The 2000 Honours seminars
The 2000 4th year Seminar Series will be held from
16-20 October. Seminars will be presented by
all Honours and Graduate Diploma students whose projects come
to completion at the end of 2000.
All seminars will be held in Room 2.28 in the
Computer Science Building. Seminars will consist of a
35-minute presentation followed by 5 minutes of questions.
The seminars are open to all interested members of the
University community.
Ingrid Benussi
's postponed seminar has been re-scheduled at
4pm on Wednesday 25 October in Room 2.28 in the CS
Building
This year's seminar examination committee consists of:
-
Prof. Robyn Owens (Head of Department),
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Dr Lyndon While (4th year Co-ordinator),
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Dr Marion Cottingham,
-
Dr Amitava Datta, and
-
Dr John Morris,
Any further questions about the Department's Honours or
Graduate Diploma Programmes may be directed to our Fourth Year
Coordinator, Lyndon While.
Fingerprint image enhancement and feature detection
Patrick Ip
Fingerprint patterns are rarely perfect. Various types of
noise may corrupt the pattern. Therefore, an effective method
of enhancing fingerprint images needs to be implemented to
facilitate matching and identification.
Enhancement methods range from simple edge enhancement and
binarisation to more complex methods. A general approach to
fingerprint enhancement is examined. These traditional
techniques depend heavily on ridge orientations. Hence, the
linear aspects of the fingerprint image are enhanced well.
Nevertheless, the objective of improving the image to
facilitate matching is not fully accomplished by such
methods.
Matching algorithms use the identification of prominent
characteristics. These features are often non-linear and near
areas of high curvature, therefore enhancement in these areas
are often misguided or neglected altogether by the traditional
fingerprint enhancement techniques. To address this problem, a
general image enhancement algorithm is examined. This method
uses second order derivative information to detect features not
noticed by first order processes. Therefore, applying a similar
process to fingerprint images may help to detect the important
characteristics of a fingerprint.
3D Reconstruction From a Single Image
Thang Si Tran
The idea of creating three-dimensional models from images
arises because images are 2D projections of the real world,
holding less information than the original three-dimensional
data. The process of reconstruction attempts to reproject the
scene back to its three-dimensional representation as
accurately as possible from the data given by its images.
Fast and efficient reconstruction becomes a major factor in
applications such as robot vision and navigation where
processing time is valuable. With reconstruction now possible
from a single image, testing and implementing such a process is
a worthy challenge.
This seminar discusses the techniques used to create
three-dimensional reconstructions of scenes from a single
image. Results from the implementation and testing of two
algorithms are presented with the conclusion that vanishing
points play an integral part to the whole reconstruction
process.
Computer Aided Acoustic Modelling
Pak-Ming Wan
Acoustics is the scientific study of sound. Since its
development in the early 1900's, it has found uses in
architectural design as well as other fields like engineering.
The application of acoustic theory is especially important in
situations in which aural presentation is crucial (such as
performing arts venues for theatre and music) The aim of my
project was to design a computer aided software tool to assist
acoustical engineers and architects to predict the acoustic
performance of an enclosure before it has been constructed.
The AcoustiKit is a Matlab toolkit that I have written to
analyse the acoustic of an enclosure. The focus of my
discussions will lie with the choice of different models that
are available for modelling the acoustics within an enclosure,
the choice of models that were eventually implemented in the
AcoustiKit, and the functionality of the AcoustiKit.
Telelabs: remote access to laboratory equipment using the
Internet
Jamieson Lee
Laboratory work plays an important part of the learning
process for many students. However, there are many aspects of
conducting a laboratory session that both students and
demonstrators feel can be improved. With the recent advances in
Internet technologies, we are beginning to see new
possibilities in the way laboratory exercises can be
operated.
The Telelabs project was devised as a way for students to
remotely access laboratory equipment using the Internet. The
feasibility of having such a facility is highly dependent on
the design decisions made. In this seminar I will be discussing
the issues relating to the user interface and the network that
form the fundamental structure of the Telelabs system. Also,
through the use of a practical real-life example, a working
prototype will be used to demonstrate the design choices that
were made, and show how a laboratory experiment can be
controlled using the system.
Making Roadmaps Using Voronoi Diagrams
Michael Wager
The path planning problem has been proven both PSPACE
complete and NP complete. All the traditional approaches have
only had marginal results when trying to tackle this problem.
In recent years a roadmap planner has been developed that has
had impressive results. I will discuss how the roadmap approach
works and compare the results with a traditional potential
field planner. I will also talk about my implementation of a
planner that is based on the Voronoi diagram and show that this
method is not only faster, but is more desirable as well.
