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Some Final year Projects ideas:
Predictive Analytics

Predictive Analytics is primarily based on the concept of modeling business problems using
statistical ad data mining algorithms. These algorithms use a set of input variables from a given
data set to predict target variables that will support decision-making.

Predictive analytics is used in financial services, insurance, telecommunications, retail,
travel, healthcare, pharmaceuticals and other fields.

Good understanding of statistical and data mining algorithms.

Soccer Playing Agent Team for the Robocup
Simulation --- by Chris Carter
This project creates a football team that competes in the Robocup Simulation tournament.
Robocup is an international joint project to promote artificial intelligence, robotics, and related
fields. The ultimate goal of the Robocup project is to develop a team of fully autonomous
humanoid robots that can win against human world champion team in football. At the end of the
project, the student has produced a working team of 11 agents, capable of performing in the
Simulation, carrying out functions including running around the pitch, locating and chasing the
ball, passing to fellow team-mates, and shooting towards the goal. The system is written in Java.
Some screenshots are shown here (click on the picture to see a larger version).




The initial setup of 11 players in each team.
As the game plays on




The Game of Hex --- by Hayley Tinkler
Hex is a board game played on a hexagonal grid. Two players take it in turns to fill in the board
in their colour. Player one is to form a path of their colour from the top to the bottom while
player two is to form a path going from one side to another. This project implements this game
for a user to play against the computer. Artificial intelligence algorithm has been incorporated to
determine the computer's moves. Some screenshots are shown here.




User (black pieces) trying to get a chain across the bottom of the board, while the computer (white) attempts to block
                                                       the move.




User (black pieces) trying to get a chain across the top of the board, while the computer (white) attempts to block the
                                                         move.


Using Semantic Knowledge for Implementing
Intelligent Web Search --- by Joseph McElroy


Search engine technology on the internet is a multibillion dollar industry. The next step in
developing search engine technology is utilising semantic knowledge to satisfy customers search
requirements (semantics refers to aspects of meaning). This entails using experts' knowledge to
make search results more refined and ultimately improve the result over conventional methods.
The enhanced search engine utilises a chosen Wikipedia's article raw data and Yahoo's Keyword
extraction engine to extract important phrases / words which are closely related to the user's
search request. This hopefully presents the user with results which are closely linked with the
user's request. For instance, searching "David Beckham metatarsal injury" would bring up the
date of injury, name of player who injured him (Aldo Duscher) and their search results. A
conventional search request would only focus its search on "David Beckham metatarsal injury".




  In addition to allowing user to enter a query, the interface of the search engine also shows a list of recent search
                                                         results.




 For example, searching "Tony Blair" would bring not just articles about Tony Blair, but others like Labour Party,
                                               Blair's Cabinets




               Further topics may be suggested like background and family life, political career, etc.


Plagiarism Detector --- by Tarek Menacere

What is plagiarism? Plagiarism occurs when a student misrepresents, as his/her own work, the
work, written or otherwise, of any other person (including another student) or of any institution.
A recent survey of UK university students found that about one quarter of them admitted to
plagiarism and 16% said that they have done so more than once. The aim of this project is to
implement a plagiarism detector to compare to what extent two documents overlap and to
compare a document to sources available on the internet. Research shows that using a detector is
not only useful for identifying plagiarism, but also being able to warn students that their work
would be scrutinised electronically acts as a much stronger deterrent than simply issuing a
warning not to plagiarise.

The detector produced in this project is able to compare both text files and MS Word documents.
The system uses several pattern matching algorithms, such as the Longest Common Subsequence
(LCS) and the Smith-Waterman algorithm, to calculate a verbatim score, a paraphrasing score,
and word count matching score etc, in order to determine the similarity of two files or a file and
web pages. These are some screenshots of the system.




                           Non-plagiarism case - software returns a low similarity score




                             Plagiarism case - software returns a high similarity score




 A quick sort program that is similar to many programs in the internet - a list of websites with a similar program is
                                                    returned


    Efficient Text Compression via LZW Method --- by
                     Nikolaos Patras
Data compression is the process of encoding information using fewer bits. Some compression
 schemes are reversible so that the original data can be reconstructed (lossless data compression)
 while others accept some loss of data to achieve higher compression (lossy data compression).
 This project is mainly concerned with using the lossless data compression method, called LZW
 (Lempel-Ziv-Welch). This method is used in the UNIX program "compress" and GIF (Graphics
 Interchange Format) image format. In this project, the LZW method is implemented and
 experiments are carried out to evaluate the performance.

 The design of the interface of the program is shown below:




 The algorithm implemented is tested against several files and the results show that the
 compression ratio for text is promising. It is found that the compression ratio depends highly on
 the repetitions in the original file. The following table gives a rough idea of the results.

                                                             Original size   Size after compression
File Name                        Description                                                          Ratio
                                                               (bytes)                (bytes)
bible.txt   a large file with content from the bible        4.53M            3.37M                    74%
            a file contains some DNA sequences containing
dna.txt                                                     1.09M            0.47M                    43%
            only characters A, C, G, T
aas.txt     a file containing only a's                      0.98M            45K                      5%


                                            Other Projects

 Searching the Searchers --- by Daniel Nicolson

 There are many web searching tools available on the internet. This project attempts to implement
 a web service client which searches multiple search engines, and obtain and collate results from
 them. In particular, this project incorporates search results from Google, Amazon, US Library of
 Congress and Resource Discovery Network. The project provides a single platform for the users
 to search multiple search engines and provides flexibility as of which search engines to exclude
 if it is not expected to return relevant results (e.g., user can specify excluding US Library of
 Congress when searching the term "Merseyside").

 Who Would be Interested in Me? --- by James Squires
It is a common practice that academic staff maintained webpages describing their research work
and provding a list of their papers for other researchers to download. It would be nice if every
now and then one would receive an overview, in adjustable detail, of all the users that have hit
his page. From which external page did they come to the page? Which pages on his site where
they actually looking at, and did they download any paper? how often have they visited his
pages, recently? who are they, what do their home pages tell him? The project aims to tracking
the access to the academic staff's website and produce a number of statistics in relation to the
web traffic onto the website.

Mobile Phone Location --- by Neil Lindon

Location Based Services are a new concept to integrate the users' geographic location with the
notion of a service, e.g., to find the nearest restaurant or taxi rank. This project aims to research
and develop a method of locating a mobile device within a GSM network. A web application
was developed using the mobile positioning system software development kit developed by
Ericsson. The application was able to track the position of a mobile in the GSM network.

Image Analysis

Aim

The aim of this project is to:

Offer a set of tools for analysing images.

Objectives / major tasks

In order to complete this project fully a student will have to meet the following objectives.

   1. Load, display and save image files in one or more formats.
   2. Provide the user with tools to select certain parts of the image and then display
      information about that selection such as number of pixels, or even better, total 'amount' of
      a particular colour within the selection, taking account of different amounts of that colour
      in each pixel.
   3. Fancy selection aids, some examples being (i) choose a colour and select all those pixels
      within certain limits; (ii). within certain range of target colour, within certain range of
      target hue, ignoring saturation and lightness etc; (iii) click on a pixel (or swipe over a
      small rectangle) and automatically select suitably similar pixels.
   4. Provide other analytical information about the image.
   5. Advanced: automatically scan the image and decide what features to meaasure - getting
      into AI now.
   6. Advanced: Provide a means for the user to set complex criteria for analysis and save that
      set of criteria for reuse.
   7. Advanced: Provide a means to compare a set of images under certain criteria and output
      the results in some suitable format (such as CSV) for use in other data-processing
      packages.
Title

Further development of a web-based plagiarism search tool

Aim

The aim of this project is to:

Improve an existing plagiarism detection tool to automatically find sources of plagiarism without
human intervention

Objectives / major tasks

In order to complete this project fully a student will have to:

   1.   Determine and document the requirements of the system
   2.   Write a programmatic interface to an existing web search engine
   3.   Integrate the new code into the existing plagiarism detector
   4.   Test and evaluate the new development
   5.   Design and implement a user interface to the system




Measuring the subject bias of different web search engines

Aim

The aim of this project is to:

Discover the extent to which specific search engines have selected the kinds of Web page that
they find.
Objectives / major tasks

In order to complete this project fully a student will have to:

   1. Conduct a careful series of experiments, making "neutral" requests to a series of search
      engines and classifying the pages returned
   2. Write a program to automate the experiments done in step 1, so as to repeat the
      experiments on a larger scale
   3. Test the effectiveness of the system both for identifying the type of page returned and
      measuring the search engine's bias
   4. Prepare the results for publication



Title

Virtual Private Networks

Aim

The aim of this project is to:

Simulate and evaluate the tunnelling protocols used in virtual private networks

Objectives / major tasks

In order to complete this project fully a student will have to:

   1. Learn how to write networking programs, and implement a communication channel
      between two programs (or two copies of the same program), on the same or different
      PCs.
   2. Produce a user interface allowing tunnelling protocols to be demonstrated between
      multiple (simulated) hosts.
   3. Evaluate available tunnelling protocols (such as PPTP, L2TP, IPsec) and implement one
      of them.



Title

RISK: A computer version of the game

Aim

The aim of this project is to:
Design and implement a computer version of the strategy game "RISK".

Objectives / major tasks

In order to complete this project fully a student will have to:

   1. Implement (a subset of) the rules of the game.
   2. Design and develop a graphical interface suitable for playing RISK.
   3. Implement a multi player option for the game.




Title

Parallel processing implementation of the Mandelbrot set

Aim

The aim of this project is to:

Implement the Mandelbrot set as a distributed algorithm, and demonstrate the advantage of
distributing it.

Objectives / major tasks

In order to complete this project fully a student will have to:

   1. Implement the Mandelbrot set algorithm as an ordinary program.
   2. Develop and implement a technique to divide up the Mandelbrot set problem space.
   3. Design and implement a communication protocol to allow parts of the problem space to
      be sent from machine to machine.
   4. Implement server programs to perform the calculation.
   5. Implement a client program to control the computation and to display the result.
   6. Implement parts of the system in a different language and on a different machine, to
      evaluate the platform independence of the system.
   7. Evaluate the performance of the implemented system for this and other distributed
      applications.




Title
Application of the Google API to detect plagiarism

Aim

The aim of this project is to:

Automatically (and efficiently) scan Google for documents similar to a
given sample.

Objectives / major tasks

In order to complete this project fully a student will have to:

    1. Register with Google API, in accordance with their terms for free, non-commercial use.
       See http://www.google.com/apis/api_terms.html
    2. Understand how the Ferret plagiarism detector works
    3. Investigate which file formats can be accepted by Ferret
    4. Write a program to download relevant pages from the web and run them through Ferret
       together with the sample, in order to detect similar passages
    5. Evaluate your method
    6. Advanced objective: write a program to convert .pdf files to .txt, retaining only text.

Development of Scalable video streaming over streaming over heterogenours network

Recently, TV broadcasting has been widely adapted on different platforms, including desktops and smart
phones. To provide a high reliability and quality TV stream is always a challenging task for the
developers.

Our project aim to:

1. build Peer to Peer system with a real time live streaming application for heterogeneous network
which include PC and Android platform

2. provide an efficient, smooth, steady and high quality live streaming by integrating two technologies –
FastMesh and SIM

3. stream different format of video

Interactive 3D MAP of a big city like Karachi



The road system is complicated for tourists. It is not easy for the tourists to find their

interested place and go to their destinations efficiently with the 2D map.

Our project is develop to enable tourists or even locals to familiarize themselves in
places of HK with complicated road systems, so that they can walk through the city

by themselves with information provided from the interactive map on what buses to

take, where to take and even the shops information in that location. This interactive

3D Map will become the virtual city map for tourists/locals to get most accurate

information and real visualization before they travel in real.




