{"id":94,"date":"2017-11-06T23:16:09","date_gmt":"2017-11-06T23:16:09","guid":{"rendered":"http:\/\/bcswomenlovelace.bcs.org\/?page_id=94"},"modified":"2020-11-24T10:46:23","modified_gmt":"2020-11-24T10:46:23","slug":"sample-student-abstracts","status":"publish","type":"page","link":"https:\/\/bcswomenlovelace.bcs.org\/?page_id=94","title":{"rendered":"Sample Student Abstracts"},"content":{"rendered":"<p>A number of students have asked us questions like &#8220;What&#8217;s an abstract?&#8221; and &#8220;What kind of work gets in?&#8221;. So we asked former attendees if they&#8217;d be willing to share their abstracts. This page has a selection from across contests (first year, second year, finalist and MSc) and from different Lovelace years (2012 was in Bath, 2013 in Nottingham, 2014 in Reading and 2015 in Edinburgh).<\/p>\n<p>All of these abstracts were finalists &#8211; that is, all of the abstracts featured on this page were successful submissions, and the students in question got to come to the event with their poster and we re-funded all their travel.<\/p>\n<h2>First year poster abstracts<\/h2>\n<h3>&#8220;Democracy 2.0&#8221;: The potential effects of\u00a0technology on political participation and\u00a0democracy<\/h3>\n<p><em>Poppie Simmonds (University of Birmingham) 2014<\/em><\/p>\n<p>Recently, social media has been an important tool for countries who\u00a0are establishing democracy, by enabling communication between\u00a0groups to create change. As witnessed in the events of the &#8220;Arab\u00a0Spring&#8221;, technology as a force for revolution in democracy is powerful\u00a0and contagious. The ability to access information freely, organise\u00a0meetings between groups, and document events from the ground to\u00a0gain support were some of the key factors in the successes of the\u00a0political movements in the Middle East and other countries. In many\u00a0other places around the world however, democracy is already a well\u00a0established tradition, with systems being engrained in history. Whilst\u00a0countries such as the UK are at the stage where adults have the legal\u00a0right to vote, this is often taken for granted and political apathy is rife,\u00a0so technology could shape the way we engage with democracy and\u00a0create a culture of political awareness in established democracies,\u00a0especially with the traditionally disengaged younger generation. The\u00a0creation of e-democracy through introduction of systems like e-voting\u00a0could bring a more secure and convenient way to take part in\u00a0elections to the masses. Using e-democracy to improve age old\u00a0democratic systems may be the way to inspire more people to care\u00a0about politics and take an active role, which is extremely important. It\u00a0has been seen that social media and other technologies have already\u00a0had a huge impact in very recent history, but the potential for future\u00a0advances to change democracy for the better is exciting.<\/p>\n<h2>Second year poster abstracts<\/h2>\n<h3>Computational Computation<\/h3>\n<p><em>Catherine De Roure and Sophie Drake (University of Bath) 2012<\/em><\/p>\n<p>Music is a concept that follows many key structures and rules that you would commonly come across when dealing with mathematical theories. It&#8217;s been known that there is a strong correlation between the subjects of maths and music. Because of its foundations and it&#8217;s familiarity it&#8217;s become a key interest in research across the board, and when mixed with ambitions of computer science, it has provided us with a lot of interesting potential, to an extent that may have not even be realised yet.<br \/>\nWe&#8217;re going to discuss the mathematical principles that make up the fundamentals of music and sound, and thus go on to cover the current implementations of the research going on now. We will also be touching on the directions in which this research is heading, and the ideas that have come from this.<\/p>\n<h3>It&#8217;s not all &#8220;Boring&#8221; &#8220;Maths&#8221; and &#8220;Typing&#8221;<\/h3>\n<p><em>Charlotte Godley (University of Hull) 2013<\/em><\/p>\n<p>The three words young people, particularly women, use to describe Computing within school tend to be \u201cboring\u201d \u201cmaths\u201d and \u201ctyping\u201d. Whilst ICT is in the process of being improved, this suggests that ICT and CS are being undersold within high schools and it needs to be shown the multitude of areas that the subject involves, proving computer science is so much more than these three words. The poster covers areas such as physical computing and sensing with the raspberry pi, arguably the most accessible and well-advertised community in which hobbyists, students and experts can directly program changes to hardware and take in input from their environment without requiring a laboratory or extortionate funding, the accessibility and ease of publishing games with XNA which has recently been scrapped by Microsoft but is still doable via means of the MonoGame project, and various uses of computer science in medicine and science. Whatever a person\u2019s interest, there will be an area of Computer Science which will take a student\u2019s interest, and this poster seeks to portray that Computer Science is anything but boring and should not be portrayed in the light of typing in a word processor.