School of. Information Technology HONOURS PROJECTS. CRICOS Provider Code: 00113B

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1 School of Information Technology 2016 HONOURS PROJECTS Updated: October 2015 CRICOS Provider Code: 00113B

2 Table of Contents Synthesis and animation of procedurally generated game characters... 3 Characteristics of dominance displays in multiplayer game environments... 3 Nox Transverse... 4 Protocol analysis tools to analyse well known communication security protocols... 5 Architecture of Internet of Things (IoT): what are the challenges?... 6 Identify and model gene signatures to predict human behavioural activities... 7 Develop an automatic computer aided finger spelling system for deaf people... 7 Develop a marker less augmented reality system for human computer interaction... 8 Evaluating student evaluation: online mathematics assignments... 9 Bonferroni means: theoretical developments and applications in decision making... 9 Deakin Game Mobile App... 9 Melbourne History Mobile App Travel Mobile App Optimal kidney exchange planning for pools with altruistic donors Optimising wireless sensor network operations and/or military airborne vehicle operations The Diet Problem revisited Developing an Aggregated Ranking Ontology for Mainstream Sports Dota Analytics Raspberry Pi Cloud based weather station using open sourced hardware Facial Recognition using Point Cloud Models Automated recognition of successful feeding dives in Australasian Gannets CRICOS Provider Code: 00113B Page 1

3 Visual pursuit and evasion for drones Who is Tweeting on Twitter: Human, bot, or cyborg? Security and privacy for social networks Networking for big data applications Psychology techniques in cybersecurity Healthcare of using Kinect and smart application Research and development of internet traffic classification system Contact Us The School of Information Technology also offers students the opportunity to propose their own research projects, or to suggest modifications to the suggested projects above, so as to better align to individual learning objectives. CRICOS Provider Code: 00113B Page 2

4 Synthesis and animation of procedurally generated game characters Dr Shaun Bangay Procedural generation of game characters produces a large range of varied characters without the manual effort required to produce each one. Previous approaches create surface meshes but these are no longer sufficient for the demands of current applications. Previous Honours projects have: Investigated building all the internal structures of the body as components from the inside out, layer by layer. This approach provides valuable meta data specifying the purpose and parameters of each part of the creature, which can be used for subsequent manipulation of the model. Defined the development of the body as a grammar, progressively refining the structure in a way that resembles development of the organism. This ensures that the complex internal structures are correctly connected, and ensures that novel creatures are internally consistent. We plan to continue with this line of research. Problems that still need to be solved include: Converting a grammatical description of a creature into the corresponding geometry. Here suitable representations need to be devised to suit the levels of deformation of the individual components (such as bone, muscles, tendons, skin). A constraint satisfaction problem must be expressed and solved to ensure that overlapping components are correctly placed. This goal would be validated by recreating the physical structure of existing creatures from a grammatical description. Automatically generating suitable gaits producing movements that allow the creature to move and interact with its environment. This problem would be investigated by first reproducing a current state of the art approach (such as that described in Igor Mordatch, Zoran Popović, and Emanuel Todorov Contactinvariant optimization for hand manipulation. In Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA 12). Eurographics Association, Aire la Ville, Switzerland, Switzerland, ). Characteristics of dominance displays in multiplayer game environments Dr Shaun Bangay shaun.bangay@deakin.edu.au Previous studies of dominance displays (The Logic of Animal Conflict, J. MAYNARD SMITH & G. R. PRICE, Nature 246, (02 November 1973)) have identified strategies involving mock battles as being stable within populations under evolutionary pressures. Similar displays are being observed within multiplayer CRICOS Provider Code: 00113B Page 3

