Computer Science: Recent submissions
Now showing items 1-20 of 117
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Designing a Quantum-Dot Cellular Automata-Based Half-Adder Circuit Using Partially Reversible Majority GatesDeveloping quantum-dot cellular automata (QCA) digital circuits reversibly leads to substantial reductions in energy dissipation. However, this is usually accompanied by time delays and accompanying increases in the circuit cost metric. In this study, an innovative, partially reversible design method is presented to address the latency and circuit cost limitations of reversible design methods. The proposed partially reversible design method serves as a middle ground between fully reversible and conventional irreversible design methodologies. Compared with irreversible design methods, the partially reversible design method still optimises energy efficiency. Moreover, the partially reversible design method improves the speed and decreases the circuit cost in comparison with fully reversible design techniques. The key ingredient of the proposed partially reversible design methodology is the introduction of a partially reversible majority gate element building block. To validate the effectiveness of the proposed partially reversible design approach, a novel partially reversible half-adder circuit is designed and simulated using the QCADesigner-E 2.2 simulation tool. This tool provides numerical results for the circuit input/output response and heat dissipation at the physical level, within a microscopic quantum mechanical model.
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Development and Validation of Embedded Device for Electrocardiogram Arrhythmia Empowered with Transfer LearningWith the emergence of the Internet of Things (IoT), investigation of different diseases in healthcare improved, and cloud computing helped to centralize the data and to access patient records throughout the world. In this way, the electrocardiogram (ECG) is used to diagnose heart diseases or abnormalities. The machine learning techniques have been used previously but are feature-based and not as accurate as transfer learning; the proposed development and validation of embedded device prove ECG arrhythmia by using the transfer learning (DVEEA-TL) model. This model is the combination of hardware, software, and two datasets that are augmented and fused and further finds the accuracy results in high proportion as compared to the previous work and research. In the proposed model, a new dataset is made by the combination of the Kaggle dataset and the other, which is made by taking the real-time healthy and unhealthy datasets, and later, the AlexNet transfer learning approach is applied to get a more accurate reading in terms of ECG signals. In this proposed research, the DVEEA-TL model diagnoses the heart abnormality in respect of accuracy during the training and validation stages as 99.9% and 99.8%, respectively, which is the best and more reliable approach as compared to the previous research in this field.
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Assessing Type Agreeability in the Unified Model of Personality and Play StylesClassifying players into well defined groups can be useful when designing games and gamified systems, with many models relating to player or personality ‘type’. The Unified Model of Personality and Play Styles groups together many player and personality taxonomies, but whilst similarities have been noted in previous work, the overlap between models has not been analysed ahead of its use. This study provides evidence both for and against aspects of the Unified Model, with model agreeability assessed through comparison of participant classifications. Results show that representations of types related by the Unified Model do correlate significantly greater than types unrelated by the model, but do so with only weak-to-moderate correlation coefficients. Ranking classifications leads to results better mapping to the Unified Model, but also reduces the overall strength of correla tions between types. The Unified Model is therefore considered fit for purpose as an explanatory tool, but without additional study should be used with caution in further use cases.