<\/p>\n<h3>Augmented Reality &#8211; what future can it have on\u00a0campus?<\/h3>\n<p><em>Roseanna McMahon (University of Bath) 2014<\/em><\/p>\n<p>Over the past few years, a variety of companies have branched out\u00a0into introducing a selection of augmented reality (AR) ideas into their\u00a0applications and products. In this presentation I aim to consider these\u00a0and discover if there is a place for augmented reality ideas on\u00a0campus, whether it be as part of our university education or as part of\u00a0the wider university community. AR is a real-time copy of reality that\u00a0is placed on top of reality through some user device, for example a\u00a0smart phone. Using the device, the user can experience live additions\u00a0to actuality and manipulate and interact with the digital world in front\u00a0of them on their screen. Common uses recently have been\u00a0navigation, tourism and entertainment but the first talk of AR can\u00a0actually be traced back 100 years to a novel by Lyman Frank Baum.\u00a0This famous author of the acclaimed &#8220;The Wonderful Wizard of Oz&#8221;\u00a0mentioned a glasses-type-device called a &#8220;Character Marker&#8221; in his\u00a0book &#8220;The Master Key&#8221;. It allows the wearer to see a character\u00a0description on other humans&#8217; foreheads on meeting them, though he\u00a0included a comment on how this was likely an idea centuries ahead of\u00a0its time. Nowadays we are seeing commercial uses of AR, first on the\u00a0YELP smart-phone app, as a restaurant-finder, and now as a recently\u00a0announced app available for the new Google Glass. The rest of this\u00a0poster should discuss how these ideas can be adapted to use on\u00a0campus and how they can benefit and support our university\u00a0experience.<\/p>\n<h3>Could a robot make this poster?<\/h3>\n<p><em>Milka Horozova (Queen Mary University of London) 2015<\/em><\/p>\n<p>Advances in the field of Artificial Intelligence\u00a0(AI) have found practical applications in\u00a0numerous areas of human life, from self-driving cars and search engines, to face\u00a0recognition and programs that learn by\u00a0themselves when only given a goal. Robots\u00a0that paint, compose music, write poems, and\u00a0have their output indistinguishable from human\u00a0art, challenge our definition of creativity. These\u00a0and other examples of successfully\u00a0implemented AI techniques prove that\u00a0machines can mimic and even outperform\u00a0people in domains long considered humans-\u00a0only territory. This poster presents the ways\u00a0humans and machines learn, and elaborates\u00a0on the differences and similarities between\u00a0natural and artificial intelligence. It examines\u00a0some of the major machine learning paradigms,\u00a0and extends on the way artificial neural\u00a0networks algorithms are inspired by the human\u00a0brain. Finally, the poster explores the future\u00a0possibilities and potential benefits of AI, and\u00a0examines the extent to which humans and\u00a0robots could compete in the economy of the\u00a0future.<\/p>\n<h3><strong>A Starting Point: The Importance of Security Education<\/strong><\/h3>\n<p>Eleanor Wardman (<i>Sheffield Hallam University) 2017<br \/>\n<\/i><\/p>\n<p>In recent years, cyber attacks have become more prominent, from malware attacks such as WannaCry to vulnerabilities such as Meltdown and Spectre, which a recent study has shown are being targeted by over 130 samples of malware. Phishing campaigns have also become more aggressive and are targeting businesses, consumers and high-value individual targets.\u00a0 Business cybercrime is up by 63%, whilst there has been a decrease by 15% in the number of fraud and computer misuse incidents in 2017.<\/p>\n<p>With this in mind, what are the most effective ways to educate businesses as well as individuals about security? There are an increasing number of different ways to educate people, from talks and presentations to interactive training modules.\u00a0 These can be in-house or provided by an external company, tailored to the employees, or a standard training course. Some of the topics that may be covered by these types of training include; email security and phishing, web and password security, social engineering, environmental security and data protection.