5 game environments, such as League of Legends, where players use taunting and gloating to dominate rivals and conservative play strategies (grind) to optimize standing within the game community. This behaviour is unexpected since these behaviours may forfeit opportunities for fun and epic wins and are unnecessary given the non permanent nature of death in these games. This project investigates the factors leading to the use of these strategies. After gathering data from a number of games the research will use game theory to identify how evolutionary stable strategies arise in these artificial environments. In game behaviour data will need to be collected and analysed to identify the strategies employed by players and the statistical properties of payoffs that result. Communications between players can be analysed to automatically extract features that describe various forms of dominance display. This process of investigation is intended to provide insight into questions such as: Does team size have an effect on the level of dominance behaviour? This would require investigating strategies employed in a range of games representing different player groupings. In particular, does this effect change in teams where players know one another and play together frequently, compared to games where teams are randomly assigned? How does this dominance display change for different player demographics? These displays in nature are associated with mating rights. Do factors such as age and gender of players and their audience affect the extent to which they are demonstrated? Prestige and social acceptance are also potential factors that may be linked to strategies that favour grind. Do sexualized representations of characters affect this behaviour? There is anecdotal evidence that gamer behaviour changes in the presence of a declared female. Some games also style characters differently in other cultural regions affecting the extent to they are sexualized. These factors could be investigated with the goal of relating them to dominance displays. Nox Transverse Dr Shaun Bangay shaun.bangay@deakin.edu.au In a recent presentation the National Disability Insurance Scheme (NDIS) indicated that their funding focus is shifting away from service providers and towards individuals directing spending towards products that they personally regard as improving their lifestyle. There is now scope for producing a greater variety of devices and software that can use innovative technologies to provide customized facilities desired to support specific forms of disability. Our recent work in augmenting players and their environment for the purposes of mobile active gaming suggests some strategies that could be used to develop such products. Technology mediated physical interactions allow varied forms of participation to be normalized so all participants can contribute equally to play regardless of personal circumstances. Game play mechanics accommodate multiple sensory modalities, CRICOS Provider Code: 00113B Page 4

6 for example substituting audio cues for visual ones, and provide ways of achieving equivalent experiences regardless of personal circumstances. The projects investigates the sensing, communication, processing and interaction mechanisms that are needed to produce disability agnostic interaction devices: the Nox Transverse (ideally to provide an equivalent impact to the Occulus Rift). Aspects of this development would involve: 1. For a given sensory disability, investigate sensing technologies and signal processing mechanisms that will provide equivalent information necessary to achieve specified goals (for example, perceiving the position of players and other game obstacles in a physical environment). 2. Develop algorithms to perform processing required to translate one sensory modality into another and incorporate that as a game mechanic. Our previous research in using audio cues to provide visual information can serve as a starting point. Protocol analysis tools to analyse well known communication security protocols (Special attention to sensory protocols) Dr Morshed Chowdhury morshed.chowdhury@deakin.edu.au Security protocols and their communication flows are often exploited by intruders to discover vulnerabilities of robust distributed systems. Many of the popular security protocols are mathematically modelled and analysed before implementation. They were further analysed after implementing. However, mathematically modelling to verify security claim of protocols are error prone as mathematically modelling require to use many inference rules. Some of these modelling are based on incorrect assumptions too. Analysing a security protocol after implementing to a live system is expensive. It also may be too late to discover vulnerabilities and infeasible to adapt without changing the entire system. This project is aim to investigate on available automated security protocol s claim verification tools and their activities. It then further investigate to find out two tools among available one s that can be used to verify security claims of wireless and wired security protocols for distributed system like IoT. Finally the investigators will model and analyse some well know security protocols with their appropriate adversary model using identified automated security claim verification tools. By analysing they will compare and contrast their findings on Appropriateness of the tools and their capabilities for proactive security claim verification Does the identified vulnerabilities on analysed protocol exist or it s a false positive? What are the shortcomings of available automated security claim verification tools? Methodological approach: Students are expect to first investigate existing information related automated security claim verification tools. They then need to select two best tools (robustness and accuracy) based on available information in the literature. The proponents need to setup these two tools and prepare a user guide for the same. To test their functionality, proponents need to select few well known security communication CRICOS Provider Code: 00113B Page 5