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Comparing the performance of statistical, machine learning, and deep learning algorithms to predict time-to-event: A simulation study for conversion to mild cognitive impairmentMild Cognitive Impairment (MCI) is a condition characterized by a decline in cognitive abilities, specifically in memory, language, and attention, that is beyond what is expected due to normal aging. Detection of MCI is crucial for providing appropriate interventions and slowing down the progression of dementia. There are several automated predictive algorithms for prediction using time-to-event data, but it is not clear which is best to predict the time to conversion to MCI. There is also confusion if algorithms with fewer training weights are less accurate. We compared three algorithms, from smaller to large numbers of training weights: a statistical predictive model (Cox proportional hazards model, CoxPH), a machine learning model (Random Survival Forest, RSF), and a deep learning model (DeepSurv). To compare the algorithms under different scenarios, we created a simulated dataset based on the Alzheimer NACC dataset. We found that the CoxPH model was among the best-performing models, in all simulated scenarios. In a larger sample size (n = 6,000), the deep learning algorithm (DeepSurv) exhibited comparable accuracy (73.1%) to the CoxPH model (73%). In the past, ignoring heterogeneity in the CoxPH model led to the conclusion that deep learning methods are superior. We found that when using the CoxPH model with heterogeneity, its accuracy is comparable to that of DeepSurv and RSF. Furthermore, when unobserved heterogeneity is present, such as missing features in the training, all three models showed a similar drop in accuracy. This simulation study suggests that in some applications an algorithm with a smaller number of training weights is not disadvantaged in terms of accuracy. Since algorithms with fewer weights are inherently easier to explain, this study can help artificial intelligence research develop a principled approach to comparing statistical, machine learning, and deep learning algorithms for time-to-event predictions.
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Developing a framework for enhancing security testing of android applicationsMobile applications have advanced a lot and now offer several features that help make our lives easier. Android is currently the most popular mobile operating system, and it is susceptible to exploitation attempts by malicious entities. This has led to an increased focus on the security of Android applications. This dissertation proposed the development of a framework which provides a systematic approach to testing the security of Android applications. This framework was developed based on a comprehensive review of existing security testing methodologies and tools. In achieving the study objectives, a test application was run on an emulator, Burp Suite was used as a proxy tool to capture HTTP and HTTPS traffic for analysis, reverse engineering was carried out, static and dynamic analysis were executed, network traffic was captured and analysed with tcpdump and Wireshark, intent sniffing was carried out, fuzz testing was discussed, and a proof-of-concept tool (automation script) was developed. This work covers various aspects of Android applications’ security testing, and the proposed framework provides developers with a practical and effective approach to testing the security of their Android applications, thereby improving the overall security of the Android application ecosystem.
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The Affective Audio Dataset (AAD) for Non-musical, Non-vocalized, Audio Emotion ResearchThe Affective Audio Dataset (AAD) is a new and novel dataset of non-musical, non-anthropomorphic sounds intended for use in affective research. Sounds are annotated for their affective qualities by sets of human participants. The dataset was created in response to a lack of suitable datasets within the domain of audio emotion recognition. A total of 780 sounds are selected from the BBC Sounds Library. Participants are recruited online and asked to rate a subset of sounds based on how they make them feel. Each sound is rated for arousal and valence. It was found that while evenly distributed, there was bias towards the low-valence, high-arousal quadrant, and displayed a greater range of ratings in comparison to others. The AAD is compared with existing datasets to check its consistency and validity, with differences in data collection methods and intended use-cases highlighted. Using a subset of the data, the online ratings were validated against an in-person data collection experiment with findings strongly correlating. The AAD is used to train a basic affect-prediction model and results are discussed. Uses of this dataset include, human-emotion research, cultural studies, other affect-based research, and industry use such as audio post-production, gaming, and user-interface design.
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Meaningful automated feedback on Objected-Oriented program development tasks in JavaAutomation has been used to assess student programming tasks for over 60 years. As well as assessing work, it can also be used in the provision of feedback, commonly though the utilisation of unit tests or evaluation of program output. This typically requires a structure to be provided, for example provision of a method stub or programming to an interface. This scaffolded approach is required in statically typed, object-oriented languages such as Java, as if tests rely on non-existent code, compilation will fail. Previous studies identified that for many tools, feedback is limited to a comparison of the student’s solution with a reference, the results of unit tests, or how actual output compares with that which is expected. This paper discusses a tool that provides automated textual feedback on programming tasks. This tool, the “Java Object-Oriented Feedback Tool” (JOOFT), allows the instructor to write unit tests for as yet unwritten code, with their own feedback, almost as easily as writing a standard unit test. JOOFT also provides additional, customisable, feedback for student errors that might occur in the process of writing code, such as specifying an incorrect parameter type for a method. A randomised trial of the tool was carried out with novice student programmers (n=109), who completed a lab task on the design of a class, 52 of them having assistance from the tool. Whilst students provided positive feedback on tool usage, performance in a later assessment of class creation, suggests student outcomes are not affected.
