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

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. https://doi.org/10.1007/978-3-030-29516-5_88, 




Abstract


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.



Abstract

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.



Abstract

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.

DOI: https://doi.org/10.1007/978-3-030-22868-2_19

Abstract

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

Friday, 2 August 2019

Top 10 posts on Computing in Northamptonshire during July2019


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

Thursday, 1 August 2019

Young coders from Wellingborough school take top spots in coding competition

Taken from the original article https://www.northampton.ac.uk/news/young-coders-from-wellingborough-school-take-top-spots-in-university-of-northampton-competition/




Computer whizz-kids from Wellingborough have dominated a national school computer coding contest that is co-organised by the University of Northampton.
Two teams of pupils from Park Junior School scooped first prize and the runners-up title in the Young Coders Competition 2019 after creating video games using which followed the set theme of ‘superheroes who use their powers to do good’.
The winning team, Super Squad, came up with a game called Cut Out Ocean Plastics, which features a character called Plastic Pollution Girl, who can clean up oceans using kinesis.
All the teams used Scratch software to develop their games, and then created two-minute videos to explain how it works and the rationale behind it.
You can watch Super Squad’s video, below.
Super Squad members were Year 5 pupils, Nicholas Rostron, Simone Matiba, Ria Mistry and Amy Gara – pictured above.
Joint runners-up in the contest were Team Cha-Ching, which comprised Year 4 and 6 pupils Noah Read, Sorin Geanta, Logan Moody and Aaliyah Hinks. They impressed judges with their Cash Catcher game which focused on the importance of looking after money and giving to charity.
You can watch Team Cha-Ching’s video, below.
Gary Hill, Head of Computing at the University, said: “We were delighted with the quality of all the competition entrants’ work. Every team came up with some incredibly imaginative ideas for their games and showed great technical ability to create them in Scratch and then produce their explanatory videos.
“We hope the experience will inspire them to carry on coding throughout their time in education and beyond.”
Organised by the University of Northampton, the Worshipful Company of Information Technologists and Leicestershire Education Business Company, the Young Coders Competition aims to tackle a national shortage in coding skills. It does this by encouraging eight-to-11-year olds to have fun coding and hopefully spark a lifetime interest in the skill.
This year the organisers supplied a package of 12 sessions for teachers to teach coding to their pupils, without having to do any preparation or have any previous coding knowledge. This was to help address a major gap in primary school teacher training, with very few having being taught coding.




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