7 protocols such as DTLS and so on and model them with their appropriate adversary models. Students will then analyses the models using automated security claim verification tools to compare and contrast between tools and their analysis on selected protocols outcome. Necessary skills / knowledge: Basic knowledge of Linux OS, programming and security communication protocols Architecture of Internet of Things (IoT): what are the challenges? Dr Morshed Chowdhury morshed.chowdhury@deakin.edu.au There is a big debate to name recent development of distributed computing that supports communication between things (mainly machine to machine and objects to objects) that permits easy connectivity, control, communications, and useful applications for and between things. Many people are naming it as the Internet of Things, however others are naming it the Internet for Things. Lack of understanding and standardization about IoT architecture has fuelled this debate. How will these objects interact in and across applications? Many times, things or sets of things must be disjoint and protected from other devices. At other times, it makes sense to share devices and information. To move forward towards a feasible security solution for Internet of Things and achieve secure Internet of Things implementation a reality, a standardized structure of Internet of Things is a very important key steps. In this project, student will investigate state of the art about architectural approaches of Internet of Things. The proponent to identify issues to standardized and unify IoT architecture. The project aim to address followings: Evaluate current proposal of Internet of Things structure in literature. Identify current challenges to standardized the Internet of Things structure for security research and development Methodological approach: Student expects to investigate relevant literature about IoT structure and then compare and contrast them. The student then identify challenges to standardized IoT structure for security research and secure deployment. The proponent need to do comparative study of different IoT architecture which are already proposed in the literature using a modelling tool (such as OPNET or NS2) or hardware (known as VIPER: the Python IoT Design suite for Arduino, UDOO & Spark) based implementation. Necessary skills / knowledge: Willing to learn an appropriate modelling tool and/or software in windows or Linux CRICOS Provider Code: 00113B Page 6

8 Identify and model gene signatures to predict human behavioural activities Dr Morshed Chowdhury Human activities and behaviours are influenced by their gene structure and contextual influence that effect hormonal secretion. A great deal of research is dedicated to identify the model or structure of gene signature to forecast different deadly diseases. Many researchers have also worked on to identify responsible gene signatures that influence human behaviour. However, no gene model or responsible Gene signature identified to explain human behavioural activities. Moreover, little research were done to actually forecast human behavioural activities using gene signatures. Therefore, research to identify human behaviour using gene signature is an established but still pre mature research area. Very little or no research is conducted to combine gene structure and contextual influence to forecast human behavioural activities. In this project, student will investigate to determine current state of work for predicting human behaviour based on gene signature. In addition, student will work on data set of different type of contextual influences that effect hormonal secretions to influence human behaviours. The project aim to address followings: What is the current state of art to predict human behavioural activities? Compare and contrast between current methods. Identify contextual influence that control hormone secretion. Methodological approach: Student expects to first find relevant literature about gene signatures to understand them. The proponent then further need to investigate existing literature and proposals to predict human behaviours. Student then use a data analysis tool (such as MATLAB) to implement existing approaches to compare and contrast among them. It will be productive to find an open source data repository to conduct the study. Further study then need to be done to determine contextual parameters that effects hormonal secretions that influence human behaviour. Necessary skills / knowledge: Willing to learn and familiarize with the appropriate algorithm and tools to conduct the analysis of Gene signature data. Develop an automatic computer aided finger spelling system for deaf people Dr Morshed Chowdhury morshed.chowdhury@deakin.edu.au The aim of this research work is to develop an automatic computer aided system to help deaf people to communicate with other people in their community. It is well known that the deaf people always CRICOS Provider Code: 00113B Page 7

9 communicate with a sign language used in their own country. Therefore recognition of sign language is an important task for understanding the meaning of a sign used for giving an information. If a sign is not known by the signer or the recipient for a particular word, it can be spelt out explicitly by finger spelling. In this research work we are considering finger spelling, where Australian English words are spelt out gesturally using Auslan Alphabet. Unlike general sign language recognition, finger spelling techniques consider only static and dynamic characteristics of manual (gestures made with hands) features to recognise alphabet. Student will introduce a new technique to recognise individual alphabet and combine them to form an individual word. Develop a marker less augmented reality system for human computer interaction Dr Morhsed Chowdhury morshed.chowdhury@deakin.edu.au The objective of this research project is to design and develop a human computer interactive system in augmented reality environment in which human hands play a vital role to interact with the computer. The interesting characteristics of augmented reality makes its usage in different industries like education and game. In a traditional augmented reality environment, virtual objects appear on the display device based on the designed marker placed in front of the camera mounted with the computer. An expected activity is displayed on the monitor based the structure of the marker shown. Due to carry and design problems, marker less augmented reality becoming popular day by day. For this reason bare hand can be used for interaction in augmented reality environment. For making human computer system interactive, hand fingers can play an important role because hand image structures can be changed and manipulated for different numbers and positions of fingertips. Aggregation functions and producer assessment Dr Simon James simon.james@deakin.edu.au A producer is evaluated both in terms of the number of products produced and the quality of those products. Examples include our assessment of a researcher s publication history based on the number of publications and their quality (the number of times they are cited) however we could also think of examples in ecology where a region s biodiversity takes into account both the number of species present and the abundances of those species. This project uses the framework of aggregation functions for addressing some of the difficulties associated with this task such as comparing objects of different dimension. CRICOS Provider Code: 00113B Page 8

