Department of Computing

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DEPARTMENT OF

COMPUTER SCIENCE INNOVATION, CREATIVITY, EXPERTISE, EMPLOYABILITY


Department of Computer Science

“The Department of Computer Science is ideally placed to support and contribute to the growth of the creative and digital sectors, particularly here in the North West. Our state-of-the-art facilities and internationally renowned teachers and researchers are helping to develop the next generation of computer scientists, while our collaborations with industrial partners are pushing the boundaries of technological innovation. For us, as a forward-thinking and inventive Department, the future is very exciting.� Professor Nik Bessis, Head of Computer Science

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WELCOME TO THE DEPARTMENT OF

COMPUTER SCIENCE Computer Science at Edge Hill University is a thriving community of academics and students, who are committed to developing and sharing their skills and knowledge for the benefit of society. As well as our respected undergraduate and Masters degrees, we also have a burgeoning doctoral programme and a growing reputation for undertaking collaborative research that informs and shapes the technology industry, locally, nationally and internationally. We pride ourselves on producing highly skilled and employable graduates. We work closely with external organisations to ensure our programmes continue to meet the requirements of graduate employers, and to give our students hands-on, practical experience to enrich their studies and boost their CVs. In 2016, the University’s investment in computer science transformed the Department. A new £13 million home, featuring the very latest facilities for teaching and research, two new undergraduate programmes and the appointment of some renowned computer scientists, including  a new Head of Department in September 2015, are all signs of a Department that is evolving to meet, and in many ways, pre-empt the needs of a rapidly changing technology industry. Our name change – from Computing to Computer Science – reflects our growing portfolio of teaching and research interests which encompass a wide range of areas relating to computer science from games programming and virtual reality to data analytics, cyber-security and app development.


Department of Computer Science

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INNOVATION RESEARCH THAT SHAPES THE FUTURE From creating immersive, virtual environments and simulations, computer games and data visualisation  to developing smart interfaces and medical devices, research within the Department is helping to shape the  way we use technology in our everyday lives. The Department is home to internationally renowned academics working at the cutting edge of emerging technologies, and features some of the best facilities for Computer Science research, including the first ultra-high definition, virtual reality CAVE in UK higher education.  This vibrant research environment doesn’t just benefit researchers, it also impacts on teaching, giving students access to the latest methods and theories to support their studies, and allows Edge Hill to apply its knowledge and skills to help external organisations innovate and grow, bridging the gap between academia and industry.


Department of Computer Science

CREATIVE VIRTUAL REALITY LAB The Department has a rapidly growing reputation for virtual reality, applied games and visual computing research. This has been strengthened by a number of new appointments in these areas and investment in virtual reality technology. Our research is complemented by expertise in computational modelling and data analytics and draws on close links with research institutions and industry, as well as disciplines from across the University including Psychology, Business and Health. The Department is a member of Immerse UK, a cross-sector network for businesses and research organisations across the UK economy that is interested in how augmented and virtual reality can help drive productivity and social and economic growth.

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The Lab conducts research in three main areas: Virtual and Augmented Reality The ability to immerse yourself in a virtual environment has implications for everything from computer gaming to skills training to product development. Research in this area is focused on user perceptions of virtual and augmented realities and has a range of real-world applications including: -    Virtual prototyping, which allows complex systems to be studied and tested without       the expense of creating a physical prototype and in the security of a simulation -    Cognitive and behavioural therapy -    Skills training -    Developing new ways for humans to interact with computers, for       example through gesture, emotions or with a brain-computer interface -    Creating virtual content for art, media or entertainment programmes. Computer Vision and Cognition Computer vision focuses on giving computers the ability to extract and interpret information from visual data in the same way as the human eye and brain sense  the world around them. This has a number of applications including: -    Robotics and automation projects, e.g. the driverless car -    Monitoring and assistance in industrial, health and policing contexts. Applied Games and Gamification Virtual reality technology is playing an increasingly important role in the development  of computer gaming. Research carried out by the Department of Computer Science is not only helping to create the computer games of the future, but also applying gaming techniques, such as 3D graphical interactive worlds, to a range of non-game contexts to improve learning and engagement. Industrial applications include: -    Technology-enhanced learning across areas as diverse as engineering, medical       training, sport, education and cyber-security -    Scientific exploration -    City planning  -    Engineering.