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Hybrid Quantum-Dot Cellular Automata Nanocomputing CircuitsQuantum-dot cellular automata (QCA) is an emerging transistor-less field-coupled nanocomputing (FCN) approach to ultra-scale ‘nanochip’ integration. In QCA, to represent digital circuitry, electrostatic repulsion between electrons and the mechanism of electron tunnelling in quantum dots are used. QCA technology can surpass conventional complementary metal oxide semiconductor (CMOS) technology in terms of clock speed, reduced occupied chip area, and energy efficiency. To develop QCA circuits, irreversible majority gates are typically used as the primary components. Recently, some studies have introduced reversible design techniques, using reversible majority gates as the main building block, to develop ultra-energy-efficient QCA circuits. However, this approach resulted in time delays, an increase in the number of QCA cells used, and an increase in the chip area occupied. This work introduces a novel hybrid design strategy employing irreversible, reversible, and partially reversible QCA gates to establish an optimal balance between power consumption, delay time, and occupied area. This hybrid technique allows the designer to have more control over the circuit characteristics to meet different system needs. A combination of reversible, irreversible, and innovative partially reversible majority gates is used in the proposed hybrid design method. We evaluated the hybrid design method by examining the half-adder circuit as a case study. We developed four hybrid QCA half-adder circuits, each of which simultaneously incorporates various types of majority gates. The QCADesigner-E 2.2 simulation tool was used to simulate the performance and energy efficiency of the half-adders. This tool provides numerical results for the circuit input/output response and heat dissipation at the physical level within a microscopic quantum mechanical model.
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Using Voice Input to Control and Interact With a Narrative Video GameWith the advancement of artificial intelligence (AI) over recent years, especially the breakthrough in technology that OpenAI achieved with the natural language generative model of ChatGPT, virtual assistants and voice interactive devices such as Amazon’s Alexa or Apple’s Siri, have become popular with the general public. This is due to their ease of use, accessibility, and ability to be used without physical interaction. When it comes to the video games industry, there have been attempts to implement voice input as a core mechanic, with various levels of success. Ultimately, voice input has been mostly used as a separate mechanic or as an alternative to traditional input methods. This project will investigate different methods of using voice input to control and interact with a narrative video game. The research will analyse which method is most effective in facilitating player control of the game and identify challenges related to implementation. This paper also includes a work-in-progress demonstration of a voice-activated game made in Unreal Engine.
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Audience perceptions of Foley footsteps and 3D realism designed to convey walker characteristicsFoley artistry is an essential part of the audio post-production process for film, television, games, and animation. By extension, it is as crucial in emergent media such as virtual, mixed, and augmented reality. Footsteps are a core activity that a Foley artist must undertake and convey information about the characters and environment presented on-screen. This study sought to identify if characteristics of age, gender, weight, health, and confidence could be conveyed, using sounds created by a professional Foley artist, in three different 3D humanoid models, following a single walk cycle. An experiment was conducted with human participants (n=100) and found that Foley manipulations could convey all the intended characteristics with varying degrees of contextual success. It was shown that the abstract 3D models were capable of communicating characteristics of age, gender, and weight. A discussion of the literature and inspection of related audio features with the Foley clips suggest signal parameters of frequency, envelope, and novelty may be a subset of markers of those perceived characteristics. The findings are relevant to researchers and practitioners in linear and interactive media and demonstrate mechanisms by which Foley can contribute useful information and concepts about on-screen characters.