A Collaborative Android Application Providing an Online Google Map with Audible Cantonese Location
Pronunciations for Expats and Tourists in Pakistan



Any country has hundreds of different locations whose names are difficult for foreigners to pronounce
and remember. Foreigners of ten have trouble communicating to local citizens, especially taxi drivers,
when they want to go to various tourist attractions or popular places.



Our goal in this project is to provide a tool to help non-urdu or Punjabi or any regional language
speakers in Pakistan to overcome the language barrier when they travel in the territory. In our Android
application, users can select languages: English, Traditional Chinese and Simplified Chinese. When users
tap on a location on the Google maps of Pakistan, the system displays the place name in the three
languages. Then, the users can tap to hear the pronunciations in English, Cantonese and Putonghua.

The system links to a tourist board, which is also created by us, so users can view additional useful
information of the location.




Tourism Based Social Networking Service



In recent years, Social Networking Services have been playing an important role in people’s life.

I Meanwhile, tourism is an everlasting popular topic. People like to travel to new places with friends.
o What if we combine the two factors?

o The users will find it very convenient to plan for trips and invite friends for trips since they will have
access to both tourism information and friends.

a The user experience of both social networking and tourism shall boost!



The major innovation of our project is that we endeavor to combine SNS and tourism information on a
Google Maps interface.

We will continue to implement more functions and explore the business value of the project. We
sincerely welcome any comments or questions from everyone.




Security Extension of GTalk based on Smart Card

The purpose of this project is to develop a security extension for Google Talk (GTalk) that will allow the

users to encrypt their Instance Messages (IM) and voice chat permitting the users to securely transfer

their data (text and VoIP) using public channels. Since, GTalk is normally used for group communication

so a key management issue will also be addressed in order to securely exchange symmetric keys
between

group members, if they are communicating in group environment.




Secure Email System

The emails using public email service providers (e.g., yahoo, gmail etc) are sent unencrypted leaving

them readable by the routers and the service providers. The purpose of this project is to develop an

infrastructure for sending secure emails without storing the private key of the user on the secondary

storage device rather it will be stored in the smartcard and will be used through smartcard whenever
required. In addition to the project shall also focus on securely managing the address book of the users.



Secure Email for Smart Phones

The objective of this project is to design and develop a secure email system for smart phones (Android

and iOS based mobile devices). The students will handle security credentials which will be used to

send/receive Secure Emails and to protect the address book entries. In addition, the system will also

handle different confirmation messages in order to inform the sender about the status of his/her email.



DRM using TC

Digital Rights Management (DRM) is one of the hot issues in current research. Trusted Computing (TC)

provides a mechanism to achieve this goal. The aim of this project is to develop a system that allows the

content providers to decide how the given data should be used and compells the client to follow the

criteria set by the content provider.



Flood Prediction

In order to have adequate time to evacuate people and avoid loss of life from serious floods, an efficient
and accurate flood prediction system is needed.

In this project, we reduced the computation time that required for simulation of flood accumulation to
enhance efficiency with a reasonable degree of accuracy. We analyzed and modified the existing
algorithms.

We have made the achievement of providing a reasonably accurate simulation within a few minutes by
using a colorful 3D graphical user interface for result displays.

Time series Analysis of Stock Market Data



Project suggestions database



Produce a system to automate the processes of gathering project suggestions from staff,
allowing students to browse the suggestions, express their preferences, and be allocated a

suitable tutor, subject to resource constraints such as tutor availability, limits on the number

of students doing the same project, students suggesting unsuitable projects, etc...



Project Title      Project suggestions database

Aim of the Project

Produce a system to automate the processes of gathering project suggestions from staff,

allowing students to browse the suggestions, express their preferences, and be allocated a

suitable tutor, subject to resource constraints such as tutor availability, limits on the number

of students doing the same project, students suggesting unsuitable projects, etc...



Basic Project tasks



    •   Design and implement a database that will support the basic project tasks

             ·     Implement a Web front end to the database that will allow staff to enter

    •   suggestions and students to browse suggestions




1. Project Title

Development of a version of a “University Life” board game

2. Aim of the Project

The aim of the project is to develop a program which allows a number of players to play a board game
called “The University Life Game”. The game will represent the ups and downs of life as a university

student. In particular, the board will have squares to represent events happening in three aspects of
student life: financial, academic and general “life” events.

The program will provide facilities to display the current state of the game, simulate the dice throws

which control the players moves, enforce the rules of the game, receive player input and indicate the

winner. The program plays the role of the “banker”, controlling but not taking part in the game.

An essential feature of the implementation is that it should be designed in such a way as to allow a

programmer to change existing features and add extra ones with relative ease, making the program easy
to maintain and extend. In practice, this means that it should be designed using an object-oriented
approach.

So this project is recommended for students who have studied object-oriented design and have
programmed in languages with object-oriented facilities.



3. Background information and User Requirements

The University Life Game will be a board game played by between 2 and 6 players on a rectangular

board which displays a number of squares arranged around its edges. Each player has an identifying

token. Players take it in turn to throw two dice and the sum of the face values of the dice determines
how

far a player may move their token around the board. All players start on a square labelled “START” in

one corner of the board and move clockwise around the board.

A player's fate is determined by the square on which their token lands after a dice throw. These will

either specify a fixed event or will direct the player to pick an event card from a specified set of cards (in

the same way as “Chance” and “Community Chest” cards work in the game of Monopoly). There will be

three sets of cards : “Money”, “Study” and “Life”.

Students working on this project will be able to obtain some help with using Java at a technical help

forum which will be run by members of the teaching team. The objectives of the forum are twofold.

Firstly, to help students already familiar with procedural programming in languages such as Visual Basic,
Pascal, C etc. to move to Java. Secondly, to give a very brief introduction to basic object-oriented

programming in Java. Details of the forum, including when and where it is to be held, will be posted on

the StudyNet site for 3COM0056.

3.1 The board and event cards

The detailed design of the board and the precise nature and complexity of the rules of the game are not

fixed. However, some or all of the following features should be implemented:

· The board should have the following types of squares:

     • Card square which direct a player to pick a card from a particular card set i.e.
( a “Money”, “Study” or “Life” card)
• Direct Event square which control movement on the board e.g. “receive good news, go forward
4 squares”, “Serious illness, return to start”, “ Family crisis, miss a turn”
• Rest squares where nothing happens
• Each card set should have a range of cards which cause players to gain or lose. The Money cards
will relate to a player's financial state. The Study cards will relate to their academic progress. The
Life cards may affect either.
• Money cards will cause the player to gain or lose money. They may gain money from or lose it to
the banker (the computer) or the other players.
• Study cards will affect a player’s academic progress . Players progress by passing modules. The
game must have rules which govern how a player can pass a module at a particular level and move
from one level of a programme to the next.
• These rules may be simple e.g. a pass consisting of a total of 120 academic credits, or may be
more complicated e.g. 120 credits or over with at least 60 credits for coursework and a pass in
the examination.
• Different rules may apply to different modules.
• Gaining or losing credits or other required attributes (such as a pass in an exam) is determined
by the cards in the “Study” set.
• The cards should have general instructions applicable to any module e.g. “penalised for
plagiarism, lose 30 credits”, “Pass the examination”, and it will be up to the player to determine
which of their modules will be affected.
• There may also be more general rules such that a player cannot progress to the next level until
they have passed at least three modules at the current level.
• Life cards may describe general life events which may affect either financial position or academic
progress.


3.2 The game
At the start of the game:
• Each player starts with a sum of money and a registration on four level modules
(You should give these modules names e.g. “Computer Systems”)
• The winner will be the player who first achieves a pass at level 3 in all four modules (or, players
may be allowed to complete their academic progress and the winner will be the one who has done so
with the most money or lowest student debt).
• Players may be eliminated from the game either by incurring severe academic penalties (e.g. failing
a module twice), by falling financially below an acceptable level of student debt , or by getting a
terminating event (e.g. a card: “You have decided to emigrate and withdraw from the university”, a
direct event : “Caught for drug-dealing; leave the university for jail” ).
3.3 The play
Players start at the START square and move their tokens clockwise around the board by the number of
squares determined by the total face value of the thrown dice. When a player lands on a square, there may
be consequences outside their control determined by the rules of the game which may affect either the




player or the other players e.g. “pick up a Money card”, “pay a fine”, “win at cards - collect £20 from
each player”, but there may also be decisions left to the player e.g. which module will be affected by a
gain/loss of academic credits
Players continue round the board until there is a winner.
3.4 Internal Design and Implementation
The program must be implemented using a modular structure. Its internal design should embody the
following characteristics of good program design: low coupling, high cohesion, minimised code
duplication. Maintainability and extendibility are important features of the internal design so that it
should be easy to change or add features.
The requirements for maintainability and extendibility mean that an object-oriented approach would be
most suitable for the development of this game. There is no requirement for the game to be implemented
in a specific programming language. However, students are strongly urged to choose a language which
has good facilities for object-orientation. Anyone with no experience of object-oriented development,
should investigate what may be involved before deciding to undertake this project.
Students are also strongly urged to develop the solution in a series of stages, starting with a very simple
version and then developing the complexity of the game in a controlled way. Stages in the development
of the game and the thorough testing of those stages will provide a good basis for the discussion required
in the project report.
Finally, playing the game involves random dice throws which are unpredictable and a full game may take
a long time to complete. An important aspect of the project is the development facilities which will allow
for testing to be undertaken under the control of the developer. These facilities would allow the developer
to control the random aspects of the game so that it can be tested under the full range of circumstances,
but would not be included as features available to end users.
3.5 Development
There are three main aspects to the project:
• the complexity of the game - rules and events
• the user interface - how players interact with the game
• maintenance facilities - such as save current game, load an old game, load a new game, help , table
of scores,
A student may choose where to place the main emphasis of their project. There is no need to implement
all three of these aspects to the same level of sophistication.
The game should display a visual representation of the board. However, the complexity of the user
interface may range from a static image of the board with text i/o to describe what is happening, to a
sophisticated GUI with advanced graphics.
Developing a game with complex rules may be balanced by providing a simple user interface or, minimal
maintenance facilities. On the other hand , a more advanced GUI or extensive maintenance facilities may
be provided for a simpler game. The project should be developed in a series of stages which implement
increasing functionality and each stage should be thoroughly tested. The project report should describe
the development strategy and the steps taken to ensure that each stage is thoroughly tested. The
appendices should contain the earlier simpler versions of the game together with testing plans and the
code of programs developed for the purposes of testing.
3.6 User Requirements
1-4
The program should display information about a player's current location, the current state of their
resources such as their bank balance and the state of their academic progress. A representation of the
board should be provided, but this may be just a primitive static display or even as simple as a text based
list. The program should ensure that players take turns, provide a random number simulating the throw of
two dice and update the player's position. It should follow through the consequences of each move either
by acting on events and by receiving and acting on any required player's input.
If a player has reached any of the terminating conditions, they must be informed that they have lost and
the program must stop them from participating further in the game. The program should inform the
winner that they have won.
4. Basic Project Tasks
The project will be assessed not only on its functionality but also on its internal design, the
implementation decisions taken and on the approach taken to ensure thorough testing
In order to be considered for a Third Class Honours standard in this project, a student must give evidence
of having adequately attempted to :
• Provide a clear and detailed specification of the game and its rules.
• Design and implement a program which enables two players to play the game. It should:
• display information about the players current position on the board and assets (money and
academic progress)
• enable players to move in turn
• process the events associated with the new position on the board
• display the results of a move
• enforce the rules of the game and inform a player if they have been terminated
• identify an inform the players of the winner
• Develop the game in stages
• Ensure that each stage in the development of the program has been adequately tested
• Develop the program in such a way as to make it easy to maintain and extend, reducing code
duplication
• Provide a justification of some of the design decisions




