment architectures can further influence and 
be adapted as to create a most efficient wireless sensor network. For this particular investigation, 
the WSN will be deployed in a simulated medical environment (small area, high density of sensors, 
mostly indoors), similar to how they are currently being used throughout various hospitals or 
private clinics across the world.     In order to achieve the goal, the software which has been used is 
Riverbed Modeler (former OpNet Modeler), which is an industry leading application, currently in 
use with many experts and researchers in the field of WSNs.     The outcome of this research project 
is to provide a strong and accurate description of how various deployments of WSNs can be 
adapted to be as efficient as possible and thus consume less energy, so that the burden of not 
having a powerful enough power supply will not be felt as strong for any physical implementations 
of WSNs.     
 
 
 
 
 
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Gates of Chaos 
Name: Jiaji Chen  
Degree course: Electronic Engineering (3 Yr)  
Supervisor: Luca Citi  
 
Abstract. 
Is our world random or deterministic? This is a very fundamental questions, but attracts multiple 
specialists in varies field to explore. The chaos theory is one of the most excited recent 
development after the quantum theory to explore the randomness of nature. "Chaos" is a little 
tricky to be precisely defined. It is much easier to think "chaos" as a kind of order appears to be 
quite "random" but evolves from a deterministic process. For example, imagine that a non-linear 
system having a deterministic initial state. The initial state is transferred by an evolution function, 
and although the state will be deterministic, the system is possible to have “random” appearance 
after a period of time. A very common misunderstanding is to conclude an observation as “chaos” 
while there is no identifiable regularity. Note that the chaotic behaviour is deterministic and some 
rules could be found during the evolution process. A typical boundary to distinguish random and 
chaotic behaviour is often characterised by period doubling, followed by quadrupling, etc. There 
are varies routes to “chaos”, and one approach is to implement a chaotic map (evolution function) 
in electronics. The project used FPGA hardware to simulate Gauss iterated map.  The result adds 
support to the view of “intrinsic randomness” generated by the non-linear dynamics and its 
sensitive dependence on the initial condition.  
 
 
 
Computer Modelling of Long-Haul Optical Fibre Telecommunication Networks 
Name: Oto-Obong Godwin Akpan  
Degree course: Telecomm Engineering (3 Yr)  
Supervisor: Nick Zakhleniuk  
 
Abstract. 
This project focuses on the computer modelling of a long haul optical fibre telecommunication 
network using the VPI software. Using the software I created an optical fibre link and tested the 
performance of the link using different parameters such as attenuation and dispersion which affect 
the signal transmission rate.  
 
 
 
 
 
 
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Study of Performance of Zigbee Wireless Sensor Networks with Various Topologies 
Name: Brandon Fabian Baynes  
Degree course: Computer Networks (3 Yr)  
Supervisor: Nick Zakhleniuk  
 
Abstract. 
Wireless sensor networks are becoming more and more incorporated, into our everyday lives. This 
filed is one which is relatively still in its early stages of productivity, and has a significant amount of 
new findings, which are still being developed. Wireless sensor networks are used for several 
different aspects of monitoring, physical or environmental conditions. With this being the case it 
means that many aspects of wireless sensor networks, have to be looked into vigorously, to make 
sure that all aspects of the network being configured are respectable.    With this being said here 
are also many issues which come into play, when dealing with wireless sensor networks. These 
issues can stem from network resilience and issues with topologies. Network resilience issues come 
from their being many nodes, within wireless sensor networks, along with environmental and 
psychical changes which can also occur. The issues surrounding with topologies within the wireless 
network sector, are derived from their being many different scenarios, were a particular topology is 
preferable, whilst also having more capabilities than other topologies.    The aim of this project is 
one which will investigate two things. The first being, how different network factors within each 
topology, of the wireless sensor network ZigBee protocol can be analysed to draw a conclusion, on 
which topology would be best suited for a particular scenario. In order for this to be achieved the 
throughput, end-to-end delay and hop count will all be analysed with each topology. The other 
investigation will incorporate all topologies, whilst also containing two coordinators for each one. 
This is used to show what happens when one coordinator within the network fails, and how long it 
takes for the other coordinator to pick up the rest of the network. This particular test has been 
used to gain a better understanding to how, failure recovery can be improved in each topology, 
whilst also examining the time in which each topology aids in recovery of the network.    The overall 
outcome of this project is to gain a better understanding, to how some of the many issues facing 
wireless sensor networks, can be combated. Whilst also looking into which scenarios they are best 
suited for a particular circumstance.   
 
 
Offline Type Checking 
Name: Mark Bloomfield  
Degree course: Computer Science (3 Yr)  
Supervisor: Paul Scott  
 
Abstract. 
The goal of this project is to produce a program that can perform static type checking on JavaScript 
source files. JavaScript is a dynamic language that does not support static type checking by default. 
 