Designing a Distributed Audio Communication System
Cameron Rochester
Distributed communication has existed on the Internet for
many years in a text-based form. The improvement of audio/video
streaming technology in recent years has increased the amount
of streaming content on the Internet. The use of compression
techniques and network technologies has made it possible to
create real-time, distributed, multi-user audio communication
systems.
This seminar will examine the available technologies that
make the design and implementation of streaming audio
communication possible. An analysis of the most efficient audio
compression and network transportation will be covered.
Implementation of the system with reference to Microsoft's
DirectShow Application Programmers Interface (API).
The Juicer - A Web Research and Marketing Tool
Darren Kam
There is no limit to the number of books and web sites
dedicated to the art of web design. Self-professed "web design
experts" often base their golden theories on personal
experiences and philosophies. The existence of such
non-specific guidelines purports the need for a scientific
study into this rapidly growing field. This was the basis of
research known as the Juicer Experiment. The goal of the
experiment was to create a tool known as the Juicer to be used
for research into web usability as well as marketing purposes.
As the name suggests, the Juicer Experiment executed as a live
experiment on the Internet to gather statistics from
user-monitoring, survey, and feedback techniques.
Research by the Juicer Experiment was centred on a set of
hypotheses concerning the effectiveness of web site design.
Investigations reveal how the location of graphic and text
hyperlinks on a page contributes to user behaviour, the effects
of culture on user behaviour, and how animations on web pages
deteriorate viewing efficiency. Distortion of survey
information and its consequences on market estimation are also
discussed in this seminar.
Phonemic String Correction
David Chan
People don't speak right. That is one of the many problems
which natural language processing systems face when attempting
to recognise speech.
A phonemic-based natural language processing system uses
phonemes, the basic units of speech, as a basis for building
correct words, and eventually correct sentences. My work has
been in exploring a data structure which speeds up
phoneme-to-word matching, and may be used for any string
correction problem where a dictionary of valid strings is
known.
I will be discussing this structure, known as a hierarchical
file, and the results from my implementation.
Learning To Play Soccer
Ben Deany
The main thrust of the project was to assess the viability
of using adaptive learning techiques, in particular neural
networks, to autonomously learn the game of soccer. The
assessment was based upon factors including scalability,
generality, and retentiveness.
Research in this area is of interest because it is difficult
to implement adaptive learning technologies to complex problem
domains.
The seminar will discuss the initial decision making process
which defined the parameters of the project (including the type
of neural network that was used, the training method, and the
learning system), the experimental method and trial structure,
the implementation and use of Olmec (the custom-built simulator
that was used for running trials), and our results and
suggestions for further research.
Discussion will culminate in a summary of our results and
conclusions, in which it will be stated that this kind of
adaptive learning approach seems promising for the given
problem domain.
Seeing voices: Visual speech recognition using pattern
matching snakes
Mark Barnard
Audio speech recognition systems are seriously degraded in
noisy environments. The features of speech that are degraded by
noise in audio systems are the features of speech that are most
distinct visually. An automatic visual speech recognition
system should therefore be a beneficial complement to an audio
speech recognition system when the audio system is used in a
noisy environment.
In order to use visual speech recognition there must be a
way of tracking the motion of the lips in the speaker. One of
the most common methods of tracking a speakers lips is active
contour models or snakes. This seminar introduces a new
implementation of snakes that combines outer lip pattern
matching and biological constraints, such as smooth lip contour
splines. This implementation provides accurate and robust
tracking of the inner and outer lip contours.
The data produced by this tracking system is then used to
train a time-delay neural network to recognise the words from
"one" to "twelve" . The implementation and results of this
recognition system will be discussed.
A Simulator for the Linear Array with a Reconfigurable
Pipelined Bus System
Andrew Lewis
When designing parallel systems, efficient communication
between processors can be one of the most difficult problems to
overcome. Shared memory models suffer from highly complex
interconnections between the processors and memory, and cannot
be expanded with any great ease. Implementing algorithms on
static structures such as meshes and hyper-cubes can prove
difficult if the message passing for the algorithm does not
match the structure. Electronic bus systems suffer from low
bandwidth and unpredictable message propagation times. In order
to solve these problems, a new parallel model, the linear array
with reconfigurable pipelined bus system (LARPBS) has been
proposed by Pan et al. [PL98]. This system solves many of the
problems associated with electronic buses by using optical
interconnections that provide high bandwidth and low error
rates. Many algorithms have been proposed for the LARPBS
[HP95], including quicksort [PHL98], matrix multiplication
[LPZ98], and boolean matrix multiplication [Li97]. However, it
can be difficult to understand the behavior of these algorithms
as the LARPBS may be reconfigured many times during their
execution.
