• Double-diffusive natural convection in a differentially heated wavy cavity under thermophoresis effect

      Grosan, Teodor; Sheremet, Mikhail A.; Pop, Ioan; Pop, Serban R.; Babes-Bolyai University; Tomsk State University; University of Chester (American Institute of Aeronautics and Astronautics, 2018-02-28)
      A numerical analysis is made for thermophoretic transport of small particles through the convection in a differentially heated square cavity with a wavy wall. The governing gas-particle partial differential equations are solved numerically for some values of the considered parameters to investigate their influence on the flow, heat, and mass transfer patterns. It is found that the effect of thermophoresis can be quite significant in appropriate situations. The number of undualtions can essentially modify the heat transfer rate and fluid flow intensity.
    • Efficacy of a virtual environment for training ball passing skills in rugby

      Miles, Helen C.; Pop, Serban R.; Watt, Simon J.; Lawrence, Gavin P.; John, Nigel W.; Perrot, Vincent; Mallet, Pierre; Mestre, Daniel R.; Morgan, Kenton (Springer, 2014-07-14)
      We have designed a configurable virtual environment to train rugby ball passing skills. Seeking to validate the system’s ability to correctly aid training, two experiments were performed. Ten participants took part in ball passing activities, which were used to compare the combinations of different user positions relative to the physical screen, the use of stereoscopic presentation and the use of a floor screen to extend the field of view of the virtual scene. Conversely to what was expected, the results indicate that the participants did not respond well to simulated target distances, and only the users physical distance from the screen had an effect on the distance thrown.
    • Evaluating current practice and proposing a system to enhance knowledge assets within a small software development unit

      Fannoun, Sufian; Kerins, John; The University of Chester (IEEE, 2018-06-25)
      Knowledge management and knowledge transfer within organisations challenge continuity and resilience in the face of changing environments. While issues are principally addressed within large organisations, there is scope to evaluate how knowledge assets are managed within small and medium enterprises and to consider how the process might be enhanced. The research reported here aimed to evaluate practice within an evolving software development unit to understand how knowledge has been acquired and utilised to further organisational development. In-depth interviews were carried out with members of the unit to elicit an understanding of individual and collective learning. Qualitative analysis of the data revealed key changes in thinking and practice as well as insight into the development of individuals' contextual knowledge and tacit understanding. This analysis led to the proposal of a bespoke, lightweight web-based system to support knowledge capture and organisational learning. This work is still in progress but it is anticipated that the results will provide a potentially novel and beneficial method for enhancing knowledge assets in small enterprises and consolidating valuable, and potentially scarce, expertise.
    • Evolution of Neural Networks for Physically Simulated Evolved Virtual Quadruped Creatures

      Vaughan, Neil; Royal Academy of Engineering; University of Chester (Springer-Verlag, 2018-07-07)
      This work develops evolved virtual creatures (EVCs) using neuroevolution as the controller for movement and decisions within a 3D physics simulated environ-ment. Previous work on EVCs has displayed various behaviour such as following a light source. This work is focused on complexifying the range of behaviours available to EVCs. This work uses neuroevolution for learning specific actions combined with other controllers for making higher level decisions about which action to take in a given scenario. Results include analysis of performance of the EVCs in simulated physics environment. Various controllers are compared including a hard coded benchmark, a fixed topology feed forward artificial neural network and an evolving ANN subjected to neuroevolution by applying mutations in both topology and weights. The findings showed that both fixed topology ANNs and neuroevolution did successfully control the evolved virtual creatures in the distance travelling task.
    • Evolutionary Robot Swarm Cooperative Retrieval

      Vaughan, Neil; Royal Academy of Engineering; University of Chester (Springer, 2018-07-07)
      In nature bees and leaf-cutter ants communicate to improve cooperation during food retrieval. This research aims to model communication in a swarm of auton-omous robots. When food is identified robot communication is emitted within a limited range. Other robots within the range receive the communication and learn of the location and size of the food source. The simulation revealed that commu-nication improved the rate of cooperative food retrieval tasks. However a counter-productive chain reaction can occur when robots repeat communications from other robots causing cooperation errors. This can lead to a large number of robots travelling towards the same food source at the same time. The food becomes de-pleted, before some robots have arrived. Several robots continue to communicate food presence, before arriving at the food source to find it gone. Nature-inspired communication can enhance swarm behaviour without requiring a central control-ler and may be useful in autonomous drones or vehicles.
    • Haptic feedback from human tissues of various stiffness and homogeneity.