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This is a problem, as static type checking allows for early detection of errors within a program that 
may cause bugs when the program is running. The offline type checker that I am creating allows for 
a programmer to define rules for functions, classes and variables within already existing JavaScript 
code, using a new type annotation syntax contained within code comments. The type checker will 
then process these type annotations, and verify that the annotated items are not being used 
incorrectly throughout the program. When an incorrect usage is found, an error is reported to the 
user containing useful information such as the location of the violation, and what exact rules were 
violated.  
 
 
Wavelet Analysis for Information Extraction from Neural Implants 
Name: Mohamed Ibrahim Ahmed Mohamed 
Youssef 
 
Degree course: Electronic Engineering (3 Yr)  
Supervisor: Francisco Sepulveda  
 
Abstract. 
Introduction: My project is about analysing signals from human (hand) muscles using wavelets. The 
analyzation process contain different stages (filtering, Rectification, integration, Linear Enveloped, 
integration and wavelet analysis).  The output signal will be classified using a classifier algorithm 
(SVM, LDA, Neural Networks, etc.) in different levels. In order to precisely classify the motions of 
the hand. After the signal is been classified then now it is ready to be used to control an object 
(Aircraft simulation or optical hand). Project Goals: The experiment is to analyse Wrist, Biceps and 
Triceps muscles signals using wavelets, and then to use it to control a simulated aircraft. The signals 
been taken in four movements (right-wrist, left-wrist, elbow flexion and elbow extension). When 
wrist is moved right or left, the aircraft should do the same. Similarly when elbow is flexed, aircraft 
nose should go up, and when elbow is extended aircraft nose should go down. Motivation: EMG 
signal analysis project is one of the most fantastic and exiting projects which won't be missed to 
review. The project is widely famous in the whole world and there are so many going on in this 
field. As it is completely close to human needs (especially disabled people).Current Progress: I have 
finished in signal processing the following stages: (Filtering, rectification, integration and linear 
enveloped). And now I am working on wavelet decomposition stage. 
 
 
 
 
 
 
 
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Oasis E-Learning (Web Based Programmed Learning) 
Name: Andreas Yiannakou  
Degree course: Computer Science (3 Yr)  
Supervisor: Sam Steel  
 
Abstract. 
Our times are guided and ruled by the internet. Due to worldwide connectivity and reasonable 
internet speeds, demand for distant learning is made possible. The project aims to provide a 
platform for online learning using the web space. Purpose is to understand and apply the principles 
of learning to construct a webpage which provides educational content. Along with providing 
content, it brings monitoring features which ensures progression. Finally, evaluation ensures that 
the platform is guiding individuals correctly, therefore score reports and test details reports are 
implemented. Oasis E-learning platform is a web interface that provides educational material to 
clients. The purpose and goal of Oasis is to provide means of giving educational content and ensure 
progression and learning through a web interface. Clients have access to a variety of content, 
depending on administration input. Once the client selects the content category, easily guided 
using the menu bar, he has access to different types of material (pdf, PowerPoint, mp4 video 
format) from which can select and view. Clients have access to a panel which provides the user a 
form for updating of personal information that is already in the system and a platform for getting 
feedback on tests available. The report can be downloaded and saved in a .pdf form. Clients can 
undertake tests available in the system, each having a two hour duration to complete tests. After 
submitting a test, answers are processed and the client is given result of the undertaken test with 
score and feedback on successful and unsuccessful answers. The E-learning platform is monitored 
by administrators. Administrators are individuals who act as teachers in the platform, and are 
privileged to have access to several features. Personal details can be updated using the panel. 
Administrators can create tests, selecting the number of questions and providing in text or using a 
.jpeg image a question problem and five choices for the client to select from. Tests are monitored 
and recorded. Feedback is available for administrators to view, in graphical form and with the aid of 
a data table, test details showing grading and most unsuccessful questions for evaluation purposes. 
Along with monitoring tests, client progress is also followed. Administrators have access to a panel 
that presents clients scores in each test selected. Both test feedback and student feedback can be 
saved as pdf documents simply by clicking on the navigation bar button on the far right. 
Administrators can also keep up-to-date with the clients by adding news using an interface 
provided. News are shown in a columnar form on the webpage for every logged in member. News 
and tests can be removed from the administrator using the panel. E-learning platforms are meant 
to be flexible and provide the administrator the means of teaching through the webpage without 
restrictions. Uploading material feature is available for the teacher to provide educational content. 
Content can be in different formats (pdf, PowerPoint, mp4 Video format). Once a description was 
given and category was selected, the file will be uploaded to the system and available for viewing (if 
the file is already uploaded, exceeds the capacity limit or unrecognized type, an error message will 
alert).