10 Evaluating student evaluation: online mathematics assignments Dr Simon James With high student enrolments and budget constraints, universities more and more are turning to online automated assessment. This project looks to determine whether such assessment can be effectively used for first year mathematics classes. It will look both into how well the results of multiple choice/numerical input tests are correlated with sets of example tasks solved by hand, and how students perceive the benefits of using such methods, i.e. immediate feedback, time taken, technology etc. Bonferroni means: theoretical developments and applications in decision making Dr Simon James The Bonferroni mean takes the average of all input product pairs and allows us to ensure a number of mandatory requirements are satisfied in decision making. There have been a number of recent extensions and generalizations with potential applications in consensus and decision making, however the behaviour of these functions is still not well understood. This project aims to study the behaviour of various Bonferroni mean constructions, both theoretically and in application. Deakin Game Mobile App Dr Henry Larkin henry.larkin@deakin.edu.au This project involves the creation of a mobile app that involves Deakin campus in some form of game. The platform can be ios, Android or web app. The game type is open ended, and can be discussed with the supervisor. CRICOS Provider Code: 00113B Page 9

11 Melbourne History Mobile App Dr Henry Larkin This project involves the creation of a mobile app that shows Melbourne as a map and allows the user to pull up historic information on points of interest. The platform can be ios, Android or web app. Travel Mobile App Dr Henry Larkin henry.larkin@deakin.edu.au This project involves the creation of a mobile app that helps people when they travel. The project is fairly open ended, and can be discussed with the supervisor. For example, the app could be a mobile app that allows users to scan receipts via mobile camera, extract purchase + purchase cost, and store an accumulation of the financial purchases recorded while they travel. The platform can be ios, Android or web app. Optimal kidney exchange planning for pools with altruistic donors Dr Vicky Mak Hau vicky.mak@deakin.edu.au and Cloud online The Kidney Exchange Problem (KEP) is a combinatorial optimization problem with a number of variations. Defined on a directed graph, the KEP has two variations: one concerns cycles only, and the other, cycles as well as chains on the same graph. A vertex on the digraph represents a donor patient pair who are related but with incompatible kidneys due ABO blood type incompatibility or positive serological cross match. A kidney exchange pool contains multiple such incompatible pairs. In some cases, the donor of one pair can donate his/her kidney to the patient of another pair should the kidney be compatible. If Donor As kidney is suitable for Patient B, and vice versa, then there will be arcs in both directions between Vertex A to Vertex B. Such exchanges form a 2 cycle. There may also be cycles involving 3 or more vertices. As all exchanges in a kidney exchange cycle must take place simultaneously (so as to avoid donors dropping out from the program when his/her partner has obtained a kidney from another donor), due to logistic and human resource reasons, only a limited number of kidney exchanges can occur at the same time, hence the cardinality of these cycles are constrained. In recent years, kidney exchange programs around the world have altruistic donors in the pool. A sequence of exchanges that starts from an altruistic donor forms a chain instead of a CRICOS Provider Code: 00113B Page 10