Department of Computer Science

RESEARCH CENTRE FOR DATA AND COMPLEX SYSTEMS Every day, we generate vast amounts of data which, if analysed effectively, could be used to solve complex real-world problems and help drive economic and social growth. Using cutting edge methods and techniques, data specialists in the Research Centre are examining large data sets and providing insights that could improve the way society works in the digital age. The Centre’s three main areas of expertise are: Data and System Modelling Research focuses on the application of computational modelling to a wide range of topics in order to understand, simulate and optimise processes and systems. Examples of real world applications include: -    Cognitive and software modelling of business workflows to drive efficiency in       business practices by identifying alternative working processes -    Data modelling in digital cultural heritage to enhance understanding and       appreciation of historical locations, processes and artefacts -    Developing effective services for distributed computer systems through the       application of modelling techniques, for example to Internet of Things or       Cloud-based systems. Data Analysis and Big Data The efficient transfer and curation of data is essential to many current computational problems. The broad field of data science crosses many applications to develop a better understanding and interpretation of information, irrespective of the data type,  size or complexity. Examples of real-world applications include: -    Improving the understanding of treatment efficacy in healthcare through the       application of data mining techniques to post-treatment patient opinions -    Using text mining techniques to analyse social media interactions for the       identification and classification of risks to communities of users -    Adopting big data analytics to identify and monitor trends in real-time data streams       for disaster management and recovery.

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Data Visualisation Research in data visualisation embodies all areas of visual computing and includes vision and image recognition, human-machine interaction, simulation using complex systems and data visualisation. The recent growth of virtual and augmented reality is driving a revolution in relation to representing, and interacting with, a wide range of data sets and processes. Examples of real-world applications include: -    Automatic monitoring of human behaviour through CCTV surveillance systems; for       example, to aid healthcare in smart homes -    Developing efficient robotic systems in smart factories through enhanced       understanding of the interaction between humans and robots -    Creating improved training environments for workers who operate in complex       environments in the real world, such as the emergency services, using virtual reality       and gamification.


Department of Computer Science

CASE STUDY

CyberGaTE Cyber-security training in a gamified world Society’s increasing reliance on computer systems and the internet means that  cyber-security is a major concern for organisations. Attacks on software, hardware or the information held on them can have a devastating effect on industries from banking and retail to aviation and the military.  In 2015, in the UK alone, cyber-security incidents cost businesses £34.1 billion, yet nearly half of UK firms lack adequate cyber defences. The latest cyber security status report by ISACA (formerly the Information Systems Audit and Control Association), highlights the ongoing shortage of cyber-security professionals, while a study conducted by the Ministry of Universities and Science has identified a skills gap that exists among new cyber-security graduates, who often do not possess the ability to apply their skills to real-world scenarios as employers demand. The study also suggests that businesses value experience more than academic qualifications.  The Challenge Research has found that cyber-security education, unlike most other technical subjects, requires not just a hands-on, real-world learning environment but also demands a change of behaviour among learners. While bridging the skills gap between theory and practice among cyber-security graduates has become essential to meet the growing shortage of cyber-security professionals within the UK, there is also a need for a paradigm shift in cyber-security education among higher education institutions. The Solution In line with the UK government’s cyber-security strategy, CyberGaTE, a HEA-funded project, aims to bridge the skills gap and address the specific needs of effective  cyber-security training through innovative pedagogical practices such as gamification and attacker-centric, challenge-based learning. Drawing a parallel between the skills required by game players and cyber-security professionals – problem-solving, risk taking, attention to detail and strategising – the Edge Hill team developed an innovative learning resource that allows students to gain real-world experience of cyber-attacks in a simulated environment.  Hosted on a computing cloud known as the Gamified Training Environment for  Cyber-Security, or CyberGaTE, the problem-based learning resource uses gaming techniques, such as storytelling and role-play, to engage learners, give them hands-on experience and change their behaviour to ensure they are security conscious in a range of situations. CyberGaTE’s immersive ‘virtual training ground’ allows students to experience and learn from real-life security incidents in a safe environment, building their skills and making them more employable. As well as disseminating good practice in industry and academia, the project aims to engage employers, higher education institutions and students in the UK and Europe to build and assess CyberGaTE’s effectiveness as a learning tool.