We present the virtual LARPBS, a program that simulates the
LARPBS. The purpose of the virtual LARPBS is to provide the
user with a visual environment for analysing and debugging
algorithms designed for the LARPBS, and also to provide a tool
for teaching the fundamentals of parallel systems, especially
the LARPBS. The simulator can be used as an algorithm
development and visualization tool. It is also possible to use
the simulator for analysing performance of algorithms designed
for the LARPBS model. To our knowledge, this is the first
simulator developed for the LARPBS model.
References
[HP95] M. Hamdi and Y. Pan. Efficent parallel algorithms on
optically interconnected arrays ofprocessors, IEE Proc.
Computers amd Digital Techniques, 142:87-92, March 1995
[Li97] K. Li. Constant time boolean matric multiplication on a
linear array with a reconfigurable pipelined bus system.
Journal of Supercomputing, 11(4):391-403, 1997.
[LPZ98] K. Li, Y. Pan, and S. Zheng. Fast and processor
efficent parallel matrix multiplication algorithms on a linear
array with a reconfigurable pipelined bus system. IEE
Transactions on Parallel and Distributed Systems, 9(8):705-720,
August 1998
[PHL98] Y. Pan, M. Hamdi, and K. Li. Efficent and scalable
quicksort on a linear array with a reconfigurable pipelined bus
system. Future Generation Computer Systems, 13(6):501-513, June
1998
[PL98] Y. Pan and K. Li. Linear array with a reconfigurable
pipelined bus system - concepts and applications. Information
Sciences - An International Journal, 106(3/4):237-258, May
1998
Learning Techniques for Opponent Modelling
Anthony Di Pietro
Learning techniques are an important part of artificial
intelligence, as they allow a player to adapt to an unknown or
dynamic environment. Predicting opponents' actions is an
important part of many games. Using learning techniques to
adapt a player's strategy to take advantage of opponents'
weaknesses is known as opponent modelling.
We present a comparison of various learning techniques for
opponent modelling, using a simple bluffing game known as
Bluff. Learning techniques studied include hill
climbing, evolutionary algorithms, genetic algorithms, particle
swarm optimization, and a new technique we developed, known as
dynamic particle swarm optimization. The emphasis is
on identifying their respective strengths, weaknesses and
idiosyncrasies, so that they may be better chosen and
implemented for specific opponent modelling applications in the
future.
Restoring Commutativity: Parallel Pattern Matching
Nick Jardine
In lazy functional languages such as Haskell, the
left-to-right ordering of argument evaluation can cause
functions such as && to lose their theoretical
commutativity. This problem can be overcome by a technique
known as parallel pattern matching, that causes a pattern to
not match if any argument fails.
A possible implementation is to make the function strict in
all arguments, however the result is that the function will not
return if even one argument is in error. We will look at a
strategy for enabling functions to be both commutative and
non-strict, by evaluating all necessary arguments concurrently.
We will also investigate the cost of such a strategy, based
around a test implementation. A method for reducing the cost,
program transformations, will also be looked at.
The Oriented Tribox
Meng Seet
In computer graphics, a complex object has lots of vertices
and triangles, and takes a long time to render; collision
detection between two complex objects is computationally
expensive. A bounding volume is a simple object that encloses a
complex object. It can be used as a substitute for the actual
object when rendering or for faster collision detection. The
simplest bounding volume is a bounding box. It is a rectangular
box that encloses a complex object at the extremities for each
coordinate axis. It is usually inaccurate and rarely used as a
bounding volume.
I present the oriented tribox algorithm: it creates a
bounding volume that is an improvement over the bounding box
without a huge reduction in speed. The tribox also takes the
extremities for the diagonals of the axes. Orienting the tribox
allows a tighter fit for badly oriented complex objects.
This seminar will introduce some background information and
cover the oriented tribox algorithm in detail. I will also
compare the oriented tribox with other bounding volumes and
show that it is better. I will also discuss hierarchical
decomposition and how this will further improve the accuracy of
the oriented tribox representation.
Polygonal Model Simplification using Hierarchical Vertex
Clustering
James Strauss
The demand for real-time display of realistic
three-dimensional virtual environments on consumer level
hardware is growing. As it does, so does the size and
complexity of the polygonal models representing objects in
these environments. Increases in model complexity currently
outpace increases in graphics hardware performance.
Graphical applications that simply render all potentially
visible polygons may generate frames at highly variable rates,
with no guaranteed upper bound on any single frame. The aim of
the level of detail technique is to sacrifice some model
complexity in return for greater interactivity in situations
where the environment is too complex to be rendered in full
detail at the target frame rate.