<\/p>\n<p>Before we look more into this topic there are other questions that we need to answer; when should we start teaching people about security? Cyber awareness and security training, what&#8217;s the difference? Scare tactics vs rewards, what works best? Should it be interactive? Which topics should be covered? And does training work best in a group or individually?<\/p>\n<h3><strong>Cybernetics Augmentations &#8211; A step closer to Transhumanism<\/strong><\/h3>\n<p>Nikko YiJing Pang (<i>Swansea University) 2020<br \/>\n<\/i><\/p>\n<p>Transhumanism is the belief that the human race can surpass their biological limitations by means of science and technology with the goal of becoming \u201cposthuman\u201d. As technology continues to evolve, this concept becomes all the more plausible. Although we may not have been made aware of it, cybernetic augmentation has already been put into practice in the world around us. Examples of such includes bionics and prosthetics, brain-computer interfaces, RFID implants and nanobots injections which are being used for medical purposes.<\/p>\n<p>The poster will present various techniques demonstrating how machines and the human body can co-exist and communicate with one another while observing the effects that they could have on society. Additionally, it will also address any privacy and ethical considerations as well as possible technical security and health issues as it will come into direct contact with the body. At the moment, there is a social stigma against the transhumanism movement due to the people\u2019s fear of lack of control and uncertainty. This can be seen with our paranoia to any disruptive technology even though this can very well be the next step to transcend mankind into a new world of possibilities that could allow us to obtain perfection in the future.<\/p>\n<h2>Third year poster abstracts<\/h2>\n<h3>Data Mining of Horse Racing Results<\/h3>\n<p><em>Maithreyi Venkatesh (University of Edinburgh) 2014<\/em><\/p>\n<p>Horse racing is a multi-billion pound industry in Europe and is one\u00a0that is primarily funded by betting. This has led to the research and\u00a0development of wagering systems which employ a number of different\u00a0techniques to predict the outcome of a horse race. In some cases,\u00a0they use an optimal wagering strategy according to those results.\u00a0These wagering systems are made up of two distinct algorithms; the\u00a0first is an algorithm which predicts the &#8216;most likely&#8217; winner of a race\u00a0and the second is a betting algorithm. The output of the first \u00a0algorithm, which models the horse race process, becomes an input to\u00a0the betting algorithm which uses these probabilities to advise a bettor\u00a0on how much they should bet on a particular horse.m w Regression\u00a0analysis is one of the models used by these wagering systems to\u00a0predict the place of a horse in a race. This is the process of predicting\u00a0a numeric output, or dependant variable, using a set of corresponding\u00a0input variables, or independent variables. In data mining, regression\u00a0analysis provides techniques for analysing how value of the\u00a0dependent variable changes based on the changes made to the set of\u00a0independent variables. Regression techniques work naturally with\u00a0numeric attribute hence it is suited to be used in the prediction of the\u00a0performance of a horse as it provides flexibility with regards to what it\u00a0can be used to predict. This project aims to predict the speed of a\u00a0horse using Regression analysis. The dataset being considered will\u00a0only include the races which took place in the UK and Ireland.<\/p>\n<h3>Sexualisation, Objectification &amp; an Invisible\u00a0Audience: Female Portrayal in the Video Game\u00a0Community<\/h3>\n<p><em>Michelle Brown (De Montfort University) 2015<\/em><\/p>\n<p>Female representation within video games is a controversial issue.\u00a0Female characters, such as Lara Croft, are often sexualised.\u00a0Attitudes, demeanours, attributes and clothing all contribute to the\u00a0overall representation of women in video games, which inspired a<br \/>\nstudy on how gamers would like women to be portrayed. More than\u00a0150 responses (52% female; 47% male) showed that around 92% of\u00a0people agreed that women are sexualised within video games. When\u00a0asked how they would like to see women represented, the majority\u00a0used words such as independent, outgoing, strong-willed, intelligent, brave, heroic and normal, which, in contrast to how women are portrayed in video games currently, shows that the video game industry has a significant misconception about what might &#8220;appeal to the primary users of the product&#8221; (Scharrer, 