      Vaughan, Neil; Dubey, Venketesh N.; Wee, Michael Y. K.; Isaacs, Richard; Bournemouth University; Poole Hospital NHS Foundation Trust (Techno-Press, 2014-07-01)
      This work presents methods for haptic modelling of soft and hard tissue with varying stiffness. The model provides visualization of deformation and calculates force feedback during simulated epidural needle insertion. A spring-mass-damper (SMD) network is configured from magnetic resonance image (MRI) slices of patient’s lumbar region to represent varying stiffness throughout tissue structure. Reaction force is calculated from the SMD network and a haptic device is configured to produce a needle insertion simulation. The user can feel the changing forces as the needle is inserted through tissue layers and ligaments. Methods for calculating the force feedback at various depths of needle insertion are presented. Voxelization is used to fill ligament surface meshes with spring mass damper assemblies for simulated needle insertion into soft and hard tissues. Modelled vertebrae cannot be pierced by the needle. Graphs were produced during simulated needle insertions to compare the applied force to haptic reaction force. Preliminary saline pressure measurements during Tuohy epidural needle insertion are also used as a basis for forces generated in the simulation.
    • How effective is Ant Colony Optimisation at Robot Path Planning

      Wolfenden, A.; Vaughan, Neil; University of Chester (The Society for the Study of Artificial Intelligence and Simulation for Behaviour (AISB), 2018-04-06)
      This project involves investigation of the problem robot path planning using ant colony optimisation heuristics to construct the quickest path from the starting point to the end. The project has developed a simulation that successfully simulates as well as demonstrates visually through a graphical user interface, robot path planning using ant colony optimisation. The simulation shows an ability to traverse an unknown environment from a start point to an end and successfully construct a route for others to follow both when the terrain is dynamic and static
    • The Implementation and Validation of a Virtual Environment for Training Powered Wheelchair Manoeuvres

      John, Nigel W.; Pop, Serban R.; Day, Thomas; Ritsos, Panagiotis D.; Headleand, Christopher J.; University of Chester; Bangor University; University of Lincoln (IEEE, 2017-05-02)
      Navigating a powered wheelchair and avoiding collisions is often a daunting task for new wheelchair users. It takes time and practice to gain the coordination needed to become a competent driver and this can be even more of a challenge for someone with a disability. We present a cost-effective virtual reality (VR) application that takes advantage of consumer level VR hardware. The system can be easily deployed in an assessment centre or for home use, and does not depend on a specialized high-end virtual environment such as a Powerwall or CAVE. This paper reviews previous work that has used virtual environments technology for training tasks, particularly wheelchair simulation. We then describe the implementation of our own system and the first validation study carried out using thirty three able bodied volunteers. The study results indicate that at a significance level of 5% then there is an improvement in driving skills from the use of our VR system. We thus have the potential to develop the competency of a wheelchair user whilst avoiding the risks inherent to training in the real world. However, the occurrence of cybersickness is a particular problem in this application that will need to be addressed.
    • An Information-Theoretic Approach to the Cost-benefit Analysis of Visualization in Virtual Environments