1. Project Title
A System for Scoring Cricket Matches
2. Aim of the Project
“In the old days, all you needed to keep the score at a cricket match was a stick
and a sharp knife. Each time a run was scored, you cut a notch on your stick.
Now you need a computer. This is because of cricket’s obsession with
statistics.” (Yapp, 1996)
Cricket is a fairly complex game. Consequently, accurate scoring is important, particularly as
the same event may need to be noted in several places on the score sheet. This project is
intended to support the work of the scorers of a cricket match.
Note: you may modify this project suggestion for games which are sufficiently similar to
cricket for an equivalent scoring system to be valuable, such as baseball. If you are
considering such a project, please discuss it with your project tutor,
3. Background Information and User Requirements
Cricket Described
The following description of the game of cricket is taken verbatim from the Cricinfo website.
(see references/bibliography). This project relates specifically to the form of the game in
which each side is restricted to one innings of a certain number of overs.
Cricket is a team sport for two teams of eleven players each. A formal game of cricket can
last anything from an afternoon to several days.
Although the game play and rules are very different, the basic concept of cricket is similar to
that of baseball. Teams bat in successive innings and attempt to score runs, while the
opposing team fields and attempts to bring an end to the batting team's innings. After each
team has batted an equal number of innings (either one or two, depending on conditions
chosen before the game), the team with the most runs wins.
The order in which the teams bat is determined by a coin toss. The captain of the side winning
the toss may elect to bat or field first.
All eleven players of the fielding team go out to field, two players of the batting team go out
to bat. The remainder of the batting team wait off the field for their turn to bat. Each batsman
wears protective gear and carries a cricket bat.
The game progresses by the bowling of balls. The sequence of events which constitutes a ball
follows. The fielding team disperses around the field, to positions designed to stop runs being
scored or to get batsmen out. One fielder is the bowler. He takes the ball and stands some
27 - 2
distance behind one of the wickets (i.e. away from the pitch). Another fielder is the wicketkeeper,
who wears a pair of webbed gloves designed for catching the ball and protective pads
covering the shins. He squats behind the opposite wicket. The rest of the fielders have no
special equipment - gloves to assist catching the ball are not allowed to anyone but the
wicket-keeper.
One batsman stands behind each popping crease, near a wicket. The batsman farthest from the
bowler is the striker, the other is the non-striker. Whenever a batsman hits the ball during a
delivery, he may score runs. A run is scored by the batsmen running between the popping
creases, crossing over midway between them. When they both reach the opposite crease, one
run is scored, and they may return for another run immediately. The fielding side attempts to
prevent runs being scored by threatening to run out one of the batsmen.
If the batsmen are attempting to take runs, and a fielder gathers the ball and hits a wicket with
it, dislodging one or both bails, while no batsman is behind that wicket's popping crease, then
the nearest batsman is run out. Specifically, the batsman must have some part of his body or
his bat (provided he is holding it) grounded behind (not on) the crease. The batsmen carry
their bats as they run, and turning for another run is accomplished by touching the ground
beyond the crease with an outstretched bat. The batsmen do not have to run at any time they
think it is unsafe - it is common to hit the ball and elect not to run. If the batsmen run one or
three (or five! rare, but possible), then they have swapped ends and their striker/non-striker
roles are reversed for the next ball (unless the ball just completed is the end of an over).
In addition to scoring runs like this, if a batsman hits the ball so that it reaches the boundary
fence, he scores four runs, without needing to actually run them. If a batsman hits the ball
over the boundary on the full, he scores six runs. If a four or six is scored, the ball is
completed and the batsmen cannot be run out. If a spectator encroaches on to the field and
touches the ball, it is considered to have reached the boundary. If a fielder gathers the ball, but
then steps outside or touches the boundary while still holding the ball, four runs are scored. If
a fielder catches the ball on the full and, either during or immediately after the catch, steps
outside or touches the boundary, six runs are scored.
The batsmen usually stop taking runs when a fielder is throwing the ball back towards the
pitch area. If no fielder near the pitch gathers the ball and it continues into the outfield again,
the batsmen may take more runs. Such runs are called overthrows. If the ball reaches the
boundary on an overthrow, four runs are scored in addition to the runs taken before the
overthrow occurred.
Runs scored by a batsman, including all overthrows, are credited to him by the scorer. The
number of runs scored by each batsman is an important statistic.
If, while running multiple runs, a batsman does not touch the ground beyond the popping
crease before he returns for the next run, then the umpire at that end will signal one short,
and the number of runs scored is reduced by one.
The game is adjudicated by two umpires, who make all decisions on the field and whose
word is absolutely final. One umpire stands behind the non-striker's wicket, ready to make
judgements on LBWs and other events requiring a decision. The other umpire stands in line
with the striker's popping crease, about 20 metres (20 yards) to one side (usually the leg side,
but not always), ready to judge stumpings and run-outs at his end. The umpires remain at their
respective ends of the pitch, thus swapping roles every over.
How to Score
An example score sheet, scanned in from Smith (1993), is shown as an appendix. It shows
how events are recorded.
27 - 3
Note that each run needs to be scored for the batsman, the side and the bowler. This is the
type of multiple recording that your system should relieve the scorer of.
The aim of the system you are to develop is to support a cricket scorer in the most elegant and
efficient manner possible.
A number of software systems are already available to enable the scoring of cricket matches
(see Software websites below). You may design your program after an initial evaluation of
these systems, as a way of making improvements to way they work, but of course the design
and implementation of your system must be your own work.
4. Basic Project Tasks
In order to be considered for a pass at Third Class Honours standard in this project, a student
must give evidence of having adequately attempted to :
• develop a system which allows the scorer to score a complete one-innings 50-overs
match via a simple graphical user interface, including
• Enter the names of the teams and players, including identifying the captain and
wicket-keeper of each team
• Record the result of the toss and who bats first and second
• Score each ball, over, run and wicket, recording the result as each ball is
delivered and providing feedback to the scorer
• Support the recording of most of the types of invalid delivery and all of the
common ways of getting out; if you wish, you may ignore the less common
ones like Timed Out (Law 31; Smith; 1993, p.113) and Obstructing the Field
(Law 37; Smith; 1993, p.133)
• tell the score who has won at the end of the match
• keep the scoring records permanently in a database or other storage, and retrieve them
for later examination
• Allow the system to be tested quickly by scoring a three-over-a-side ‘match’ in
addition to the 50-over complete match
Your system must produce all of the information from a single entry for each event.
You will also need to provide a short user manual, full analysis and design documents for the
data storage and user interface, and the results you obtain when you test the system. You may
want to use historical information of a specific match from Cricinfo etc (see references
below) as test data.
References/bibliography
Books
Smith T (2000) Cricket Umpiring and Scoring; Weidenfeld and Nicholson, London. Dry,
factual, sets out the Laws of Cricket and examples of scoring. The reference book. (Note that
references in this project outline are to the 1993 edition of this work, and that a 2004 edition
is due out imminently.)
Yapp N (1996) Bluff Your Way in Cricket, Ravette Publishing; Horsham, West Sussex.
Humorous, but contains some grains of deeper truth about the game
Websites
27 - 4
http://www.cricinfo.com/ has the laws, explanations of the game, statistics, information
which can be used as input for testing your system, …
http://www.howstat.com.au/cricket/home.asp an Aussie statistics site
Software websites (the ‘competition’ to your system)
http://www.cricketstatz.com/cstatz.htm
http://www.ggiddings.freeserve.co.uk/csfw.htm
http://www.freedownloadscenter.com/Games/Misc_Games/Cricket_Scorer_Download.html
http://ourworld.compuserve.com/homepages/eddson/willow.htm
Appendix – score sheets
Taken from Smith (1993)




1. Project Title
Travellers’ Tales: a web-site for sharing stories
2. Aim of the Project
The aim of the project is to design and implement a web site to facilitate sharing the sort of
stories that people have when they have been travelling. Visitors to the website will be able to
search the storybase, add their own stories and comment on existing stories.
3. Background Information and User Requirements
Nikki&James write travel books. They have decided to set up a web site on which people can
share stories about their travels. They see the value of their web site as twofold, firstly some
of the stories will be useful to themselves (they plan to offer payment for any of the stories
which they use in their books) and secondly the site will be useful to other people who plan to
travel. They will seed the site with some of their own stories and pictures to get things started.
Nikki&James have looked at LotusNotes type discussions and have decided that this does not
provide what they want; in particular it is not easy to find particular postings based on
content. They have been following some of the links from
http://www.acsu.buffalo.edu/~duchan/narrative_links.html. They notice that some of the sites
have nice features they might consider including, but others are not so good.
Nikki&James require the system to:
• allow them to add their own stories (including illustrations such as photos and maps) to
the database.
• allow other site users to add stories; in the first instance they would like to moderate the
stories before allowing the stories to be placed on the web site. The moderation consists
of one of them reading each story submitted and rejecting any stories which contain
inappropriate material (this might not happen, but they prefer to be cautious, and they
want to read all the stories anyway).
• collect information about a person submitting a story, they want this to on a voluntary
basis, but it would be used firstly to pay users for any stories published in their books
(obviously complete names and addresses would not be disclosed on the web site), and
used as search criteria, for example a user might want to search for stories that retired
people tell about India. At the moment Nikki&James would like to collect sex, age-group,
party-type (lone traveller, small group, family group, large group), preferred mode
(independent traveller, guided trek, group lead by subject expert, etc.), and level of luxury
preferred (basic, mid range, luxurious). However they would like to be able to modify this
list as they gain experience.
• allow users to search for stories using the keywords above and allow users to search the
content of the stories themselves (see for example: Database Management Systems, Third
Edition, Ramakrishnan and Gehrke Chapter 27, ‘Information Retrieval and XML Data
Management’).
28 -2
• allow users to be able to respond to stories (a story might attract responses from many
users), but in a constrained way: they can respond under the following headings:
submit a similar story – the user has a story which they think is similar to the
u




given story.
submit a viewpoint story – the user has a story which they think casts the events
g




of the first story in a different light (the first story might say place X was terrible,
there was nothing to do, a viewpoint story might say having nothing to do turned
into an advantage, they were able to relax for the first time in years).
submit a ‘what if’ story – a ‘what if’ story is one where the user explores different
i




possibilities. What if you have been to these places in a different order, or at a
different time of year.
• allow the user control over the order they want to see the stories (e.g. most recent first,
those which generated the greatest number of responses first, etc.)
• provide the ‘next best’ stories if the user’s criteria have returned no stories. For example,
case based reasoning might be used, and a dialog with the users entered to establish which
criteria they want to relax. You could start by looking at http://www.ai-cbr.org/hall.html
and http://www.iiia.csic.es/People/enric/AICom_ToC.html
4. Basic Project tasks
In order to be considered for a pass at Third Class Honours standard on this project, a student
must give evidence of having adequately attempted to:
∗ design and implement an underlying database to store the stories and user details.
∗ design and implement the web interface which allows stories to be submitted for
moderation.
∗ link the website and database.
∗ provide the means for successfully moderated stories to be entered into the database
and therefore be available on the website
∗ allow users to search for stories using keywords.




1. Project Title
Job recruitment system
2. Aim of the Project
Produce a system to automate the job recruitment process.
3. Background Information and User Requirements
Basically the system needs to allow job recruiters to post jobs and job seekers to view the posted
jobs via different search categories such as location, industry, etc. and to apply for those they
think
are appropriate.
4. Basic Project Tasks
In order to be considered for a pass at Third Class Honours standard on this project, a student
must
give evidence of having adequately attempted to attain the following objectives. It is expected
that
most students attempting this project would have completed the following by Christmas.
• Analyse requirements, design and implement a database that will support the basic tasks
• Implement a web front end to the database which supports two interfaces that will allow
both types of user, job recruiter and job seeker to use the database effectively.