2004). When shown three images of the same female character in three different items of clothing (revealing, covered, and in between), 84% of respondents preferred the more covered version; only 16% preferred the image with the least amount of clothing, with most reasons being that they wanted women in &#8220;sexy&#8221; clothing. Numerous respondents also mentioned that they felt female gamers aren&#8217;t the target audience for games, which is a serious issue considering that women actually make up around 45% of the video game community (ESA, 2013). It&#8217;s clear to see that the video game industry needs to listen to their complete audience as the gender gap is rapidly closing, and improve the representation of women in their games. ESA. (2013). &#8216;Essential Facts About The Computer And Video Game Industry&#8217;, paper presented at Electronic Entertainment Expo (E3), Los Angeles, 11-13 June 2013. SCHARRER, E. (2004). &#8216;Virtual Violence: Gender and Aggression in Video Games Advertisements&#8217;. Mass Communication and Society, 7(4), p. 393-412.<\/p>\n<h3>Saliency Driven Monocular Path-finding\u00a0for Future Autonomous Robots<\/h3>\n<p><em>Bruna Pearson (Durham University) 2015<\/em><\/p>\n<p>For a robot to autonomously navigate in\u00a0unknown environments, it requires a map\u00a0indicating traversable scene regions for robot\u00a0motion. The key challenge when building a\u00a0real-time traversability map is to automatically\u00a0differentiate between obstacles and path\u00a0boundaries within the scene. Additionally, the\u00a0efficiency and accuracy of the traversability\u00a0map depend on the ability of the algorithm to\u00a0adapt to variable environmental conditions and\u00a0illumination without increasing either the\u00a0complexity or the computation that degrades\u00a0real-time performance. This research\u00a0compares the accuracy of the traversability\u00a0map when using a visual saliency technique \u00a0either as an input channel or a substitute for\u00a0the current edge detection filter within prior\u00a0work in the field. It also compares the\u00a0enhancement of the image segmentation\u00a0process when using different colourspace. The\u00a0experiments were realised on a Pioneer 3-AT\u00a0robot platform, which executes commands\u00a0using a subsumption architecture. Each layer\u00a0in the subsumption architecture operates\u00a0individually towards a goal, while interacting\u00a0with other layers. Through these interactions, \u00a0high-level layers can instruct lower-level layers\u00a0to perform motion. In this setup, motion is\u00a0controlled by inputs originating from the\u00a0traversability map, which provides a high level\u00a0set of coordinates, while built-in sensors\u00a0provide data for the obstacle detection and\u00a0avoidance sub-level of motion control. Our\u00a0results demonstrate the accuracy for pathway\u00a0detection by comparing the traversability map\u00a0output with a ground truth and by evaluating\u00a0the navigability approach used for monocular\u00a0guidance in mobile robots.<\/p>\n<h2>MSc poster abstracts<\/h2>\n<h3>Trust Metrics for Online Social Media<\/h3>\n<p><em>Kaushalya Kularatnam (University of Oxford) 2014<\/em><\/p>\n<p>The proliferation of Internet usage has resulted in huge amounts of\u00a0information being made available online. A big contributor to this are\u00a0social media networks such as Facebook, Twitter and blogs which act\u00a0as public boards of discussion. However, whilst the scale and variety\u00a0of data has considerable value for commercial and social purposes,\u00a0the quality and validity is often questionable. Opinions are frequently\u00a0posted to social media sites and are often a mixture of fact,\u00a0speculation or rumour whereas user-driven sites such as Wikipedia\u00a0are often questioned for their trustworthiness. Information trust and\u00a0quality metrics can be used to address the issues of validity and\u00a0quality through the use of automated assessments. These metrics\u00a0would be used to identify different aspects of an informational source\u00a0and look for independent verification of the quality of the data. The\u00a0metrics would need to be tested against real-world examples and be\u00a0context-dependent; the nuances of language can change the\u00a0meaning of a piece of information drastically through the use of\u00a0slightly different words. The aim of this work is to provide a reliable\u00a0and repeatable method of verifying information on the internet\u00a0independently and create a more trustworthy online experience.