      Chen, Min; Gaither, Kelly; John, Nigel; McCann, Brian; University of Oxford; University of Texas at Austin; University of Chester (IEEE, 2018-08-20)
      Visualization and virtual environments (VEs) have been two interconnected parallel strands in visual computing for decades. Some VEs have been purposely developed for visualization applications, while many visualization applications are exemplary showcases in general-purpose VEs. Because of the development and operation costs of VEs, the majority of visualization applications in practice have yet to benefit from the capacity of VEs. In this paper, we examine this status quo from an information-theoretic perspective. Our objectives are to conduct cost-benefit analysis on typical VE systems (including augmented and mixed reality, theatre-based systems, and large powerwalls), to explain why some visualization applications benefit more from VEs than others, and to sketch out pathways for the future development of visualization applications in VEs. We support our theoretical propositions and analysis using theories and discoveries in the literature of cognitive sciences and the practical evidence reported in the literatures of visualization and VEs.
    • Interventional radiology virtual simulator for liver biopsy

      Villard, Pierre-Frédéric; Vidal, Franck P.; ap Cenydd, Llyr; Holbrey, Richard; Pisharody, S.; Johnson, Sheena; Bulpitt, Andy; John, Nigel W.; Bello, Fernando; Gould, Daniel (Springer, 2013-07-24)
      Training in Interventional Radiology currently uses the apprenticeship model, where clinical and technical skills of invasive procedures are learnt during practice in patients. This apprenticeship training method is increasingly limited by regulatory restrictions on working hours, concerns over patient risk through trainees' inexperience and the variable exposure to case mix and emergencies during training. To address this, we have developed a computer-based simulation of visceral needle puncture procedures. Methods A real-time framework has been built that includes: segmentation, physically based modelling, haptics rendering, pseudo-ultrasound generation and the concept of a physical mannequin. It is the result of a close collaboration between different universities, involving computer scientists, clinicians, clinical engineers and occupational psychologists. Results The technical implementation of the framework is a robust and real-time simulation environment combining a physical platform and an immersive computerized virtual environment. The face, content and construct validation have been previously assessed, showing the reliability and effectiveness of this framework, as well as its potential for teaching visceral needle puncture. Conclusion A simulator for ultrasound-guided liver biopsy has been developed. It includes functionalities and metrics extracted from cognitive task analysis. This framework can be useful during training, particularly given the known difficulties in gaining significant practice of core skills in patients.
    • Island Coalescence during Film Growth: An Underestimated Limitation of Cu ALD

      Hagen, Dirk J.; Connolly, James; Povey, Ian M.; Rushworth, Simon; Pemble, Martyn E. (Wiley, 2017-05-31)
    • Jazz on the border: Jazz and dance bands in Chester and North Wales in mid-twentieth century

      Southall, Helen; University of Chester (Equinox, 2013)
      There was a high degree of overlap between western popular music and jazz in the mid- twentieth century. However, histories of jazz and histories of popular music are often puzzlingly separate, as if divided by strict borders. This article looks at some of the rea- sons for this (including those proposed by Frith (2007) and Bennett (2013). The impor- tance of musical pathways and hidden histories (Becker 2002, 2004; Finnegan 2007; Nott 2002; Rogers 2013) in the context of local music scenes is considered. The importance of taking live music scenes and provincial areas into account when discussing genre his- tories is discussed, in the context of examples from an oral history study of dance-band musicians and promoters in the Chester (UK) area. These examples help to demonstrate that boundaries between jazz and popular music are frequently less abrupt in practice than they are in theory.
    • Learning to combine multiple string similarity metrics for effective toponym matching

      Santos, Rui; orcid: 0000-0001-5981-9924; Murrieta-Flores, Patricia; orcid: 0000-0001-9904-0288; Martins, Bruno; orcid: 0000-0002-3856-2936 (Informa UK Limited, 2017-09-06)
    • LiTu - A Human-Computer Interface based on Frustrated Internal Reflection of Light