1. Project Title
A knowledge management system
2. Aim of the Project
Produce a system to provide a way to capture and share knowledge within a research and
development department of a chosen organisation.
3. Background Information and User Requirements
One of an organisation’s most important resources is its people and what they know. If you can’t
plug into the knowledge you need, you’re powerless. Many knowledge sources are already tied
to
corporate intranets or available through the Internet but this does not always lead to accessibility
(Fowler, 2001). Many R&D departments, within themselves, waste valuable time reinventing the
wheel. ‘Ideally, combined intellectual and experience of the entire group should be readily
available
to everyone all the time’ (Pohs, 2002). The system proposed needs to find a way to capture,
organise and share the knowledge gained by such a department. Further requirements could
include
the following: allowing users to create profiles listing their skills and contact details which could
then be used as ‘yellow pages’ for workers and thus a way of finding support within the
organisation; addressing more specific issues such as aiding the annually replaced industrial
trainees by allowing the ‘passing down’ of knowledge between users.
4. Basic Project Tasks
In order to be considered for a pass at Third Class Honours standard on this project, a student
must
give evidence of having adequately attempted to attain the following objectives. It is expected
that
most students attempting this project would have completed the following by Christmas.
Produce a detailed requirements specification for a system that will support the capture,
m




organisation and sharing of knowledge by the R&D department of an organisation.
Identify a suitable approach for managing the knowledge, for example you may like to
o




investigate groupware approaches, and choose and install suitable software to implement
the system.
Design and implement some of the functions identified in your requirements specification
t




using your chosen software.




1. Project Title
A Web-based Resource Allocation and Problem Tracking System
2. Aim of the Project
The aim of the project is to produce a web-based application that records the allocation of software
and hardware resources to the employees of a company, and tracks the progress of technical staff
working on problems with particular resources.
3. Background Information and User Requirements
This system keeps track of the software and hardware resources that belong to a company.
Information kept about a resource includes its serial number, date of purchase, supplier, license
details (for software resources), current location (a room number) and the resource type (e.g.
"Hewlett Packard T540 Imaging Package", or “Microsoft Windows XP Professional 2002 Service
Pack 1”).
At any time, a resource may be allocated to a particular user (an employee of the company). A
resource may be allocated to a different user at different times during its use by the company.
Records are kept of the jobs performed on a resource by technical staff, such as installation of
patches for software resources, and physical repairs for hardware resources.
The company employs a number of technical staff, whose responsibilities include helping users with
resource-related problems. Each technician is competent in a number of resource types. In this
context, a “problem” might be any situation for which the employee needs help, such as getting a
new piece of hardware to work, or installing some software that requires technical assistance. A
problem might involve more than one resource.
When an employee has such a problem, they may log it with the system. This involves entry of the
details of the resources involved and the problem into a form on a web page.
When this form is submitted, the details are added to the outstanding problems log, and the
Technical Support Manager is notified by email. The Technical Support Manager retrieves the log,
finds a suitably qualified technician, and allocates the job of fixing the problem to them.
The technician works on the job, recording what they are doing on a form on a web page. When the
job is completed, information about it (a unique identifier, details of the original problem, start and
completion dates, technician's details and notes) is added to the resource's history.
4. Basic Project Tasks
In order to be considered for a pass at Third Class Honours standard on this project, a student
must
give evidence of having adequately attempted to attain the following objectives. It is expected
that
most students attempting this project would have completed the following by Christmas.
• produce a data model (ERA diagram and data dictionary) to support resource allocation and
problem tracking
• implement a database and web server to support the application
• implement the basic resource users' and technicians' functions through a simple web-based
interface




1. Project Title
Interactive Evolution of Behaviours
2. Aim of the Project
The goal is to develop a software that generates a desired behaviour for very simple line-based cartoon
characters
using an interactive evolutionary algorithm. The software will run an evolutionary algorithm which will
present
the user with several instances of a simple line-cartoon 2-dimensional character performing simple
behaviours
(e.g. walking, dancing). The user orders them according to preference and the evolutionary algorithm then
creates new behaviours to be evaluated by the user in the next round.

3. Background Information and User Requirements
The candidate needs to
•review literature about evolutionary algorithms and implement an evolutionary algorithm. As a starting
point,
http://www.cs.sandia.gov/opt/survey/ea.html
provides a good start. In particular, (Goldberg, 1989), (Michalewicz, 1992) (or a later edition) are of
interest.
For ideas how to apply Evolutionary Algorithms to design, see
http://www.red3d.com/cwr/evolve.html
•learn how to implement simple line-based graphical animation (in a language of her or his choice)
•investigate how to translate the parameters from an evolutionary run into a cartoon character behaviour
(e.g. using suitable mappings or function generators)
•implement a user preference selection for a number of available behaviours
•implement a conversion of the user’s preferences into a selection criterium
Ideally, a final product would realize the following goals
•implementation of graphics with a very simple animated line-based “cartoon” character
•implementation of a basic Evolutionary Algorithm operating on chromosomes implemented as tuples of
real-valued numbers
•a translation of the Evolutionary Algorithm chromosomes into a behaviour (movement) of the “cartoon”
character
•presentation of the “cartoon” character behaviours to the user and selection interface, by which user can
identify her/his preferences to the Evolutionary Algorithm
1

4. Basic Project Tasks
In order to be considered for a pass at Third Class Honours standard on this project, a student must give
evidence of having adequately attempted to attain the following objectives. It is expected that most
students
attempting this project would have completed the following by Christmas.
•implementation of a graphics module with a very simple animated line-based “cartoon” character,
controlled
by specification of movement function.
This involves:
– writing a very simple animation software which is able to display moving lines
– construct a model of a simple line-based cartoon character
– creating an interface, by which the cartoon character can be controlled by external functions
– implement a function making the character perform simple moves through aforementioned interface
1. Project Title
Absence booking system

2. Aim of the Project & Background Information and User Requirements

Produce a system that allows lecturers to book time away from work.
This seems like an almost trivial system to construct, but it is actually quite hard to get
right.
I can be away from the department for an hour or two, or a couple of weeks. I may have a
doctor's appointment which I don't want anyone to know about, or I may be presenting a
paper at a prestigious conference and I'd rather like everyone to notice. I may want to be
contacted at my home phone, or may need to give out my mobile number. I may not care
who sees the number, or I might prefer it to be visible only to trusted colleagues. I may book
two week's leave, but it only counts as nine days off my leave allowance, as one day is a
bank holiday. I might later find it necessary to change one day to "working at home" (as
some urgent request has come in from my boss).
• Implement a database that implements a reasonable proportion of the
requirements implied above.
Produce a design for a user interface that makes it easy to manage the system.

3. Basic Project tasks
In order to be considered for a pass at Third Class Honours standard on this project, a student
must give evidence of having adequately attempted to attain the following objectives. It is
expected that most students attempting this project would have completed the following by
Christmas.
1. Project Title
    A Simulation Tool for UH Racing
    To specify, design, implement and test a simulator of a racing car and circuit for UH
    Racing.

2. Aim of the Project
3. Background Information and User Requirements
UH Racing is the University of Hertfordshire’s Formula Student’s team. They race their
Formula Student car against other Universities in the UK, and recently reached the world
finals where they raced against international opposition.
UH Racing consists of a number of teams. Class 1 team is a (mainly) final year team who
each year design, build and compete in a new car in the UK and Internationally. Class 1-200
team is a team of first and second year students who further develop the previous year’s Class
1 team’s car and compete in this modified version in the UK. Class 3 team is a team of
students on their placement year and some second year students. The Class 3 team is involved
in design and business events.
The UH Racing’s teams are highly successful, and have won many racing competitions and
awards. The teams aim to remain one of the leading university teams, but their competitors
are catching up quickly. To retain their leading position, UH racing need to develop an
interactive simulator of how their car will perform on a racing circuit. They will use this
simulator as a test-bed for the design of their cars, and later for analysis of data logged from
the car during actual races. The simulator needs to be highly parameterised to allow different
car designs to be tested on the different racing circuits under different weather conditions. It
is important that simulation runs can produce various statistical results to let the UH Racing
teams analyse them in a meaningful manner to aid them in their engineering designs.
Any student undertaking this project would be involved directly with the UH Racing teams.
UH Racing would aid Computer Science students by specifying the parameters for the car
designs, and providing information on the analysis tools they use. The output of the most
advanced version of this simulator will need to be compatible with the results of logs from
UH Racing cars, to allow side-by-side analysis to provide feedback to improve car designs,
advise the driver and improve future versions of the simulation software.. There will be a
considerable amount of pure, applied and statistical mathematics in this project. Therefore,
some understanding of mathematics is essential to any student undertaking this project.
4. Basic Project tasks

In order to be considered for a pass at Third Class Honours standard on this project, a student
must give evidence of having adequately attempted to attain the following objectives:
• Code into a high-level programming language a basic set of equations given by UH
Racing personnel which describe the behaviours of their car on a specified racing circuit
• Develop a user interface which allows UH racing personnel to:
o input the necessary parameters for a simulation run
o view the results of that run in a suitable numeric form
This interface will adhere to good HCI principles which should be stated in the project
report.
• Allow the simulation program’s user to save the simulation output data in a form suitable
for importing into for example MS-Excel.
In order to be considered for a pass at Second Class Honours standard on this project, a
student must give evidence of having adequately attempted to attain the following objectives:
• Either (A)
o Code into a high-level programming language a set of equations given by UH
Racing personnel which describe the behaviours of the car on the racing circuit,
including additional parameters such as weather conditions to be specified by UH
Racing personnel
o Design a software-based simulation whose structure allows car and circuit
equations, parameters and values to be changed easily
o Develop a user interface which allows UH racing personnel to input the necessary
parameters for a simulation run and make use of its outputs; this interface will
adhere to good HCI principles which should be stated in the project report
o Provide tools to allow the user to view the results of a simulation run in at least
one graphical form specified by the UH Racing personnel
o Enable the user to specify different racing circuits on which to run simulated cars
o Using information provided by UH Racing personnel, optimise the car’s
acceleration and deceleration behaviour during a lap to produce the best possible
theoretical lap time
o Allow the program’s user to save the simulation output data in a form suitable for
importing into for example MS-Excel
• or (B)
o Provide a reasonably realistic view on a PC display of the car running in the
circuit derived form of information provided by your simulation, either in the
form of what the driver may see as they drive round the circuit or a birds-eye
view of the car being driven round the circuit. In either case, scenery around the
circuit can be omitted.
In order to be considered for a pass at First Class Honours standard on this project, a student
must give evidence of having adequately attempted to attain the following objectives:
• Either
o Both of tasks A and B required for Second Class Honours
• or
o All of the tasks required for Second Class Honours under A above, and
o Developing an interface to the data provided by GPS and other data saved in
electronic decides in the car itself during a lap of the circuit, and providing UH
Racing personnel with information about how well the driver’s actual
performance in each part of the circuit compares with the theoretical optimal lap
which your simulation will have computed
2
• or
o All of the tasks required for Second Class Honours under A above, and
o Developing statistically- and/or AI-based mechanisms which will help UH
Racing personnel optimise some of the many design and set-up parameters which
affect the car’s performance on race day.
Note: since this project is intended to support UH Racing’s efforts, the direction of which may change
during the development and testing of this year’s car, it is possible that during the year other objectives
may turn out to be more important to them than those listed above at Second and First Class Honours
standards. Project work on these alternatives will be acceptable subject to the agreement of UH racing
and of the project supervisor.
Additional information:
UH Racing’s home page is at http://www.uhracing.co.uk/
General information about Formula Student can be found here:
http://www.formulastudent.com/
To give you an idea of the type of things UH Racing would like, have a look this free lap
simulator provided by Bosch:
http://www.bosch-motorsport.de/content/language2/html/3050.htm

    1. Project Title
    A Facebook application for questionnaires and opinion polls


    2. Aim of the Project & 3. Background Information and User Requirements

    I think it would be cool to be able to add a questionnaire to a facebook page. Then you
    could find out that 92% of males don't like your new hairstyle, but 69% of females have
    the
    same favourite movie as you have.
    Cool maybe, but not easy I suspect -- definitely involves programming -- the API seems to
    be
    based on PHP.
    Facbook is a popular "social networking" system. You can add applications to your
    facebook page, see http://www.facebook.com/help.php?page=12 for more info on this. It
    may be that someone has already build a questionnaire application, but even if so you
    could
    build your own.
    Eventually, you should be able to easily create new questionnaires, an the results should
    be
    updated on everybody's page in real time.
    Apart from the obvious development process, there are lots of interesting and subtle
    privacy
and security issues that you could look at if you have time.
    • Implement a simple Facebook application that doesn't do anything.
    • Implement a Facebook application that does a fixed questionnaire.