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CASE STUDY

CROSSMINER Opening up access to open-source software As organisations become more technology-literate, they are increasingly moving away from traditional closed, or ‘proprietary’ software systems provided by commercial software companies, and adopting open-source software (OSS) to develop their products and services. The US White House and the International Space Station are among the high profile organisations that have switched to open-source software.  OSS – which gives users access to its source code, enabling them to view, adapt and add to it as co-developers – is considered to be more flexible and, importantly, more cost-effective than proprietary software. Recent reports state that the adoption of OSS resulted in savings of about $60 billion per year to consumers. However, the use of OSS brings a number of challenges for organisations. Choosing among OSS projects and maintaining dependence on continuously changing software requires a large investment, both financially and in terms of resources. Deciding if an OSS project meets the required standards for adoption is difficult, and keeping up-todate with an evolving project is even harder. It involves analysing code, documentation, online discussions, and issue trackers. There is too much information to process manually and decisions often have to be made with limited information which can have detrimental effects. The Challenge To create a framework for developing new software that helps developers to select the most appropriate open-source components and extract information from large opensource software repositories in a simpler and more timely way. The Solution As part of the European Commission’s €80 million Research and Innovation programme, Horizon 2020, Edge Hill University has been awarded more than £460,000 to develop an integrated open-source platform that will support the development of complex software systems and address some of the issues faced by organisations wishing to adopt OSS. The CROSSMINER platform automatically extracts the required knowledge and injects it into the developer’s Integrated Development Environment (IDE) – the design platform programmers use to write code – at the time they need it to make their design decisions. It uniquely combines advanced software project analyses with online monitoring to infer which information is timely, based on readily available knowledge stored earlier by a set of advanced offline deep analyses of related OSS projects. This reduces the time developers spend trying to acquire the relevant knowledge from OSS and improves the quality of their code. CROSSMINER is being developed in collaboration with R&D and end-user partners from across the UK and Europe.


Department of Computer Science

NURTURING THE NEXT GENERATION The Department has a growing community of postgraduate researchers, who are adding to the University’s research capacity and helping to strengthen Edge Hill’s reputation for undertaking research that has a positive impact on society.

Sarah McHale PhD Candidate Sarah’s research, in collaboration with a specialist NHS trust, aims to develop a personalised approach to caring for long-term conditions such as epilepsy. It will investigate how new smart devices can work together with existing devices, using the emerging Internet of Things (IoT) platform, to monitor and deliver epilepsy care that addresses individual patients’ needs. Using epilepsy as a case study, the objective is to develop a novel IoT-driven framework for remote monitoring and management of a range of long-term conditions.

The research community here at Edge Hill is thriving. The Department provided me with a considerable amount of encouragement to pursue my research and there are always plenty of opportunities to learn, exchange ideas and make new friendships.

As a PhD student, I feel very motivated working among academics with a diverse range of computing expertise. We also have an excellent dedicated ‘research room’ with all the latest software and hardware, and our supervisors are always available to answer questions, either face-to-face or via email.

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Isa Inuwa-Dutse PhD Candidate

Pradeep Hewage PhD Candidate

Working in the area of text mining, Isa is studying the pattern of 21st century population movements through social media data, with a particular focus on refugees. This involves applying computing techniques to large, unstructured collections of data within Facebook and Twitter to reveal vital information that could, ultimately, inform policy and legislation relating to refugees.

Inaccurate weather forecasting can have  a negative impact on farmers’ livelihoods. Pradeep’s research uniquely combines predictive weather modelling techniques with historical, physical and geographical data about farms to create an intelligent and reactive method of forecasting which could have a major impact on the agricultural industry.

Edge Hill offers a friendly, enabling environment to help you explore your potential to the fullest. The excellent facilities, composition of experts and the support available for graduate students is simply exceptional.

I completed my Master’s degree at Edge Hill and was so impressed with the teaching and assessment methods, friendly and supportive environment, facilities and, especially, the professionalism of the lecturers, it was an obvious choice to do my PhD here. I’ve had lots of support from the Department to conduct my research and there are many opportunities to meet other PhD students and researchers from different fields. Moving to the new Tech Hub has provided extra facilities to carry out research in an outstanding environment.

Edge Hill University is one of the best places to conduct research. The focus on interdisciplinary research means you can benefit from the expertise of renowned academics across several fields to inform your own work.


Department of Computer Science

“Having wireless EEG enables us to set up challenging programming tasks for our students. It gives them endless opportunities to programme innovative applications from games with BCI (Brain Computer Interaction) features controlling commands through brain signals, to building smart healthcare apps for mobile devices. Instead of using emulators, students will be able to gain real, hands-on experience of working with cutting edge technology.� Professor Ella Pereira Director of Postgraduate Research Studies and Environment

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CREATIVITY FACILITIES FOR THE REAL WORLD In 2016, the Department of Computer Science moved into the purpose-built £13 million Tech Hub, a dynamic learning, teaching and research environment featuring some of the best facilities in higher education. As well as honing their skills on industry-standard equipment, students also have unique access to experimental and emerging technologies, ensuring they have the skills and knowledge they need to enter a rapidly changing job market. Specialist state-of-the-art facilities in the Tech Hub include: -    The CAVE, a 4k super immersive 3D environment -    13 dedicated, IT-rich teaching labs  -    Top-of-the-range graphics workstations for       interactive displays -    High-end data analytics servers -    Multi-touch transparent displays -    EEG (electroencephalogram) headset -    32-node open-stack based cloud -    Tobi Pro 2 eye-tracker -    Two NAO robots -    Cameras and Microsoft Kinects. The Tech Hub also contains facilities to support graduate enterprise and nurture fledgling technology businesses. Start-Up Cafe An incubator for new business ideas, bringing together Computer Science graduates, the University and local companies to support regional technology development. STEAM Room A space for students and businesses to discuss IT challenges and concepts, across Science, Technology, Engineering, the Arts and Maths, which can then be developed using expertise from Computer Science  and Biotechnology. The Tech Hub project was supported by the Lancashire Enterprise Partnership which contributed £3 million towards the building and its facilities.