      Edwards, Marc R.; John, Nigel W.; University of Chester (IEEE Conference Publications, 2015-10)
      We have designed LiTu (Laɪ’Tu - Light Tube) as a customisable and low-cost (ca 30 Euros) human-computer interface. It is composed of an acrylic tube, a ball-bearing mirror, six LEDs and a webcam. Touching the tube causes frustrated internal reflection of light due to a change in the critical angle at the acrylic-skin boundary. Scattered light within the tube is reflected off the mirror into the camera at the opposite end for image processing. Illuminated contact regions in the video frames are segmented and processed to generate 2D information such as: pitch and volume, or x and y coordinates of a graphic. We demonstrate the functionality of LiTu both as a musical instrument and as an interactive computer graphics controller. For example, various musical notes can be generated by touching specific regions around the surface of the tube. Volume can be controlled by sliding a finger down the tube and pitch by sliding the finger radially. We demonstrate the adaptable nature of LiTu’s touch interface and discuss our plans to explore future physical modifications of the device.
    • Mobile technology-enhanced asset maintenance in an SME

      Bankosz, Grzegorz S.; Kerins, John; University of Chester (Emerald, 2014)
      This article discusses the development of a prototype system to demonstrate the potential benefits of deploying mobile technology to enhance asset maintenance processes in a small food manufacturing plant.
    • Morphogenetic Engineering For Evolving Ant Colony Pheromone Communication

      Vaughan, Neil; University of Chester (The Society for the Study of Artificial Intelligence and Simulation for Behaviour (AISB), 2018-04-06)
      This research investigates methods for evolving swarm communication in a simulated colony of ants using pheromone when foriaging for food. This research implemented neuroevolution and obtained the capability to learn pheromone communication autonomously. Building on previous literature on pheromone communication, this research applies evolution to adjust the topology and weights of an artificial neural network which controls the ant behaviour. Comparison of performance is made between a hard-coded benchmark algorithm, a fixed topology ANN and neuroevolution of the ANN topology and weights. The resulting neuroevolution produced a neural network which was successfully evolved to achieve the task objective, to collect food and return it to the nest.
    • Multi-Agent Reinforcement Learning for Swarm Retrieval with Evolving Neural Network

      Vaughan, Neil; Royal Academy of Engineering; University of Chester (Springer-Verlag,, 2018-07-07)
      This research investigates methods for evolving swarm communica-tion in a sim-ulated colony of ants using pheromone when foriaging for food. This research implemented neuroevolution and obtained the capability to learn phero-mone communication autonomously. Building on previous literature on phero-mone communication, this research applies evolution to adjust the topology and weights of an artificial neural network (ANN) which controls the ant behaviour. Compar-ison of performance is made between a hard-coded benchmark algorithm (BM1), a fixed topology ANN and neuroevolution of the ANN topology and weights. The resulting neuroevolution produced a neural network which was suc-cessfully evolved to achieve the task objective, to collect food and return it to a location.
    • An overview of thermal necrosis: present and future

      Mediouni, M.; Kucklick, T.; Poncet, S.; Madiouni, R.; Abouaomar, A.; Madry, H.; Cucchiarini, M.; Chopko, B.; Vaughan, Neil; Arora, M.; Gökkuş, K.; Lozoya lara, M.; Paiva Cedeño, L.; Volosnikov, A.; Hesmati, M.; Ho, K.; University of Chester (Taylor & Francis, 2019)
      Introduction: Many orthopaedic procedures require drilling of bone, especially fracture repair cases. Bone drilling results in heat generation due to the friction between the bone and the drill bit. A high-level of heat generation kills bone cells. Bone cell death results in resorption of bone around bone screws. Materials and methods: We searched in the literature for data on parameters that influence drilling bone and could lead to thermal necrosis. The points of view of many orthopaedists and neurosurgeons based upon on previous practices and clinical experience are presented. Results: Several potential complications are discussed and highlighted that lead to thermal necrosis. Discussion: Even in the face of growing evidence as to the negative effects of heat-induction during drilling, simple and effective methods for monitoring and cooling in real-time are not in widespread usage today. For that purpose, we propose some suggestions for the future of bone drilling, taking note of recent advances in autonomous robotics, intelligent systems, and computer simulation techniques. Conclusions: These advances in prevention of thermal necrosis during bone drilling surgery are expected to reduce the risk of patient injury and costs for the health service.
    • Parametric model of human body shape and ligaments for patient-specific epidural simulation