4. Basic Project tasks
In order to be considered for a pass at Third Class Honours standard on this project, a student
must give evidence of having adequately attempted to attain the following objectives. It is
expected that most students attempting this project would have completed the following by
Christmas.

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Fyp ideas

  • 1. Some Final year Projects ideas: Predictive Analytics Predictive Analytics is primarily based on the concept of modeling business problems using statistical ad data mining algorithms. These algorithms use a set of input variables from a given data set to predict target variables that will support decision-making. Predictive analytics is used in financial services, insurance, telecommunications, retail, travel, healthcare, pharmaceuticals and other fields. Good understanding of statistical and data mining algorithms. Soccer Playing Agent Team for the Robocup Simulation --- by Chris Carter This project creates a football team that competes in the Robocup Simulation tournament. Robocup is an international joint project to promote artificial intelligence, robotics, and related fields. The ultimate goal of the Robocup project is to develop a team of fully autonomous humanoid robots that can win against human world champion team in football. At the end of the project, the student has produced a working team of 11 agents, capable of performing in the Simulation, carrying out functions including running around the pitch, locating and chasing the ball, passing to fellow team-mates, and shooting towards the goal. The system is written in Java. Some screenshots are shown here (click on the picture to see a larger version). The initial setup of 11 players in each team.
  • 2. As the game plays on The Game of Hex --- by Hayley Tinkler Hex is a board game played on a hexagonal grid. Two players take it in turns to fill in the board in their colour. Player one is to form a path of their colour from the top to the bottom while player two is to form a path going from one side to another. This project implements this game for a user to play against the computer. Artificial intelligence algorithm has been incorporated to determine the computer's moves. Some screenshots are shown here. User (black pieces) trying to get a chain across the bottom of the board, while the computer (white) attempts to block the move. User (black pieces) trying to get a chain across the top of the board, while the computer (white) attempts to block the move. Using Semantic Knowledge for Implementing Intelligent Web Search --- by Joseph McElroy Search engine technology on the internet is a multibillion dollar industry. The next step in developing search engine technology is utilising semantic knowledge to satisfy customers search requirements (semantics refers to aspects of meaning). This entails using experts' knowledge to make search results more refined and ultimately improve the result over conventional methods. The enhanced search engine utilises a chosen Wikipedia's article raw data and Yahoo's Keyword
  • 3. extraction engine to extract important phrases / words which are closely related to the user's search request. This hopefully presents the user with results which are closely linked with the user's request. For instance, searching "David Beckham metatarsal injury" would bring up the date of injury, name of player who injured him (Aldo Duscher) and their search results. A conventional search request would only focus its search on "David Beckham metatarsal injury". In addition to allowing user to enter a query, the interface of the search engine also shows a list of recent search results. For example, searching "Tony Blair" would bring not just articles about Tony Blair, but others like Labour Party, Blair's Cabinets Further topics may be suggested like background and family life, political career, etc. Plagiarism Detector --- by Tarek Menacere What is plagiarism? Plagiarism occurs when a student misrepresents, as his/her own work, the work, written or otherwise, of any other person (including another student) or of any institution. A recent survey of UK university students found that about one quarter of them admitted to plagiarism and 16% said that they have done so more than once. The aim of this project is to implement a plagiarism detector to compare to what extent two documents overlap and to
  • 4. compare a document to sources available on the internet. Research shows that using a detector is not only useful for identifying plagiarism, but also being able to warn students that their work would be scrutinised electronically acts as a much stronger deterrent than simply issuing a warning not to plagiarise. The detector produced in this project is able to compare both text files and MS Word documents. The system uses several pattern matching algorithms, such as the Longest Common Subsequence (LCS) and the Smith-Waterman algorithm, to calculate a verbatim score, a paraphrasing score, and word count matching score etc, in order to determine the similarity of two files or a file and web pages. These are some screenshots of the system. Non-plagiarism case - software returns a low similarity score Plagiarism case - software returns a high similarity score A quick sort program that is similar to many programs in the internet - a list of websites with a similar program is returned Efficient Text Compression via LZW Method --- by Nikolaos Patras
  • 5. Data compression is the process of encoding information using fewer bits. Some compression schemes are reversible so that the original data can be reconstructed (lossless data compression) while others accept some loss of data to achieve higher compression (lossy data compression). This project is mainly concerned with using the lossless data compression method, called LZW (Lempel-Ziv-Welch). This method is used in the UNIX program "compress" and GIF (Graphics Interchange Format) image format. In this project, the LZW method is implemented and experiments are carried out to evaluate the performance. The design of the interface of the program is shown below: The algorithm implemented is tested against several files and the results show that the compression ratio for text is promising. It is found that the compression ratio depends highly on the repetitions in the original file. The following table gives a rough idea of the results. Original size Size after compression File Name Description Ratio (bytes) (bytes) bible.txt a large file with content from the bible 4.53M 3.37M 74% a file contains some DNA sequences containing dna.txt 1.09M 0.47M 43% only characters A, C, G, T aas.txt a file containing only a's 0.98M 45K 5% Other Projects Searching the Searchers --- by Daniel Nicolson There are many web searching tools available on the internet. This project attempts to implement a web service client which searches multiple search engines, and obtain and collate results from them. In particular, this project incorporates search results from Google, Amazon, US Library of Congress and Resource Discovery Network. The project provides a single platform for the users to search multiple search engines and provides flexibility as of which search engines to exclude if it is not expected to return relevant results (e.g., user can specify excluding US Library of Congress when searching the term "Merseyside"). Who Would be Interested in Me? --- by James Squires
  • 6. It is a common practice that academic staff maintained webpages describing their research work and provding a list of their papers for other researchers to download. It would be nice if every now and then one would receive an overview, in adjustable detail, of all the users that have hit his page. From which external page did they come to the page? Which pages on his site where they actually looking at, and did they download any paper? how often have they visited his pages, recently? who are they, what do their home pages tell him? The project aims to tracking the access to the academic staff's website and produce a number of statistics in relation to the web traffic onto the website. Mobile Phone Location --- by Neil Lindon Location Based Services are a new concept to integrate the users' geographic location with the notion of a service, e.g., to find the nearest restaurant or taxi rank. This project aims to research and develop a method of locating a mobile device within a GSM network. A web application was developed using the mobile positioning system software development kit developed by Ericsson. The application was able to track the position of a mobile in the GSM network. Image Analysis Aim The aim of this project is to: Offer a set of tools for analysing images. Objectives / major tasks In order to complete this project fully a student will have to meet the following objectives. 1. Load, display and save image files in one or more formats. 2. Provide the user with tools to select certain parts of the image and then display information about that selection such as number of pixels, or even better, total 'amount' of a particular colour within the selection, taking account of different amounts of that colour in each pixel. 3. Fancy selection aids, some examples being (i) choose a colour and select all those pixels within certain limits; (ii). within certain range of target colour, within certain range of target hue, ignoring saturation and lightness etc; (iii) click on a pixel (or swipe over a small rectangle) and automatically select suitably similar pixels. 4. Provide other analytical information about the image. 5. Advanced: automatically scan the image and decide what features to meaasure - getting into AI now. 6. Advanced: Provide a means for the user to set complex criteria for analysis and save that set of criteria for reuse. 7. Advanced: Provide a means to compare a set of images under certain criteria and output the results in some suitable format (such as CSV) for use in other data-processing packages.
  • 7. Title Further development of a web-based plagiarism search tool Aim The aim of this project is to: Improve an existing plagiarism detection tool to automatically find sources of plagiarism without human intervention Objectives / major tasks In order to complete this project fully a student will have to: 1. Determine and document the requirements of the system 2. Write a programmatic interface to an existing web search engine 3. Integrate the new code into the existing plagiarism detector 4. Test and evaluate the new development 5. Design and implement a user interface to the system Measuring the subject bias of different web search engines Aim The aim of this project is to: Discover the extent to which specific search engines have selected the kinds of Web page that they find.
  • 8. Objectives / major tasks In order to complete this project fully a student will have to: 1. Conduct a careful series of experiments, making "neutral" requests to a series of search engines and classifying the pages returned 2. Write a program to automate the experiments done in step 1, so as to repeat the experiments on a larger scale 3. Test the effectiveness of the system both for identifying the type of page returned and measuring the search engine's bias 4. Prepare the results for publication Title Virtual Private Networks Aim The aim of this project is to: Simulate and evaluate the tunnelling protocols used in virtual private networks Objectives / major tasks In order to complete this project fully a student will have to: 1. Learn how to write networking programs, and implement a communication channel between two programs (or two copies of the same program), on the same or different PCs. 2. Produce a user interface allowing tunnelling protocols to be demonstrated between multiple (simulated) hosts. 3. Evaluate available tunnelling protocols (such as PPTP, L2TP, IPsec) and implement one of them. Title RISK: A computer version of the game Aim The aim of this project is to:
  • 9. Design and implement a computer version of the strategy game "RISK". Objectives / major tasks In order to complete this project fully a student will have to: 1. Implement (a subset of) the rules of the game. 2. Design and develop a graphical interface suitable for playing RISK. 3. Implement a multi player option for the game. Title Parallel processing implementation of the Mandelbrot set Aim The aim of this project is to: Implement the Mandelbrot set as a distributed algorithm, and demonstrate the advantage of distributing it. Objectives / major tasks In order to complete this project fully a student will have to: 1. Implement the Mandelbrot set algorithm as an ordinary program. 2. Develop and implement a technique to divide up the Mandelbrot set problem space. 3. Design and implement a communication protocol to allow parts of the problem space to be sent from machine to machine. 4. Implement server programs to perform the calculation. 5. Implement a client program to control the computation and to display the result. 6. Implement parts of the system in a different language and on a different machine, to evaluate the platform independence of the system. 7. Evaluate the performance of the implemented system for this and other distributed applications. Title
  • 10. Application of the Google API to detect plagiarism Aim The aim of this project is to: Automatically (and efficiently) scan Google for documents similar to a given sample. Objectives / major tasks In order to complete this project fully a student will have to: 1. Register with Google API, in accordance with their terms for free, non-commercial use. See http://www.google.com/apis/api_terms.html 2. Understand how the Ferret plagiarism detector works 3. Investigate which file formats can be accepted by Ferret 4. Write a program to download relevant pages from the web and run them through Ferret together with the sample, in order to detect similar passages 5. Evaluate your method 6. Advanced objective: write a program to convert .pdf files to .txt, retaining only text. Development of Scalable video streaming over streaming over heterogenours network Recently, TV broadcasting has been widely adapted on different platforms, including desktops and smart phones. To provide a high reliability and quality TV stream is always a challenging task for the developers. Our project aim to: 1. build Peer to Peer system with a real time live streaming application for heterogeneous network which include PC and Android platform 2. provide an efficient, smooth, steady and high quality live streaming by integrating two technologies – FastMesh and SIM 3. stream different format of video Interactive 3D MAP of a big city like Karachi The road system is complicated for tourists. It is not easy for the tourists to find their interested place and go to their destinations efficiently with the 2D map. Our project is develop to enable tourists or even locals to familiarize themselves in
  • 11. places of HK with complicated road systems, so that they can walk through the city by themselves with information provided from the interactive map on what buses to take, where to take and even the shops information in that location. This interactive 3D Map will become the virtual city map for tourists/locals to get most accurate information and real visualization before they travel in real. A Collaborative Android Application Providing an Online Google Map with Audible Cantonese Location Pronunciations for Expats and Tourists in Pakistan Any country has hundreds of different locations whose names are difficult for foreigners to pronounce and remember. Foreigners of ten have trouble communicating to local citizens, especially taxi drivers, when they want to go to various tourist attractions or popular places. Our goal in this project is to provide a tool to help non-urdu or Punjabi or any regional language speakers in Pakistan to overcome the language barrier when they travel in the territory. In our Android application, users can select languages: English, Traditional Chinese and Simplified Chinese. When users tap on a location on the Google maps of Pakistan, the system displays the place name in the three languages. Then, the users can tap to hear the pronunciations in English, Cantonese and Putonghua. The system links to a tourist board, which is also created by us, so users can view additional useful information of the location. Tourism Based Social Networking Service In recent years, Social Networking Services have been playing an important role in people’s life. I Meanwhile, tourism is an everlasting popular topic. People like to travel to new places with friends.