Given a polygonal model, a continuous level of detail system
should facilitate the generation of approximations to the model
at arbitrary levels of detail. In polygonal models, areas of
concentrated vertices are used to describe fine detail. A
Hierarchical Clustering Algorithm exploits this by removing
these fine details first.
Development of CLODA, a tool using hierarchical clustering
of vertices to automate the production of levels of detail
(LODs), will be discussed. Explanations of the advantages and
disadvantages of using the hierarchical clustering algorithm
and examples of the resulting approximations generated from
several geometric models will be presented.
A Discrete and Object-Oriented 3D Pipeline
Nick Lowe
The conventional realtime pipeline renders a polygonal scene
to a picture using the pinhole camera model. This approach
maximises framerate at the cost of realism. Many tools have
been added to the realtime pipeline to improve realism. Common
tools include the stencil and accumulation buffers. Most
implementations of these tools use a small and fixed amount of
memory to add volumetric and lens effects respectively.
The primary motivation for my dissertation was to create a
faster tool for realism. Typically, processing can be reduced
if memory usage is increased. Therefore, a tool that uses a
large and variable amount of memory could improve realism
without significantly increasing processing. Design and
development of this tool led to a new rendering pipeline. The
new pipeline introduces the nexus, a persistent scene
discretisation, and universal object-orientation.
In this seminar, I will present the conventional pipeline,
discuss the new pipeline with particular detail on the nexus
and a brief demonstration.
Automatic Vanishing Point Detection
Navid Mavaddat
Vanishing points are the points at which the extensions of
parellel lines appear to converge in a perspective drawing. To
extract 3d information from pictures we must first determine
these vanishing points as they encode critial information about
the perspective view of a scene.
Traditionally determining vanishing points has been an
erronerous and cumbersome task. I attempt to automate this
process through the combination of image analysis techniques
and projective geometry. Automatic vanishing point detection
assists in the removal of projective distortion in single view
metrology and rectification applications.
Talking Hands: A Learning Tool For Sign Language
Ingrid Benussi
There are many people in our community that are affected by
some form of hearing limitation. One of these forms of
communication is the use of sign language as gestures. Deaf
communities in Australia use a sign language called Auslan.
Auslan signs use various hand shapes and movement as well as
the position of the hands with respect to the upper body.
Auslan is different from other sign languages, and has a
different grammar from English.
My project is to build a learning tool that aids the
unaffected person to learn sign language. As a first step
towards this goal, a single hand motion animation is achieved.
This prototype uses the Auslan basic hand postures that are
requested by the user, the hand motion throughout those hand
postures are generated and displayed by using a 3D graphics
display.
A human motion animation technique is used where the 3D hand
skeleton figures for each of the requested Auslan basic hand
postures are generated by using kinematic hand data that
consist of the finger joint angles. The motion in between these
figures are generated by interpolating them in order to produce
in-between skeleton figures. These postures are displayed by
applying 3D shapes and rendering them using Java 3D graphics
facilities.
Algorithms to colour planar graphs
Chi Yoong
There is a very interesting twist to the colouring problem
for the class of planar graphs. On one hand, colouring the
vertices of a planar graph using 2 or less colours can be done
in linear time. This is true when 5 or more colours are used as
well. Furthermore, all planar graphs are known to be
4-colourable.
On the other hand, 3-colouring the vertices of a planar
graph is an NP-hard problem. Although it has been shown that a
4-colouring of a planar graph can be found in O(n^2) time, the
algorithm is not practically feasible.
Heuristic techniques are examined as a possible method of
colouring planar graphs. The heuristics used are designed to
take advantage of properties of planar graphs, and are able to
colour a planar graph very efficiently. Even though it is
possible that the heuristic algorithms may require exponential
time, empirical studies show that this is seldom the case.
Overall, the heuristic algorithms compare favourably against
two exact colouring algorithms, the five colouring algorithm
and Brelaz's backtrack colouring algorithm.
Graph Colouring with Tabu Search
Steven Cook
Graph colouring is an NP-hard problem, with applications in
timetabling, circuit testing, and compiler optimisation. While
the problem can be solved optimally for graphs of up to 70
vertices, larger graphs require the use of an approximation
heuristic. Past research has shown that the tabu search
algorithm is an appropriate heuristic for this problem.
While the tabu search has been successfully adapted to the
problem, little research has been published discussing
optimisations to the search. For example, the length and
structure of the tabu list are crucial to the performance of
the search, yet past papers have advocated setting the length
to a small constant without taking into account the attributes
of the graph being coloured. This seminar will demonstrate the
importance of the tabu list, as well as as well as a simple but
effective technique for escaping from cycles and a method of
diversifying the search.
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