      Vaughan N, Dubey VN, Wee MYK, Isaacs R.; Bournemouth University, Poole Hospital NHS Foundation Trust (Elsevier, 2014-10-01)
      Objective This work is to build upon the concept of matching a person's weight, height and age to their overall body shape to create an adjustable three-dimensional model. A versatile and accurate predictor of body size and shape and ligament thickness is required to improve simulation for medical procedures. A model which is adjustable for any size, shape, body mass, age or height would provide ability to simulate procedures on patients of various body compositions. Methods Three methods are provided for estimating body circumferences and ligament thicknesses for each patient. The first method is using empirical relations from body shape and size. The second method is to load a dataset from a magnetic resonance imaging (MRI) scan or ultrasound scan containing accurate ligament measurements. The third method is a developed artificial neural network (ANN) which uses MRI dataset as a training set and improves accuracy using error back-propagation, which learns to increase accuracy as more patient data is added. The ANN is trained and tested with clinical data from 23,088 patients. Results The ANN can predict subscapular skinfold thickness within 3.54 mm, waist circumference 3.92 cm, thigh circumference 2.00 cm, arm circumference 1.21 cm, calf circumference 1.40 cm, triceps skinfold thickness 3.43 mm. Alternative regression analysis method gave overall slightly less accurate predictions for subscapular skinfold thickness within 3.75 mm, waist circumference 3.84 cm, thigh circumference 2.16 cm, arm circumference 1.34 cm, calf circumference 1.46 cm, triceps skinfold thickness 3.89 mm. These calculations are used to display a 3D graphics model of the patient's body shape using OpenGL and adjusted by 3D mesh deformations. Conclusions A patient-specific epidural simulator is presented using the developed body shape model, able to simulate needle insertion procedures on a 3D model of any patient size and shape. The developed ANN gave the most accurate results for body shape, size and ligament thickness. The resulting simulator offers the experience of simulating needle insertions accurately whilst allowing for variation in patient body mass, height or age.
    • Parametric model of human body shape and ligaments for patient-specific epidural simulation

      Vaughan, Neil; Dubey, Venketesh N.; Wee, Michael Y. K.; Isaacs, Richard; Bournemouth University; Poole Hospital NHS Foundation Trust (Elsevier, 2014-09-04)
      Objective: This work builds upon the concept of matching a person’s weight, height and age to their overall body shape to create an adjustable three-dimensional model. A versatile and accurate predictor of body size and shape and ligament thickness is required to improve simulation for medical procedures. A model which is adjustable for any size, shape, body mass, age or height would provide ability to simulate procedures on patients of various body compositions. Methods: Three methods are provided for estimating body circumferences and ligament thicknesses for each patient. The first method is using empirical relations from body shape and size. The second method is to load a dataset from a magnetic resonance imaging scan (MRI) or ultrasound scan containing accurate ligament measurements. The third method is a developed artificial neural network (ANN) which uses MRI dataset as a training set and improves accuracy using error back-propagation, which learns to increase accuracy as more patient data is added. The ANN is trained and tested with clinical data from 23088 patients. Results: The ANN can predict subscapular skinfold thickness within 3.54mm, waist circumference 3.92cm, thigh circumference 2.00cm, arm circumference 1.21cm, calf circumference 1.40cm, triceps skinfold thickness 3.43mm. Alternative regression analysis method gave overall slightly less accurate predictions for subscapular skinfold thickness within 3.75mm, waist circumference 3.84cm, thigh circumference 2.16cm, arm circumference 1.34cm, calf circumference 1.46cm, triceps skinfold thickness 3.89mm. These calculations are used to display a 3D graphics model of the patient’s body shape using OpenGL and adjusted by 3D mesh deformations. Conclusions: A patient-specific epidural simulator is presented using the developed body shape model, able to simulate needle insertion procedures on a 3D model of any patient size and shape. The developed ANN gave the most accurate results for body shape, size and ligament thickness. The resulting simulator offers the experience of simulating needle insertions accurately whilst allowing for variation in patient body mass, height or age.