  • 12. o What if we combine the two factors? o The users will find it very convenient to plan for trips and invite friends for trips since they will have access to both tourism information and friends. a The user experience of both social networking and tourism shall boost! The major innovation of our project is that we endeavor to combine SNS and tourism information on a Google Maps interface. We will continue to implement more functions and explore the business value of the project. We sincerely welcome any comments or questions from everyone. Security Extension of GTalk based on Smart Card The purpose of this project is to develop a security extension for Google Talk (GTalk) that will allow the users to encrypt their Instance Messages (IM) and voice chat permitting the users to securely transfer their data (text and VoIP) using public channels. Since, GTalk is normally used for group communication so a key management issue will also be addressed in order to securely exchange symmetric keys between group members, if they are communicating in group environment. Secure Email System The emails using public email service providers (e.g., yahoo, gmail etc) are sent unencrypted leaving them readable by the routers and the service providers. The purpose of this project is to develop an infrastructure for sending secure emails without storing the private key of the user on the secondary storage device rather it will be stored in the smartcard and will be used through smartcard whenever
  • 13. required. In addition to the project shall also focus on securely managing the address book of the users. Secure Email for Smart Phones The objective of this project is to design and develop a secure email system for smart phones (Android and iOS based mobile devices). The students will handle security credentials which will be used to send/receive Secure Emails and to protect the address book entries. In addition, the system will also handle different confirmation messages in order to inform the sender about the status of his/her email. DRM using TC Digital Rights Management (DRM) is one of the hot issues in current research. Trusted Computing (TC) provides a mechanism to achieve this goal. The aim of this project is to develop a system that allows the content providers to decide how the given data should be used and compells the client to follow the criteria set by the content provider. Flood Prediction In order to have adequate time to evacuate people and avoid loss of life from serious floods, an efficient and accurate flood prediction system is needed. In this project, we reduced the computation time that required for simulation of flood accumulation to enhance efficiency with a reasonable degree of accuracy. We analyzed and modified the existing algorithms. We have made the achievement of providing a reasonably accurate simulation within a few minutes by using a colorful 3D graphical user interface for result displays. Time series Analysis of Stock Market Data Project suggestions database Produce a system to automate the processes of gathering project suggestions from staff,
  • 14. allowing students to browse the suggestions, express their preferences, and be allocated a suitable tutor, subject to resource constraints such as tutor availability, limits on the number of students doing the same project, students suggesting unsuitable projects, etc... Project Title Project suggestions database Aim of the Project Produce a system to automate the processes of gathering project suggestions from staff, allowing students to browse the suggestions, express their preferences, and be allocated a suitable tutor, subject to resource constraints such as tutor availability, limits on the number of students doing the same project, students suggesting unsuitable projects, etc... Basic Project tasks • Design and implement a database that will support the basic project tasks · Implement a Web front end to the database that will allow staff to enter • suggestions and students to browse suggestions 1. Project Title Development of a version of a “University Life” board game 2. Aim of the Project The aim of the project is to develop a program which allows a number of players to play a board game
  • 15. called “The University Life Game”. The game will represent the ups and downs of life as a university student. In particular, the board will have squares to represent events happening in three aspects of student life: financial, academic and general “life” events. The program will provide facilities to display the current state of the game, simulate the dice throws which control the players moves, enforce the rules of the game, receive player input and indicate the winner. The program plays the role of the “banker”, controlling but not taking part in the game. An essential feature of the implementation is that it should be designed in such a way as to allow a programmer to change existing features and add extra ones with relative ease, making the program easy to maintain and extend. In practice, this means that it should be designed using an object-oriented approach. So this project is recommended for students who have studied object-oriented design and have programmed in languages with object-oriented facilities. 3. Background information and User Requirements The University Life Game will be a board game played by between 2 and 6 players on a rectangular board which displays a number of squares arranged around its edges. Each player has an identifying token. Players take it in turn to throw two dice and the sum of the face values of the dice determines how far a player may move their token around the board. All players start on a square labelled “START” in one corner of the board and move clockwise around the board. A player's fate is determined by the square on which their token lands after a dice throw. These will either specify a fixed event or will direct the player to pick an event card from a specified set of cards (in the same way as “Chance” and “Community Chest” cards work in the game of Monopoly). There will be three sets of cards : “Money”, “Study” and “Life”. Students working on this project will be able to obtain some help with using Java at a technical help forum which will be run by members of the teaching team. The objectives of the forum are twofold. Firstly, to help students already familiar with procedural programming in languages such as Visual Basic,
  • 16. Pascal, C etc. to move to Java. Secondly, to give a very brief introduction to basic object-oriented programming in Java. Details of the forum, including when and where it is to be held, will be posted on the StudyNet site for 3COM0056. 3.1 The board and event cards The detailed design of the board and the precise nature and complexity of the rules of the game are not fixed. However, some or all of the following features should be implemented: · The board should have the following types of squares: • Card square which direct a player to pick a card from a particular card set i.e. ( a “Money”, “Study” or “Life” card) • Direct Event square which control movement on the board e.g. “receive good news, go forward 4 squares”, “Serious illness, return to start”, “ Family crisis, miss a turn” • Rest squares where nothing happens • Each card set should have a range of cards which cause players to gain or lose. The Money cards will relate to a player's financial state. The Study cards will relate to their academic progress. The Life cards may affect either. • Money cards will cause the player to gain or lose money. They may gain money from or lose it to the banker (the computer) or the other players. • Study cards will affect a player’s academic progress . Players progress by passing modules. The game must have rules which govern how a player can pass a module at a particular level and move from one level of a programme to the next. • These rules may be simple e.g. a pass consisting of a total of 120 academic credits, or may be more complicated e.g. 120 credits or over with at least 60 credits for coursework and a pass in the examination. • Different rules may apply to different modules. • Gaining or losing credits or other required attributes (such as a pass in an exam) is determined by the cards in the “Study” set. • The cards should have general instructions applicable to any module e.g. “penalised for plagiarism, lose 30 credits”, “Pass the examination”, and it will be up to the player to determine which of their modules will be affected. • There may also be more general rules such that a player cannot progress to the next level until they have passed at least three modules at the current level. • Life cards may describe general life events which may affect either financial position or academic progress. 3.2 The game At the start of the game: • Each player starts with a sum of money and a registration on four level modules (You should give these modules names e.g. “Computer Systems”) • The winner will be the player who first achieves a pass at level 3 in all four modules (or, players may be allowed to complete their academic progress and the winner will be the one who has done so with the most money or lowest student debt). • Players may be eliminated from the game either by incurring severe academic penalties (e.g. failing
  • 17. a module twice), by falling financially below an acceptable level of student debt , or by getting a terminating event (e.g. a card: “You have decided to emigrate and withdraw from the university”, a direct event : “Caught for drug-dealing; leave the university for jail” ). 3.3 The play Players start at the START square and move their tokens clockwise around the board by the number of squares determined by the total face value of the thrown dice. When a player lands on a square, there may be consequences outside their control determined by the rules of the game which may affect either the player or the other players e.g. “pick up a Money card”, “pay a fine”, “win at cards - collect £20 from each player”, but there may also be decisions left to the player e.g. which module will be affected by a gain/loss of academic credits Players continue round the board until there is a winner. 3.4 Internal Design and Implementation The program must be implemented using a modular structure. Its internal design should embody the following characteristics of good program design: low coupling, high cohesion, minimised code duplication. Maintainability and extendibility are important features of the internal design so that it should be easy to change or add features. The requirements for maintainability and extendibility mean that an object-oriented approach would be most suitable for the development of this game. There is no requirement for the game to be implemented in a specific programming language. However, students are strongly urged to choose a language which has good facilities for object-orientation. Anyone with no experience of object-oriented development, should investigate what may be involved before deciding to undertake this project. Students are also strongly urged to develop the solution in a series of stages, starting with a very simple version and then developing the complexity of the game in a controlled way. Stages in the development of the game and the thorough testing of those stages will provide a good basis for the discussion required in the project report. Finally, playing the game involves random dice throws which are unpredictable and a full game may take a long time to complete. An important aspect of the project is the development facilities which will allow for testing to be undertaken under the control of the developer. These facilities would allow the developer to control the random aspects of the game so that it can be tested under the full range of circumstances, but would not be included as features available to end users. 3.5 Development There are three main aspects to the project: • the complexity of the game - rules and events • the user interface - how players interact with the game • maintenance facilities - such as save current game, load an old game, load a new game, help , table of scores, A student may choose where to place the main emphasis of their project. There is no need to implement all three of these aspects to the same level of sophistication. The game should display a visual representation of the board. However, the complexity of the user interface may range from a static image of the board with text i/o to describe what is happening, to a sophisticated GUI with advanced graphics. Developing a game with complex rules may be balanced by providing a simple user interface or, minimal maintenance facilities. On the other hand , a more advanced GUI or extensive maintenance facilities may be provided for a simpler game. The project should be developed in a series of stages which implement increasing functionality and each stage should be thoroughly tested. The project report should describe the development strategy and the steps taken to ensure that each stage is thoroughly tested. The appendices should contain the earlier simpler versions of the game together with testing plans and the
  • 18. code of programs developed for the purposes of testing. 3.6 User Requirements 1-4 The program should display information about a player's current location, the current state of their resources such as their bank balance and the state of their academic progress. A representation of the board should be provided, but this may be just a primitive static display or even as simple as a text based list. The program should ensure that players take turns, provide a random number simulating the throw of two dice and update the player's position. It should follow through the consequences of each move either by acting on events and by receiving and acting on any required player's input. If a player has reached any of the terminating conditions, they must be informed that they have lost and the program must stop them from participating further in the game. The program should inform the winner that they have won. 4. Basic Project Tasks The project will be assessed not only on its functionality but also on its internal design, the implementation decisions taken and on the approach taken to ensure thorough testing In order to be considered for a Third Class Honours standard in this project, a student must give evidence of having adequately attempted to : • Provide a clear and detailed specification of the game and its rules. • Design and implement a program which enables two players to play the game. It should: • display information about the players current position on the board and assets (money and academic progress) • enable players to move in turn • process the events associated with the new position on the board • display the results of a move • enforce the rules of the game and inform a player if they have been terminated • identify an inform the players of the winner • Develop the game in stages • Ensure that each stage in the development of the program has been adequately tested • Develop the program in such a way as to make it easy to maintain and extend, reducing code duplication • Provide a justification of some of the design decisions 1. Project Title A System for Scoring Cricket Matches 2. Aim of the Project “In the old days, all you needed to keep the score at a cricket match was a stick and a sharp knife. Each time a run was scored, you cut a notch on your stick. Now you need a computer. This is because of cricket’s obsession with statistics.” (Yapp, 1996)
