Wednesday, 11 September 2019

University’s virtual sculpture trail is thought to be the first in the UK

Students from the University of Northampton have teamed up with a cutting-edge creative agency to set up what’s believed to be the UK’s first campus-based virtual art trail.
Visitors to the University’s Waterside Campus can use their mobile phones to view a series of 3D sculptures, created by Games Art students, as they explore the site.
There’s six augmented reality pieces of art scattered around the campus, which can be viewed via mobile devices which have the UON Games Art app installed. You can get the app for free from the PlayStore or the AppStore.
The app was developed by Northampton-based agency, AR Media, which specialises in immersive technologies, including augmented and virtual reality, plus film and video, animation, digital signage and studio hire.
Screen shots of the virtual sculpture trail at Waterside
AR Media director, Rob Fairhurst, said: “We became involved with the University through Digital Northampton’s Merged Futures event, and realised we had an opportunity to collaborate with the next generation of 3D designers.
“We gave the students free rein to design their pieces, only limiting them by the level of complexity their models could be, and they delivered the goods.
“Now anyone can use the app to find sculptures on campus and experience the students’ own work in full 3D, move around it and zoom right in. It’s a modern-day art installation and to our knowledge the first augmented reality art trail on a UK campus.”
Senior Lecturer in Games Art at the University, Iain Douglas, said: “This was a valuable opportunity to bring a real-life collaborative project to the students. AR Media were wonderful partners and I’m pretty sure there’s no other university in the UK that has geo-located their students’ 3D work around the campus – it’s a real first for everyone.”
The students who have their work on virtual display are Cleyon Johns, Kelvin Avey, Fiona Galloway, Thomas Craddock and Cameron Torrie.

All views and opinions are the author's and do not necessarily reflected those of any organisation they are associated with. Twitter: @scottturneruon

Sunday, 1 September 2019

Top 10 post on Computing in Northamptonshire in August 2019

All views and opinions are the author's and do not necessarily reflected those of any organisation they are associated with. Twitter: @scottturneruon

Thursday, 29 August 2019

A Study of FPGA-Based Supercomputing Platforms

A recently accepted paper that includes the work two former MSc Computing students Challabi, O, and Zenki, R

Challabi, O, Zenki, R and Opoku Agyeman, M 2019, 'A Study of FPGA-Based Supercomputing Platforms' Paper presented at International Symposium on Computer Science and Intelligent Control, Amsterdam, Netherlands, 25/09/19 - 27/09/19, pp. 1-5.


Computer architecture combines flexible software with hardware design; hence, Field Programmable Gate Arrays (FPGAs) play a significant role in modern supercomputing. Making hardware works with computer applications that will speed up the last one, and that is what FPGAs did in lastly and going to do future. This paper will go through discussion to numbers of the area of the reconfiguring system (FPGA), so mainly going throw features an overview for high-performance computing. Additionally, how the FPGA supercomputing has been developed, for better understanding the author made mention to a software recently evaluated to accelerating extensive recreation assignments used with FPGA built supercomputers When it is showing the end up comments once tests yet trying to achieve.

All views and opinions are the author's and do not necessarily reflected those of any organisation they are associated with. Twitter: @scottturneruon

Wednesday, 28 August 2019

Measuring and Reducing the Cognitive Load for the End Users

Oakes, J, Johnson, M, Xue, J & Turner, S 2019, Measuring and Reducing the Cognitive Load for the End Users of Complex Systems. in Y Bi, R Bhatia & S Kapoor (eds), Intelligent Systems and Applications: AISC 1037. 1 edn, vol. 1, Springer Nature Switzerland AG, Switzerland.


With the proliferation of complex computer systems, end users face a never-ending increase in the numbernof tasks, methods, inputs, passwords, usernames (and so on) when using online and standalone computerbased systems and applications. This paper examines a method and approach to measure how complex a system is to use, and how to reduce the complexity of such systems by minimising the requirement for human inputs as much as possible, in order to reduce the cognitive load for that user, or group of users.

This paper addresses a study completed around using virtualised computer management systems interfacesof two well-known products AWS (Amazon Web Services), Oracle Cloud, and compares the complexity of the steps and interface for end users to a private cloud less well-known system called the IDE
(Intelligent Design Engine). By using a set of derived formula, we examine how this can be applied to systems that have qualitative data feedback from the experiment process, and how to convert this effectively into quantitative data. This data is then analysed numerically using a unique approach to provide additional and meaningful results based of the original end user data.