12 cycle. In this project, we will study the cycles and chains KEP the Cardinality Constrained Cycles and Chains Problem (CCCCP) by exploring efficient solution methodologies and examining various integer programming models. Optimising wireless sensor network operations and/or military airborne vehicle operations Dr Vicky Mak Hau Given a directed or undirected graph with vertex set V and arc set A, the Travelling Salesman Problem (TSP) is a well studied combinatorial optimisation problem that concerns the finding of a tour that visits each vertex exactly once, with the total travelling cost/time minimized. The CETSP, however, does not require that the traveller visit every node at its fixed location. Rather, the traveller can simply visit a node if it enters a compact neighbourhood set of the node. The CETSP has applications in wireless sensor network operations, as well as military airborne vehicle operations. This project is to study mixed integer linear programming models, exact methods, and heuristic methods for the CETSP. The Diet Problem revisited Dr Vicky Mak Hau vicky.mak@deakin.edu.au The Diet Problem is one of the first real life optimization problems studied. George Stigler was one of the first researchers to come up with a near best solution of $39.93 per year (in 1939 prices). In 1947, Jack Laderman of the Mathematical Tables Project of the National Bureau of Standards solved the problem using the Simplex Algorithm (invented by Dantzig Wolfe). It took 120 man days to solve the 9 equation 77 unknown problem, using hand operated desk calculators. The optimal cost is found to be $ Over the years, researchers have fallen out of love with the Diet Problem, and moved on to other new and exciting combinatorial optimization problems. In this research project, we would like to revisit The Diet Problem, as new nutritional knowledge has been gained since the 50 s, and new modeling and solution techniques have been developed, e.g., integer programming and the branch and bound algorithm. With these new techniques, we are able to design new models to handle realistic restrictions that were previously impossible to be included. CRICOS Provider Code: 00113B Page 11

13 Developing an Aggregated Ranking Ontology for Mainstream Sports Dr Lei Pan Associate Supervisors: Dr Tim Wilkin, Dr Simon James Contemporary sports have become an important part of the public life. Yet, the current schemes or methods used to rank player or teams are developed to eliminate human bias by aggregating referees' verdicts, historical performance, even geographical locations and so on. Such examples include how FIFA seeds the world cup teams, how NBA decides the playoff schedules, how Olympic judges decide the winner of water diving, and many more. The current body of knowledge lacks a comprehensive ontology, which can be used to evaluate these schemes across the board. This project aims to develop such ontology by surveying the aggregation schemes used in mainstream sports. The potential candidate should have fundamental mathematics knowledge in calculus and discrete math, and have good interests in sports. Dota Analytics Dr Lei Pan Associate l.pan@deakin.edu.au Dr Shaun Bangay Top Dota teams like TopSecret, Evil Geniuses, CDEC and EHome win millions of dollars per year as prize money. Most game boards on the web provide merely statistical data on win rates and reliability measure on tournament games where teams are duelled. These data are sufficient for amateur fans but offer little insightful knowledge on team strategy, player style, player's preference on heroes and items. This missing information is very valuable to build counter strategies for rival teams and to become training templates for other players. By watching the match replay videos, analytics can be collected and developed: team strategy ban list, player choice sequence, hero pick, hero to player allocation; and in game tactics lane pick, farming choice, items purchased and kills. The student investigator will derive analytics for one or two top teams' performance in well known tournaments. CRICOS Provider Code: 00113B Page 12

14 Raspberry Pi Dr Lei Pan Associate Dr Shaun Bangay It is innovative! It is affordable! And it is Raspberry Pi. Some cool project examples of Raspberry Pi can be found at Amongst these examples, many are game application programs and others are related to robots. In fact, comparing with its hardware capabilities, the software development is still in an infant stage. The proposed project will investigate the software development issues of Raspberry Pi. Some key literature references will be thoroughly discussed before identifying coding projects, proposing feasible designs and developing prototypes. The developed prototypes may (but not limited to) be used in vehicles, toys, classrooms and even your backyard. For example, smart farms, wild life observatories, car auto driving and smart sensing systems. The project has two aims: (1) evaluation of current software development model in the context of Raspberry Pi; and, (2) design, implementation and testing on an actual Raspberry Pi. Raspberry Pi supports a good range of programming languages ANSI C, C++, Python, C# and so on. Students with a major in computer science or software development are encouraged to apply. Cloud based weather station using open sourced hardware Dr Atul Sajjanhar atul.sajjanhar@deakin.edu.au The premise of Internet of Things (IoT) is the feasibility of machine to machine communication. IoT is becoming increasingly popular because of the availability of internet enabled devices which offer a wide range of applications. Further, open source hardware is cheap which contributes significantly to realising IoT projects from concepts to fruition. The proposed project will use open source hardware (Arduino Yùn board and sensors) to capture climate data including temperature, humidity and barometric pressure, from the local environment. Data will be uploaded to the cloud in real time and made web accessible. The web interface will present an interactive time series visualisation of the climate dataset. The project outcomes are of interest to environmental scientists; it will facilitate interrogation of the microclimatic contributions of the built environment, especially urban heat island effects. To undertake this project, you are expected to have sound programming knowledge and an understanding of web technologies. The project will need programming skills in C and PHP. CRICOS Provider Code: 00113B Page 13