  • 19. Cricket is a fairly complex game. Consequently, accurate scoring is important, particularly as the same event may need to be noted in several places on the score sheet. This project is intended to support the work of the scorers of a cricket match. Note: you may modify this project suggestion for games which are sufficiently similar to cricket for an equivalent scoring system to be valuable, such as baseball. If you are considering such a project, please discuss it with your project tutor, 3. Background Information and User Requirements Cricket Described The following description of the game of cricket is taken verbatim from the Cricinfo website. (see references/bibliography). This project relates specifically to the form of the game in which each side is restricted to one innings of a certain number of overs. Cricket is a team sport for two teams of eleven players each. A formal game of cricket can last anything from an afternoon to several days. Although the game play and rules are very different, the basic concept of cricket is similar to that of baseball. Teams bat in successive innings and attempt to score runs, while the opposing team fields and attempts to bring an end to the batting team's innings. After each team has batted an equal number of innings (either one or two, depending on conditions chosen before the game), the team with the most runs wins. The order in which the teams bat is determined by a coin toss. The captain of the side winning the toss may elect to bat or field first. All eleven players of the fielding team go out to field, two players of the batting team go out to bat. The remainder of the batting team wait off the field for their turn to bat. Each batsman wears protective gear and carries a cricket bat. The game progresses by the bowling of balls. The sequence of events which constitutes a ball follows. The fielding team disperses around the field, to positions designed to stop runs being scored or to get batsmen out. One fielder is the bowler. He takes the ball and stands some 27 - 2 distance behind one of the wickets (i.e. away from the pitch). Another fielder is the wicketkeeper, who wears a pair of webbed gloves designed for catching the ball and protective pads covering the shins. He squats behind the opposite wicket. The rest of the fielders have no special equipment - gloves to assist catching the ball are not allowed to anyone but the wicket-keeper. One batsman stands behind each popping crease, near a wicket. The batsman farthest from the bowler is the striker, the other is the non-striker. Whenever a batsman hits the ball during a delivery, he may score runs. A run is scored by the batsmen running between the popping creases, crossing over midway between them. When they both reach the opposite crease, one run is scored, and they may return for another run immediately. The fielding side attempts to prevent runs being scored by threatening to run out one of the batsmen. If the batsmen are attempting to take runs, and a fielder gathers the ball and hits a wicket with it, dislodging one or both bails, while no batsman is behind that wicket's popping crease, then the nearest batsman is run out. Specifically, the batsman must have some part of his body or his bat (provided he is holding it) grounded behind (not on) the crease. The batsmen carry their bats as they run, and turning for another run is accomplished by touching the ground beyond the crease with an outstretched bat. The batsmen do not have to run at any time they think it is unsafe - it is common to hit the ball and elect not to run. If the batsmen run one or three (or five! rare, but possible), then they have swapped ends and their striker/non-striker roles are reversed for the next ball (unless the ball just completed is the end of an over). In addition to scoring runs like this, if a batsman hits the ball so that it reaches the boundary fence, he scores four runs, without needing to actually run them. If a batsman hits the ball over the boundary on the full, he scores six runs. If a four or six is scored, the ball is completed and the batsmen cannot be run out. If a spectator encroaches on to the field and
  • 20. touches the ball, it is considered to have reached the boundary. If a fielder gathers the ball, but then steps outside or touches the boundary while still holding the ball, four runs are scored. If a fielder catches the ball on the full and, either during or immediately after the catch, steps outside or touches the boundary, six runs are scored. The batsmen usually stop taking runs when a fielder is throwing the ball back towards the pitch area. If no fielder near the pitch gathers the ball and it continues into the outfield again, the batsmen may take more runs. Such runs are called overthrows. If the ball reaches the boundary on an overthrow, four runs are scored in addition to the runs taken before the overthrow occurred. Runs scored by a batsman, including all overthrows, are credited to him by the scorer. The number of runs scored by each batsman is an important statistic. If, while running multiple runs, a batsman does not touch the ground beyond the popping crease before he returns for the next run, then the umpire at that end will signal one short, and the number of runs scored is reduced by one. The game is adjudicated by two umpires, who make all decisions on the field and whose word is absolutely final. One umpire stands behind the non-striker's wicket, ready to make judgements on LBWs and other events requiring a decision. The other umpire stands in line with the striker's popping crease, about 20 metres (20 yards) to one side (usually the leg side, but not always), ready to judge stumpings and run-outs at his end. The umpires remain at their respective ends of the pitch, thus swapping roles every over. How to Score An example score sheet, scanned in from Smith (1993), is shown as an appendix. It shows how events are recorded. 27 - 3 Note that each run needs to be scored for the batsman, the side and the bowler. This is the type of multiple recording that your system should relieve the scorer of. The aim of the system you are to develop is to support a cricket scorer in the most elegant and efficient manner possible. A number of software systems are already available to enable the scoring of cricket matches (see Software websites below). You may design your program after an initial evaluation of these systems, as a way of making improvements to way they work, but of course the design and implementation of your system must be your own work. 4. Basic Project Tasks In order to be considered for a pass at Third Class Honours standard in this project, a student must give evidence of having adequately attempted to : • develop a system which allows the scorer to score a complete one-innings 50-overs match via a simple graphical user interface, including • Enter the names of the teams and players, including identifying the captain and wicket-keeper of each team • Record the result of the toss and who bats first and second • Score each ball, over, run and wicket, recording the result as each ball is delivered and providing feedback to the scorer • Support the recording of most of the types of invalid delivery and all of the common ways of getting out; if you wish, you may ignore the less common ones like Timed Out (Law 31; Smith; 1993, p.113) and Obstructing the Field (Law 37; Smith; 1993, p.133) • tell the score who has won at the end of the match • keep the scoring records permanently in a database or other storage, and retrieve them for later examination • Allow the system to be tested quickly by scoring a three-over-a-side ‘match’ in
  • 21. addition to the 50-over complete match Your system must produce all of the information from a single entry for each event. You will also need to provide a short user manual, full analysis and design documents for the data storage and user interface, and the results you obtain when you test the system. You may want to use historical information of a specific match from Cricinfo etc (see references below) as test data. References/bibliography Books Smith T (2000) Cricket Umpiring and Scoring; Weidenfeld and Nicholson, London. Dry, factual, sets out the Laws of Cricket and examples of scoring. The reference book. (Note that references in this project outline are to the 1993 edition of this work, and that a 2004 edition is due out imminently.) Yapp N (1996) Bluff Your Way in Cricket, Ravette Publishing; Horsham, West Sussex. Humorous, but contains some grains of deeper truth about the game Websites 27 - 4 http://www.cricinfo.com/ has the laws, explanations of the game, statistics, information which can be used as input for testing your system, … http://www.howstat.com.au/cricket/home.asp an Aussie statistics site Software websites (the ‘competition’ to your system) http://www.cricketstatz.com/cstatz.htm http://www.ggiddings.freeserve.co.uk/csfw.htm http://www.freedownloadscenter.com/Games/Misc_Games/Cricket_Scorer_Download.html http://ourworld.compuserve.com/homepages/eddson/willow.htm Appendix – score sheets Taken from Smith (1993) 1. Project Title Travellers’ Tales: a web-site for sharing stories 2. Aim of the Project The aim of the project is to design and implement a web site to facilitate sharing the sort of stories that people have when they have been travelling. Visitors to the website will be able to search the storybase, add their own stories and comment on existing stories. 3. Background Information and User Requirements Nikki&James write travel books. They have decided to set up a web site on which people can
  • 22. share stories about their travels. They see the value of their web site as twofold, firstly some of the stories will be useful to themselves (they plan to offer payment for any of the stories which they use in their books) and secondly the site will be useful to other people who plan to travel. They will seed the site with some of their own stories and pictures to get things started. Nikki&James have looked at LotusNotes type discussions and have decided that this does not provide what they want; in particular it is not easy to find particular postings based on content. They have been following some of the links from http://www.acsu.buffalo.edu/~duchan/narrative_links.html. They notice that some of the sites have nice features they might consider including, but others are not so good. Nikki&James require the system to: • allow them to add their own stories (including illustrations such as photos and maps) to the database. • allow other site users to add stories; in the first instance they would like to moderate the stories before allowing the stories to be placed on the web site. The moderation consists of one of them reading each story submitted and rejecting any stories which contain inappropriate material (this might not happen, but they prefer to be cautious, and they want to read all the stories anyway). • collect information about a person submitting a story, they want this to on a voluntary basis, but it would be used firstly to pay users for any stories published in their books (obviously complete names and addresses would not be disclosed on the web site), and used as search criteria, for example a user might want to search for stories that retired people tell about India. At the moment Nikki&James would like to collect sex, age-group, party-type (lone traveller, small group, family group, large group), preferred mode (independent traveller, guided trek, group lead by subject expert, etc.), and level of luxury preferred (basic, mid range, luxurious). However they would like to be able to modify this list as they gain experience. • allow users to search for stories using the keywords above and allow users to search the content of the stories themselves (see for example: Database Management Systems, Third Edition, Ramakrishnan and Gehrke Chapter 27, ‘Information Retrieval and XML Data Management’). 28 -2 • allow users to be able to respond to stories (a story might attract responses from many users), but in a constrained way: they can respond under the following headings: submit a similar story – the user has a story which they think is similar to the u given story. submit a viewpoint story – the user has a story which they think casts the events g of the first story in a different light (the first story might say place X was terrible, there was nothing to do, a viewpoint story might say having nothing to do turned into an advantage, they were able to relax for the first time in years). submit a ‘what if’ story – a ‘what if’ story is one where the user explores different i possibilities. What if you have been to these places in a different order, or at a different time of year. • allow the user control over the order they want to see the stories (e.g. most recent first, those which generated the greatest number of responses first, etc.) • provide the ‘next best’ stories if the user’s criteria have returned no stories. For example, case based reasoning might be used, and a dialog with the users entered to establish which criteria they want to relax. You could start by looking at http://www.ai-cbr.org/hall.html and http://www.iiia.csic.es/People/enric/AICom_ToC.html 4. Basic Project tasks In order to be considered for a pass at Third Class Honours standard on this project, a student
  • 23. must give evidence of having adequately attempted to: ∗ design and implement an underlying database to store the stories and user details. ∗ design and implement the web interface which allows stories to be submitted for moderation. ∗ link the website and database. ∗ provide the means for successfully moderated stories to be entered into the database and therefore be available on the website ∗ allow users to search for stories using keywords. 1. Project Title Job recruitment system 2. Aim of the Project Produce a system to automate the job recruitment process. 3. Background Information and User Requirements Basically the system needs to allow job recruiters to post jobs and job seekers to view the posted
  • 24. jobs via different search categories such as location, industry, etc. and to apply for those they think are appropriate. 4. Basic Project Tasks In order to be considered for a pass at Third Class Honours standard on this project, a student must give evidence of having adequately attempted to attain the following objectives. It is expected that most students attempting this project would have completed the following by Christmas. • Analyse requirements, design and implement a database that will support the basic tasks • Implement a web front end to the database which supports two interfaces that will allow both types of user, job recruiter and job seeker to use the database effectively. 1. Project Title A knowledge management system 2. Aim of the Project Produce a system to provide a way to capture and share knowledge within a research and development department of a chosen organisation.
  • 25. 3. Background Information and User Requirements One of an organisation’s most important resources is its people and what they know. If you can’t plug into the knowledge you need, you’re powerless. Many knowledge sources are already tied to corporate intranets or available through the Internet but this does not always lead to accessibility (Fowler, 2001). Many R&D departments, within themselves, waste valuable time reinventing the wheel. ‘Ideally, combined intellectual and experience of the entire group should be readily available to everyone all the time’ (Pohs, 2002). The system proposed needs to find a way to capture, organise and share the knowledge gained by such a department. Further requirements could include the following: allowing users to create profiles listing their skills and contact details which could then be used as ‘yellow pages’ for workers and thus a way of finding support within the organisation; addressing more specific issues such as aiding the annually replaced industrial trainees by allowing the ‘passing down’ of knowledge between users. 4. Basic Project Tasks In order to be considered for a pass at Third Class Honours standard on this project, a student must give evidence of having adequately attempted to attain the following objectives. It is expected that most students attempting this project would have completed the following by Christmas. Produce a detailed requirements specification for a system that will support the capture, m organisation and sharing of knowledge by the R&D department of an organisation. Identify a suitable approach for managing the knowledge, for example you may like to o investigate groupware approaches, and choose and install suitable software to implement the system. Design and implement some of the functions identified in your requirements specification t using your chosen software. 1. Project Title A Web-based Resource Allocation and Problem Tracking System 2. Aim of the Project The aim of the project is to produce a web-based application that records the allocation of software