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Lossless Encoding of Time-Aggregated Neuromorphic Vision Sensor Data Based on Point-Cloud CompressionNeuromorphic Vision Sensors (NVSs) are emerging sensors that acquire visual information asynchronously when changes occur in the scene. Their advantages versus synchronous capturing (frame-based video) include a low power consumption, a high dynamic range, an extremely high temporal resolution, and lower data rates. Although the acquisition strategy already results in much lower data rates than conventional video, NVS data can be further compressed. For this purpose, we recently proposed Time Aggregation-based Lossless Video Encoding for Neuromorphic Vision Sensor Data (TALVEN), consisting in the time aggregation of NVS events in the form of pixel-based event histograms, arrangement of the data in a specific format, and lossless compression inspired by video encoding. In this paper, we still leverage time aggregation but, rather than performing encoding inspired by frame-based video coding, we encode an appropriate representation of the time-aggregated data via point-cloud compression (similar to another one of our previous works, where time aggregation was not used). The proposed strategy, Time-Aggregated Lossless Encoding of Events based on Point-Cloud Compression (TALEN-PCC), outperforms the originally proposed TALVEN encoding strategy for the content in the considered dataset. The gain in terms of the compression ratio is the highest for low-event rate and low-complexity scenes, whereas the improvement is minimal for high-complexity and high-event rate scenes. According to experiments on outdoor and indoor spike event data, TALEN-PCC achieves higher compression gains for time aggregation intervals of more than 5 ms. However, the compression gains are lower when compared to state-of-the-art approaches for time aggregation intervals of less than 5 ms.
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An Ultra-Energy-Efficient Reversible Quantum-Dot Cellular Automata 8:1 Multiplexer CircuitEnergy efficiency considerations in terms of reduced power dissipation are a significant issue in the design of digital circuits for very large-scale integration (VLSI) systems. Quantum-dot cellular automata (QCA) is an emerging ultralow power dissipation approach, distinct from traditional, complementary metal-oxide semiconductor (CMOS) technology, for building digital computing circuits. Developing fully reversible QCA circuits has the potential to significantly reduce energy dissipation. Multiplexers are fundamental elements in the construction of useful digital circuits. In this paper, a novel, multilayer, fully reversible QCA 8:1 multiplexer circuit with ultralow energy dissipation is introduced. The power dissipation of the proposed multiplexer is simulated using the QCADesigner-E version 2.2 tool, describing the microscopic physical mechanisms underlying the QCA operation. The results show that the proposed reversible QCA 8:1 multiplexer consumes 89% less energy than the most energy-efficient 8:1 multiplexer circuit previously presented in the literature.
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Reversible Quantum-Dot Cellular Automata-Based Arithmetic Logic UnitQuantum-dot cellular automata (QCA) are a promising nanoscale computing technology that exploits the quantum mechanical tunneling of electrons between quantum dots in a cell andelectrostatic interaction between dots in neighboring cells. QCA can achieve higher speed, lowerpower, and smaller areas than conventional, complementary metal-oxide semiconductor (CMOS) technology. Developing QCA circuits in a logically and physically reversible manner can provide exceptional reductions in energy dissipation. The main challenge is to maintain reversibility down to the physical level. A crucial component of a computer’s central processing unit (CPU) is the arithmetic logic unit (ALU), which executes multiple logical and arithmetic functions on the data processed by the CPU. Current QCA ALU designs are either irreversible or logically reversible; however, they lack physical reversibility, a crucial requirement to increase energy efficiency. This paper shows a new multilayer design for a QCA ALU that can carry out 16 different operations and is both logically and physically reversible. The design is based on reversible majority gates, which are the key building blocks. We use QCA Designer-E software to simulate and evaluate energy dissipation. The proposed logically and physically reversible QCA ALU offers an improvement of 88.8% in energy efficiency. Compared to the next most efficient 16-operation QCA ALU, this ALU uses 51% fewer QCA cells and 47% less area.