15 Facial Recognition using Point Cloud Models Dr Tim Wilkin Associate Dr Shaun Bangay Point clouds are spatial data sets generated by devices such as the Microsoft Kinect. They enable the representation of surfaces of objects in terms of a set of discrete points in 3D space, containing additional information such as colour. Such data sets provide for novel representations of surfaces beyond the texture space or geometry space representations traditionally used in computer vision algorithms. For automated facial recognition there are two competing approaches: those that identify faces within the texture space of an image and those that use geometric features extracted from the image to identify the subject. Ultimately, both use feature space representations built solely from 2D colour images, to determine similarity of a test subject to known faces. This project will explore the use of point cloud data of real human faces as the basis for facial recognition using existing recognition algorithms. The focus will be on determining which of several competing strategies provides the most robust recognition rates given factors such as subjects not looking at the camera, or noise in the data set. The results from this research will feed into an ongoing collaborative project with the Faculty of Health that aims to monitor subject s television viewing behaviour using computer vision methods. Automated recognition of successful feeding dives in Australasian Gannets Dr Tim Wilkin Associate tim.wilkin@deakin.edu.au A/Prof John Arnould (School of LES) Australasian gannets are the top avian marine predator in the waters south of Australia and thus, understanding their feeding strategies and behaviours is vital to modelling the marine food chain and the impact of gannet colonies on southern ocean fish stocks. Gannets forage for food by diving headlong into the water from great heights to catch fish in their bills, before resurfacing to consume their prey. Traditional methods for investigating foraging success rates involve capturing birds and observing gut content. For many years Professpr Arnould has been equipping Australasian gannets with devices that record flight telemetry and thus has a wealth of interesting and useful data that can be used to develop an automated method for accurately and reliably identifying instances of foraging success. Specifically, this project will investigate the design and training of an automated classifier based on raw accelerometer data. This classifier will be evaluated against existing foraging records and, ideally, will tested in the field to determine its viability as a novel tool for marine ecology research. This research has the potential for a significant impact in marine ecology. CRICOS Provider Code: 00113B Page 14

16 Visual pursuit and evasion for drones Dr Tim Wilkin Small, light weight, agile drones (both fixed wing and multi rotor) are an ideal platform on which to explore paradigms for visual pursuit and evasion for autonomous agents. In particular, operating these aircraft in cluttered environments (both urban and natural) leads naturally to the problem of obstacle avoidance. Traditional methods for avoidance rely either on specialised hardware sensors (such as lidar and sonar) or computer vision algorithms. Visual obstacle avoidance is an open problem and one for which a good solution will have a huge impact on both the hobby industries, as well as commercial and military applications of autonomous aircraft. This project will build upon results from a previous project supervised by Dr. Wilkin, which investigated visual pursuit and evasion in discrete cluttered environments. In this project we will investigate the automatic identification of visual clutter and the development of improvements to the existing algorithm to perform automated real time generation of steering policies for both pursuit and evasion problems in continuous environments. Who is Tweeting on Twitter: Human, bot, or cyborg? Prof Yang Xiang Associate yang.xiang@deakin.edu.au Dr Jun Zhang Twitter is a new web application playing dual roles of online social networking and micro blogging. Users communicate with each other by publishing text based posts. The popularity and open structure of Twitter have attracted a large number of automated programs, known as bots, which appear to be a double edged sword to Twitter. Legitimate bots generate a large amount of benign tweets delivering news and updating feeds, while malicious bots spread spam or malicious contents. More interestingly, in the middle between human and bot, there has emerged cyborg referred to either bot assisted human or human assisted bot. This project aims to assist human users in identifying who they are interacting with by the classification of human, bot and cyborg accounts on Twitter. The project has great interest to network and system security CRICOS Provider Code: 00113B Page 15