<\/p>\n<h3>Seeing Through Walls: Handling Large Datasets<\/h3>\n<p><em>Maitreyee Wairagkar (Univesrity of Reading) 2014<\/em><\/p>\n<p>Terahertz (THz) radiation consists of electromagnetic waves with\u00a0frequencies between 100 GHz and 10 THz. THz spectroscopy\u00a0deploys this radiation range to scan various materials for medical\u00a0imaging and other applications. THz radiation penetrates up to 1 cm\u00a0of optically opaque materials including wall plaster and is a\u00a0non-contact, non-destructive technique used for analysing cultural\u00a0heritage, specifically imaging mural paintings that have been\u00a0plastered over. Seeing Through Walls project uses THz imaging to\u00a0scan the paintings on the old walls of churches and caves hidden\u00a0behind plaster, paint or other mineral deposits and recreate them\u00a0digitally. Terahertz images comprise huge amounts of data. Each\u00a0pixel is scanned by separate time series signal making data\u00a0manipulation slow. This project developed an efficient database\u00a0system to store and manage the 3D datasets and integrate them with\u00a0customised image visualisation software developed in JAVA capable\u00a0of reconstructing the images in real time. The project has significantly\u00a0increased the speed and efficiency of reconstruction of THz images of\u00a0historic wall paintings by creating a database system in MySQL to\u00a0organize and systematically store the data. The developed\u00a0visualisation software allowed retrieval of data from data-handling system and recreation of images in real time by creating blocks for manipulation in frequency and temporal domain. The user friendly GUI of the software provided functionality to store raw data automatically in the database and view multiple reconstructed image\u00a0blocks at on the same time on single screen to create an entire\u00a0scanned picture.<\/p>\n<h3>Automating Repetitive Tasks<\/h3>\n<p><em>Maithreyi Venkatesh (University\u00a0College London) 2015<\/em><\/p>\n<p>Users spend a great deal of time manually\u00a0performing repetitive tasks that they should\u00a0automate. They choose to manually type out\u00a0commands employing more and more\u00a0keystrokes rather than writing out a program\u00a0once and saving keystrokes. One reasons for<br \/>\nthis is a lack of knowledge of how to automate\u00a0tasks. Another is simply that users\u00a0underestimate the number of time they will\u00a0repeat a task while simultaneously\u00a0overestimating the cost of automation. Our aim\u00a0is to save users keystrokes which we employ\u00a0as the measure of effort put in by the user to\u00a0carry out a task.We present a method to detect\u00a0the repetitive tasks and automatically automate\u00a0them on behalf of the user. This saves the user\u00a0the effort of having to learn how to automate\u00a0tasks and the effort of having to do so thus\u00a0saving them keystrokes. This ultimately\u00a0increases the payoff to the user. We apply this\u00a0method to a command line tool that\u00a0automatically detects and generates aliases\u00a0and mini-scripts based on the user&#8217;s bash\u00a0history file. To do this, we use language\u00a0models and manual analysis of the bash\u00a0history files to identify and create templates for\u00a0various tasks performed by users. Following\u00a0this we use an ML\/NLP algorithm that learns\u00a0from the bash history to detect and generate\u00a0aliases and mini-scripts.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A number of students have asked us questions like &#8220;What&#8217;s an abstract?&#8221; and &#8220;What kind of work gets in?&#8221;. So we asked former attendees if they&#8217;d be willing to share their abstracts. This page has a selection from across contests (first year, second year, finalist and MSc) and from different Lovelace years (2012 was in [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"parent":92,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-94","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/bcswomenlovelace.bcs.org\/index.php?rest_route=\/wp\/v2\/pages\/94","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/bcswomenlovelace.bcs.org\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/bcswomenlovelace.bcs.org\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/bcswomenlovelace.bcs.org\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/bcswomenlovelace.bcs.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=94"}],"version-history":[{"count":4,"href":"https:\/\/bcswomenlovelace.bcs.org\/index.php?rest_route=\/wp\/v2\/pages\/94\/revisions"}],"predecessor-version":[{"id":326,"href":"https:\/\/bcswomenlovelace.bcs.org\/index.php?rest_route=\/wp\/v2\/pages\/94\/revisions\/326"}],"up":[{"embeddable":true,"href":"https:\/\/bcswomenlovelace.bcs.org\/index.php?rest_route=\/wp\/v2\/pages\/92"}],"wp:attachment":[{"href":"https:\/\/bcswomenlovelace.bcs.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=94"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}