All views and opinions are the author's and do not necessarily reflected those of any organisation they are associated with. Twitter: @scottturneruon

Friday, 23 August 2019

Framework for Future Emergency Systems

Basil, A, Mu, M and Opoku Agyeman, M 2019, A Multi-Modal Framework for Future Emergency Systems. in IEEE Smart World Congress. IEEE Smart World Congress, 19/08/19.


Internet of Things (IoT) envisages a world of connected devices paired with automation systems that aid everyone in their daily activities and communities at large. One of the most prominent use cases of IoT is emergency services. Based on the lessens learned from the tragic Grenfell Tower incident in the UK, we designed an IoT framework that aims at supporting rescue services to quickly locate and identify victims in an event of emergency by using a range of heterogeneous smart systems. Based on the framework design, a prototype is developed using a RFID access control and a drone system. We also incorporate
design specifications that minimise the risk of data and privacy breaches

All views and opinions are the author's and do not necessarily reflected those of any organisation they are associated with. Twitter: @scottturneruon

Thursday, 22 August 2019

The Cultural Impact of Accessible Gaming Mechanics

Morrell, C and Morrell, M 2019, The Cultural Impact of Accessible Gaming Mechanics: A Study Comparing Nepalese and UK Computing Students. in O Khan, P Marchbank, E Georgiadou, P Linecar, M Ross, G Staples & J Uhomoibhi (eds), Global Connectivity and Learning across the Generations. pp. 1-12.


There are more international students enrolled on UK university courses, studying abroad than international students studying in the UK. UK courses are increasingly being delivered overseas by partner institutions. Course designers are working to develop engaging material that adds value cross culturally. Applying gaming style elements to courses is a method that has proven successful in motivating and engaging students in a range of disciplines. This paper examines whether the benefits of employing game mechanics are reproduced in different learning and geographical cultures, as cultural influences on students’ learning styles may be underestimated. This is achieved through a comparison of the engagement and success of students studying the same two modules delivered in the UK and in Nepal. The game elements applied have been selected for their transferability and capacity to equip course designers with accessible tools that focus on low risk participation, instant feedback and encouraging small increments of improvement through iteration. These particular components could be seen to parallel traditional learning cultures seen in Asian education.

All views and opinions are the author's and do not necessarily reflected those of any organisation they are associated with. Twitter: @scottturneruon

Maximizes Bit Rate of Future Mobile Communications

A recently published paper by University of Northampton staff

Kadhum, M, Kanakis, T & Crockett, R 2019, Dynamic Bit Loading with The OGFDM Waveform Maximizes Bit Rate of Future Mobile Communications. in Intelligent Computing: Proceedings of the 2019 Computing Conference, Volume 2. vol. 2, Springer, pp. 242-252, Annual Conference of the Subject Centre for Information and Computer Sciences, 16/07/19.



A new Dynamic Bit Loading (DBL) scheme with the Orthogonal Generalized Frequency Division Multiplexing (OGFDM) is, for the first time, proposed, discussed and assessed. The key concept of this hybrid modulation format depends substantially on the adaptive distribution of the bit stream to be more compatible with the gained capacity of the realistic channel state. Due to the negative impact of employing the AQ1 fixed schemes of digital modulation on the performance of the conventional telecommunications systems, the influence of using the multi-level modulation system is investigated for the future applications of mobile communications. Utilising the DBL in the physical layer (PHY), a flexible range of modulation formats can be optimally assigned for each applied frequency sub-carrier in accordance with wireless channel circumstances. In addition, depending on the supportive features of the proposed modulation system, the performance in terms of channel capacity can be maximised at the acceptable limit of the Bit Error Rate (BER). As such, an extra enhancement can be achieved in the spectrum efficiency (SE) of the adaptively modulated wireless signal. Thus, an adjustable boost of the transmission range of used modulation formats can be reached with the introduced adaptation system. The performance of the DBL system through a wireless mobile channel under the Additive White Gaussian Noise (AWGN) is evaluated according to a various level of the Signal to Noise Ratio (SNR). Ultimately, regarding the numerical simulation, a MATLAB code is employed to simulate the performance (channel capacity & BER) of the proposed DBL that is fundamentally accommodated by the recent candidate waveform of future mobile technology (OGFDM).

All views and opinions are the author's and do not necessarily reflected those of any organisation they are associated with. Twitter: @scottturneruon