17 Security and privacy for social networks Prof Yang Xiang Associate Dr Sheng Wen Social networks are websites designed for human interaction. People build social networks of contacts bound by trust. The potential for mischief and malicious activities arises when one or more of those contacts breaks your trust. When that happens, a number of misuses of social networks can happen, such as compromising user account, malware propagation, insufficient use of privacy controls, etc. In this project, you will investigate the most common areas of attack using social networks and find ways of minimising risks. The goal of this project is to enable users to use social networks more safely. Networking for big data applications Dr Shui Yu shui.yu@deakin.edu.au Big Data is a hot topic today, and it involves every section of human society with great applications. Networking is a critical foundation for the forthcoming real Big Data applications. The expertise of networking for Big Data is desperately desired by ICT industry and the research community. However, this is a huge gap between the needs and the supplies. In this project, we will explore the networking aspects for Big Data. The project involves both theoretical studies and feasible implementations. For research oriented students, we will integrate existing mathematical tools to tackle the problem, such as stochastic modelling, graph spectrum, even invent new mathematical tools to meet the challenges in the emerging research field of Big Data. For industry oriented students, we will focus on application perspective of Big Data, such as practical system design and implementation on Hadoop. The success of this project will train high quality HDR students for either academia or industry. Psychology techniques in cyber security Dr Shui Yu shui.yu@deakin.edu.au Cyber security is a hot topic with pervasive applications nowadays. However, most of the existing methods for cyber security are confined in the technology domain. In this project, we aim to initiate a brand new methodology for cyber security by integrating the knowledge of both psychology and computer science. CRICOS Provider Code: 00113B Page 16

18 We will collaborate with staff from School of Psychology to work on real world problems. Psychology knowledge will be integrated into cyber attack detection, mitigation, and traceback. Students are expected to implement software prototypes, and demos as the outputs of the project. As a cross discipline project, the knowledge and skills are highly expected by government agencies, industry, and academia. The success of this project will position our students in an advanced place in either the job market or PhD study. Healthcare of using Kinect and smart application Dr Jun Zhang jun.zhang@deakin.edu.au Kinect for Windows uses a set of technologies that enable humans to interact naturally with computers. The free software development kit (SDK) provides developers with the foundation needed to create and deploy interactive applications that respond to peoples natural movements, gestures, and voice commands. It empowers developers to create innovative natural human computing solutions across a variety of areas. This project aims to bring a healthcare solution to life by applying Kinect to monitor people s posture. A smart application will be developed to gently prompt every time people slouch to remind people to sit tall in front of computer. The long term data of people s posture will be stored in computer for further analysis and health assessment. It s not about drastic, life altering changes. It s the simple, habit changes that can truly improve people s life. The combination of Kinect and application is the smart and powerful agent for better posture, improved health and transformed appearance. Students will be supervised to apply C# programming, computer vision and pattern recognition techniques in the research and development. Research and development of internet traffic classification system Dr Jun Zhang Associate Supervisors: jun.zhang@deakin.edu.au Prof Yang Xiang, Dr Yu Wang Internet traffic classification has drawn significant attention over the past few years. Classifying traffic flows by their generation applications plays very important role in network security and management, such as quality of service (QoS) control, lawful interception and intrusion detection [6]. Traditional traffic classification methods include the port based prediction methods and payload based deep inspection methods. In current network environment, the traditional methods suffer from a number of practical problems, such as dynamic ports and encrypted applications. Recent research efforts have been focused on the application of machine learning techniques to traffic classification based on flow statistical features. Machine learning can automatically search for and describe useful structural patterns in a supplied traffic CRICOS Provider Code: 00113B Page 17

19 data set, which is helpful to intelligently conduct traffic classification. However, the problem of accurate classification of current network traffic based on flow statistical features has not been solved. This project aims to develop a new Internet traffic classification system. It will combine three existing traffic classification techniques to accurately identify the origin of Internet traffic. Our research group has done a lot of high quality research work on this important research topic. The honours student will get strong support to implement a real world system and significantly improve research and development skills that are preferable to work in academia and industry. Contact Us Dr Tim Wilkin Honours Coordinator Phone: tim.wilkin@deakin.edu.au Dr Vincent Kavenagh Student and Staff Support Coordinator, Phone: vincent.kavenagh@deakin.edu.au Ms Rosie Robertson Course Advisor, Geelong Phone: rosie.robertson@deakin.edu.au CRICOS Provider Code: 00113B Page 18

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