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Towards a Framework of Aesthetics in Sonic InteractionAs interaction design has advanced, increased attention has been directed to the role that aesthetics play in shaping factors of user experience. Historically stemming from philosophy and the arts, aesthetics in interaction design has gravitated towards visual aspects of interface design thus far, with sonic aesthetics being underrepresented. This article defines and describes key dimensions of sonic aesthetics by drawing upon the literature and the authors’ experiences as practitioners and researchers. A framework is presented for discussion and evaluation, which incorporates aspects of classical and expressive aesthetics. These aspects of aesthetics are linked to low-level audio features, contextual factors, and user- centred experiences. It is intended that this initial framework will serve as a lens for the design, and appraisal, of sounds in interaction scenarios and that it can be iterated upon in the future through experience and empirical research.
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Towards Automated Testing and Feedback of Object-Oriented Programming Tasks in JavaThis study describes the design of, and initial results from using, our Java Object-Oriented Feedback Tool (JOOFT). JOOFT is a Java library designed to facilitate the automation of feedback relating to aspects of class design in Java. It permits the tutor to write code, such as unit tests, before the corresponding code is written by students, and support the provision of automated feedback to the students as they create code. Provided that the students’ code compiles, the tool can provide both generic and customized feedback on aspects such as constructor implementation, correct use of encapsulation, naming conventions, etc.
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Novel ultra-energy-efficient reversible designs of sequential logic quantum-dot cellular automata flip-flop circuitsQuantum-dot cellular automata (QCA) is a technological approach to implement digital circuits with exceptionally high integration density, high switching frequency, and low energy dissipation. QCA circuits are a potential solution to the energy dissipation issues created by shrinking microprocessors with ultra-high integration densities. Current QCA circuit designs are irreversible, yet reversible circuits are known to increase energy efficiency. Thus, the development of reversible QCA circuits will further reduce energy dissipation. This paper presents novel reversible and irreversible sequential QCA set/reset (SR), data (D), Jack Kilby (JK), and toggle (T) flip-flop designs based on the majority gate that utilizes the universal, standard, and efficient (USE) clocking scheme, which allows the implementation of feedback paths and easy routing for sequential QCA-based circuits. The simulation results confirm that the proposed reversible QCA USE sequential flip-flop circuits exhibit energy dissipation less than the Landauer energy limit. Irreversible QCA USE flip-flop designs, although having higher energy dissipation, sometimes have floorplan areas and delay times less than those of reversible designs; therefore, they are also explored. The trade-offs between the energy dissipation versus the area cost and delay time for the reversible and irreversible QCA circuits are examined comprehensively.
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DNS tunnelling, exfiltration and detection over cloud environmentsThe domain name system (DNS) protocol is fundamental to the operation of the internet, however, in recent years various methodologies have been developed that enable DNS attacks on organisations. In the last few years, the increased use of cloud services by organisations has created further security challenges as cyber criminals use numerous methodologies to exploit cloud services, configurations and the DNS protocol. In this paper, two different DNS tunnelling methods, Iodine and DNScat, have been conducted in the cloud environment (Google and AWS) and positive results of exfiltration have been achieved under different firewall configurations. Detection of malicious use of DNS protocol can be a challenge for organisations with limited cybersecurity support and expertise. In this study, various DNS tunnelling detection techniques were utilised in a cloud environment to create an effective monitoring system with a reliable detection rate, low implementation cost, and ease of use for organisations with limited detection capabilities. The Elastic stack (an open-source framework) was used to configure a DNS monitoring system and to analyse the collected DNS logs. Furthermore, payload and traffic analysis techniques were implemented to identify different tunnelling methods. This cloud-based monitoring system offers various detection techniques that can be used for monitoring DNS activities of any network especially accessible to small organisations. Moreover, the Elastic stack is open-source and it has no limitation with regards to the data that can be uploaded daily.