  • 26. and hardware resources to the employees of a company, and tracks the progress of technical staff working on problems with particular resources. 3. Background Information and User Requirements This system keeps track of the software and hardware resources that belong to a company. Information kept about a resource includes its serial number, date of purchase, supplier, license details (for software resources), current location (a room number) and the resource type (e.g. "Hewlett Packard T540 Imaging Package", or “Microsoft Windows XP Professional 2002 Service Pack 1”). At any time, a resource may be allocated to a particular user (an employee of the company). A resource may be allocated to a different user at different times during its use by the company. Records are kept of the jobs performed on a resource by technical staff, such as installation of patches for software resources, and physical repairs for hardware resources. The company employs a number of technical staff, whose responsibilities include helping users with resource-related problems. Each technician is competent in a number of resource types. In this context, a “problem” might be any situation for which the employee needs help, such as getting a new piece of hardware to work, or installing some software that requires technical assistance. A problem might involve more than one resource. When an employee has such a problem, they may log it with the system. This involves entry of the details of the resources involved and the problem into a form on a web page. When this form is submitted, the details are added to the outstanding problems log, and the Technical Support Manager is notified by email. The Technical Support Manager retrieves the log, finds a suitably qualified technician, and allocates the job of fixing the problem to them. The technician works on the job, recording what they are doing on a form on a web page. When the job is completed, information about it (a unique identifier, details of the original problem, start and completion dates, technician's details and notes) is added to the resource's history. 4. Basic Project Tasks In order to be considered for a pass at Third Class Honours standard on this project, a student must give evidence of having adequately attempted to attain the following objectives. It is expected that most students attempting this project would have completed the following by Christmas. • produce a data model (ERA diagram and data dictionary) to support resource allocation and problem tracking • implement a database and web server to support the application • implement the basic resource users' and technicians' functions through a simple web-based interface 1. Project Title Interactive Evolution of Behaviours
  • 27. 2. Aim of the Project The goal is to develop a software that generates a desired behaviour for very simple line-based cartoon characters using an interactive evolutionary algorithm. The software will run an evolutionary algorithm which will present the user with several instances of a simple line-cartoon 2-dimensional character performing simple behaviours (e.g. walking, dancing). The user orders them according to preference and the evolutionary algorithm then creates new behaviours to be evaluated by the user in the next round. 3. Background Information and User Requirements The candidate needs to •review literature about evolutionary algorithms and implement an evolutionary algorithm. As a starting point, http://www.cs.sandia.gov/opt/survey/ea.html provides a good start. In particular, (Goldberg, 1989), (Michalewicz, 1992) (or a later edition) are of interest. For ideas how to apply Evolutionary Algorithms to design, see http://www.red3d.com/cwr/evolve.html •learn how to implement simple line-based graphical animation (in a language of her or his choice) •investigate how to translate the parameters from an evolutionary run into a cartoon character behaviour (e.g. using suitable mappings or function generators) •implement a user preference selection for a number of available behaviours •implement a conversion of the user’s preferences into a selection criterium Ideally, a final product would realize the following goals •implementation of graphics with a very simple animated line-based “cartoon” character •implementation of a basic Evolutionary Algorithm operating on chromosomes implemented as tuples of real-valued numbers •a translation of the Evolutionary Algorithm chromosomes into a behaviour (movement) of the “cartoon” character •presentation of the “cartoon” character behaviours to the user and selection interface, by which user can identify her/his preferences to the Evolutionary Algorithm 1 4. Basic Project Tasks In order to be considered for a pass at Third Class Honours standard on this project, a student must give evidence of having adequately attempted to attain the following objectives. It is expected that most students attempting this project would have completed the following by Christmas. •implementation of a graphics module with a very simple animated line-based “cartoon” character, controlled by specification of movement function. This involves: – writing a very simple animation software which is able to display moving lines – construct a model of a simple line-based cartoon character – creating an interface, by which the cartoon character can be controlled by external functions – implement a function making the character perform simple moves through aforementioned interface
  • 28. 1. Project Title Absence booking system 2. Aim of the Project & Background Information and User Requirements Produce a system that allows lecturers to book time away from work. This seems like an almost trivial system to construct, but it is actually quite hard to get right. I can be away from the department for an hour or two, or a couple of weeks. I may have a doctor's appointment which I don't want anyone to know about, or I may be presenting a paper at a prestigious conference and I'd rather like everyone to notice. I may want to be contacted at my home phone, or may need to give out my mobile number. I may not care who sees the number, or I might prefer it to be visible only to trusted colleagues. I may book two week's leave, but it only counts as nine days off my leave allowance, as one day is a bank holiday. I might later find it necessary to change one day to "working at home" (as some urgent request has come in from my boss). • Implement a database that implements a reasonable proportion of the requirements implied above. Produce a design for a user interface that makes it easy to manage the system. 3. Basic Project tasks In order to be considered for a pass at Third Class Honours standard on this project, a student must give evidence of having adequately attempted to attain the following objectives. It is expected that most students attempting this project would have completed the following by Christmas.
  • 29. 1. Project Title A Simulation Tool for UH Racing To specify, design, implement and test a simulator of a racing car and circuit for UH Racing. 2. Aim of the Project 3. Background Information and User Requirements UH Racing is the University of Hertfordshire’s Formula Student’s team. They race their Formula Student car against other Universities in the UK, and recently reached the world finals where they raced against international opposition. UH Racing consists of a number of teams. Class 1 team is a (mainly) final year team who each year design, build and compete in a new car in the UK and Internationally. Class 1-200 team is a team of first and second year students who further develop the previous year’s Class 1 team’s car and compete in this modified version in the UK. Class 3 team is a team of students on their placement year and some second year students. The Class 3 team is involved in design and business events. The UH Racing’s teams are highly successful, and have won many racing competitions and awards. The teams aim to remain one of the leading university teams, but their competitors are catching up quickly. To retain their leading position, UH racing need to develop an interactive simulator of how their car will perform on a racing circuit. They will use this simulator as a test-bed for the design of their cars, and later for analysis of data logged from the car during actual races. The simulator needs to be highly parameterised to allow different car designs to be tested on the different racing circuits under different weather conditions. It is important that simulation runs can produce various statistical results to let the UH Racing teams analyse them in a meaningful manner to aid them in their engineering designs. Any student undertaking this project would be involved directly with the UH Racing teams. UH Racing would aid Computer Science students by specifying the parameters for the car designs, and providing information on the analysis tools they use. The output of the most
  • 30. advanced version of this simulator will need to be compatible with the results of logs from UH Racing cars, to allow side-by-side analysis to provide feedback to improve car designs, advise the driver and improve future versions of the simulation software.. There will be a considerable amount of pure, applied and statistical mathematics in this project. Therefore, some understanding of mathematics is essential to any student undertaking this project. 4. Basic Project tasks In order to be considered for a pass at Third Class Honours standard on this project, a student must give evidence of having adequately attempted to attain the following objectives: • Code into a high-level programming language a basic set of equations given by UH Racing personnel which describe the behaviours of their car on a specified racing circuit • Develop a user interface which allows UH racing personnel to: o input the necessary parameters for a simulation run o view the results of that run in a suitable numeric form This interface will adhere to good HCI principles which should be stated in the project report. • Allow the simulation program’s user to save the simulation output data in a form suitable for importing into for example MS-Excel. In order to be considered for a pass at Second Class Honours standard on this project, a student must give evidence of having adequately attempted to attain the following objectives: • Either (A) o Code into a high-level programming language a set of equations given by UH Racing personnel which describe the behaviours of the car on the racing circuit, including additional parameters such as weather conditions to be specified by UH Racing personnel o Design a software-based simulation whose structure allows car and circuit equations, parameters and values to be changed easily o Develop a user interface which allows UH racing personnel to input the necessary parameters for a simulation run and make use of its outputs; this interface will adhere to good HCI principles which should be stated in the project report o Provide tools to allow the user to view the results of a simulation run in at least one graphical form specified by the UH Racing personnel o Enable the user to specify different racing circuits on which to run simulated cars o Using information provided by UH Racing personnel, optimise the car’s acceleration and deceleration behaviour during a lap to produce the best possible theoretical lap time o Allow the program’s user to save the simulation output data in a form suitable for importing into for example MS-Excel • or (B) o Provide a reasonably realistic view on a PC display of the car running in the circuit derived form of information provided by your simulation, either in the form of what the driver may see as they drive round the circuit or a birds-eye view of the car being driven round the circuit. In either case, scenery around the circuit can be omitted. In order to be considered for a pass at First Class Honours standard on this project, a student must give evidence of having adequately attempted to attain the following objectives: • Either o Both of tasks A and B required for Second Class Honours • or
  • 31. o All of the tasks required for Second Class Honours under A above, and o Developing an interface to the data provided by GPS and other data saved in electronic decides in the car itself during a lap of the circuit, and providing UH Racing personnel with information about how well the driver’s actual performance in each part of the circuit compares with the theoretical optimal lap which your simulation will have computed 2 • or o All of the tasks required for Second Class Honours under A above, and o Developing statistically- and/or AI-based mechanisms which will help UH Racing personnel optimise some of the many design and set-up parameters which affect the car’s performance on race day. Note: since this project is intended to support UH Racing’s efforts, the direction of which may change during the development and testing of this year’s car, it is possible that during the year other objectives may turn out to be more important to them than those listed above at Second and First Class Honours standards. Project work on these alternatives will be acceptable subject to the agreement of UH racing and of the project supervisor. Additional information: UH Racing’s home page is at http://www.uhracing.co.uk/ General information about Formula Student can be found here: http://www.formulastudent.com/ To give you an idea of the type of things UH Racing would like, have a look this free lap simulator provided by Bosch: http://www.bosch-motorsport.de/content/language2/html/3050.htm 1. Project Title A Facebook application for questionnaires and opinion polls 2. Aim of the Project & 3. Background Information and User Requirements I think it would be cool to be able to add a questionnaire to a facebook page. Then you could find out that 92% of males don't like your new hairstyle, but 69% of females have the same favourite movie as you have. Cool maybe, but not easy I suspect -- definitely involves programming -- the API seems to be based on PHP. Facbook is a popular "social networking" system. You can add applications to your facebook page, see http://www.facebook.com/help.php?page=12 for more info on this. It may be that someone has already build a questionnaire application, but even if so you could build your own. Eventually, you should be able to easily create new questionnaires, an the results should be updated on everybody's page in real time. Apart from the obvious development process, there are lots of interesting and subtle privacy
  • 32. and security issues that you could look at if you have time. • Implement a simple Facebook application that doesn't do anything. • Implement a Facebook application that does a fixed questionnaire. 4. Basic Project tasks In order to be considered for a pass at Third Class Honours standard on this project, a student must give evidence of having adequately attempted to attain the following objectives. It is expected that most students attempting this project would have completed the following by Christmas.