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Ret-gadgets in RISC-V-based Binaries Resulting in Traps for HijackersThe presence of instructions within executable programs is what makes the binaries executable. However, attackers leverage on the same to achieve some form of Control Flow Hijacking (CFH). Such code re-use attacks have also been found to lead to Denial of Service (DoS). An example of code re-use attack is Return Oriented Programming (ROP) which is caused by passing input crafted as chained sequences of instructions that are already existing as subroutines in the target program. The instructions are called gadgets and they would normally end with ret. The ret instructions enable the flow of hijacked execution from one set of instruction to another within the attacker’s control. There could however be exceptions depending on the structure of the chained gadgets where the chained gadget fails to run its course due to inability of specific gadgets to replace the value in the return address (ra) register. The dangers of chained gadgets are not a new idea but the possibility for an attacker’s gadget chain to fall into a trap during a ROP attack is not commonly addressed. In addition to this, recent studies have revealed that understanding the behaviours of gadgets would be useful for building information base in training machine learning (ML) models to combat ROP. This study explains the behaviour of certain ROP gadgets showing the possibility of occurrence of a loop in execution during exploitation. A sample program which accesses gadgets from the GNU C library (glibc) is used to demonstrate the findings. Gadgets identified with this possibility are poor for chaining as they do not contain instructions to load or move new values to the ra register and would produce unreliable exploits. This would result in a trap for the chained gadgets instead of arbitrary code execution, and DoS on the path of the user. This implies that the impact that a ROP chain could have on a targeted process does not only rely on the underlying system architecture but also on relies on the structure of the chained gadget. In this paper, the RISC-V architecture is the focus, new gadget finders (scripts are available) are presented, and sample of chained gadgets are analysed on a RISC-V -based binary.
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Robot companion cats for people at home with dementia: A qualitative case study on companoticsThe use of robot companion pets for people in care homes has been extensively studied. The results are largely positive and suggest that they are valuable in enhancing wellbeing, communication and behavioural aspects. However, there has been little research in people’s own homes, possibly due to the cost and complexity of some of the robot pets currently available. As dementia affects people in different ways, this study explores the effects of a robot cat for people in their own homes, without specifically investigating the effects on a particular symptom. We utilised a case study design to investigate the proposition that various factors influence the impact of a robot cat on the person living with dementia and their carer, including acceptability of the robot pet and acceptance of dementia and its symptoms. The qualitative analysis explores the similarities and differences within the data which were gathered during interviews with people with dementia and their families. This analysis revealed four themes: Distraction, Communication, Acceptance and rejection, and Connecting with the cat and connecting with others. These themes were synthesised into two overarching themes: the effect of the cat on mood and behaviour, and The interaction with the cat. We present the acceptability and impact of the robot cat on symptoms of dementia, with data presented across and within the group of participants. Our analysis suggests that benefits of the robot pet were evident, and although this was a small-scale study, where they were accepted, robot pets provided positive outcomes for the participants and their families.
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Supervised machine learning for audio emotion recognition: Enhancing film sound design using audio features, regression models and artificial neural networksThe field of Music Emotion Recognition has become and established research sub-domain of Music Information Retrieval. Less attention has been directed towards the counterpart domain of Audio Emotion Recognition, which focuses upon detection of emotional stimuli resulting from non-musical sound. By better understanding how sounds provoke emotional responses in an audience, it may be possible to enhance the work of sound designers. The work in this paper uses the International Affective Digital Sounds set. A total of 76 features are extracted from the sounds, spanning the time and frequency domains. The features are then subjected to an initial analysis to determine what level of similarity exists between pairs of features measured using Pearson’s r correlation coefficient before being used as inputs to a multiple regression model to determine their weighting and relative importance. The features are then used as the input to two machine learning approaches: regression modelling and artificial neural networks in order to determine their ability to predict the emotional dimensions of arousal and valence. It was found that a small number of strong correlations exist between the features and that a greater number of features contribute significantly to the predictive power of emotional valence, rather than arousal. Shallow neural networks perform significantly better than a range of regression models and the best performing networks were able to account for 64.4% of the variance in prediction of arousal and 65.4% in the case of valence. These findings are a major improvement over those encountered in the literature. Several extensions of this research are discussed, including work related to improving data sets as well as the modelling processes.