Department of Computer Science

ENTER THE CAVE The Department of Computer Science is the first academic department in the UK to host a high resolution Computer Automated Virtual Environment, or CAVE, allowing students, staff and local businesses to realise their projects in a fully immersive, realistic 3D environment. The CAVE uses 4k projectors to produce ultra-high definition images on four walls, creating a virtual room that can simulate anything from a fantasy landscape to an operating theatre. A 5.1 sound system and multi-camera tracking system with wireless controllers give users the ability to move around and interact with a virtual environment. This ‘beyond state-of-the-art’ facility will allow Edge Hill to carry out research that is at the cutting edge of what is currently possible, and drive the technology developments of the future.

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Benefits for Students Academic CAVEs are rarely used for teaching and are generally only accessible to postgraduate research students. Edge Hill is one of the only Higher Education Institutions to offer the CAVE as a dedicated learning and teaching resource, giving both postgraduate and undergraduate students the opportunity to gain up-to-date virtual reality skills and experience to boost their employability and prepare them to enter the workplace. The CAVE is particularly useful for students on the BSc in Gaming, who can visualise and test the 3D and virtual reality elements of their projects. Benefits for Staff Access to the CAVE gives staff the opportunity to make a real impact on the creative and digital industries through virtual reality research. The CAVE can be used to test theories in visual computing and modelling, as well as offering novel ways to deliver teaching, develop skills and work with industry. Benefits for Industry The CAVE acts as a catalyst for greater engagement between the Department of Computer Science and external organisations, offering unique opportunities for collaborative research and business support using virtual reality technology.


Department of Computer Science

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EXPERTISE SKILLS FOR A CHANGING WORLD The technology job market is competitive and fast-moving and requires graduates with up-to-the-minute knowledge and skills who can think quickly, adapt to change and take on the challenges of emerging technologies.  Our portfolio of programmes is constantly evolving to reflect today’s tech environment and meet the changing needs of employers. All of our courses are taught or supervised by research-active academics, ensuring they are informed by the latest thinking and expertise in the field of Computer Science, and are accredited by BCS, the Chartered Institute for IT. As well as giving students theoretical and practical skills,  all courses are complemented by industry placements, enterprise projects and other opportunities to engage with employers through competitions and challenges, conferences and mentoring.


Department of Computer Science

ACADEMIC PROGRAMMES In 2018 we are introducing three new programmes to further strengthen our portfolio. New undergraduate degrees in Software Engineering and Data Science reflect changing industry needs and will develop students’ life-long employability skills. Combining a mixture of tailored technical and maths subjects, these programmes will open up career choices that extend beyond software development and programming, and into emergent fields such as data science. The increasing demand for employees with knowledge of big data is reflected in a new MSc in Big Data Analytics, designed to address a skills shortage in this fast-expanding area. There are also plans to introduce a range of other Masters programmes to give students marketable skills in Games Programming and Advanced Computer Networks.

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Undergraduate Degrees -    BSc (Hons) Computer Science -    BSc (Hons) Computer Science and Mathematics -    BSc (Hons) Computing -    BSc (Hons) Computing (Part-time) -    BSc (Hons) Computing (Application Development) -    BSc (Hons) Computing (Games Programming) -    BSc (Hons) Computing (Networking, Security and Forensics) -    BSc (Hons) Data Science -    BSc (Hons) Information Technology Management for Business -    BSc (Hons) Software Engineering -    BSc (Hons) Web Design and Development Integrated Masters Degrees -    MComp Business Information Systems -    MComp Computer Security and Networks -    MComp Computing -    MComp Software Application Development -    MComp Web Design and Development Masters Degrees -    MSc Big Data Analytics -    MSc Computing -    MSc Cyber Security -    MSc Information Security and IT Management -    Master of Business Administration (Information Technology) -    MSc Games Programming and Visual Computing*  -    MSc Advanced Computer Networks*  Research Degrees -    MRes Computing -    MPhil -    PhD *subject to validation


Department of Computer Science

21 INNOVATION, CREATIVITY, EXPERTISE, EMPLOYABILITY


EMPLOYABILITY BRIDGING THE GAP Whether it’s offering a student placement, undertaking a piece of collaborative research or contributing to the development of our programmes, our relationships with external organisations are central to everything we do in the Department of Computer Science. Our dedicated Knowledge Exchange and Enterprise team works with a wide range of public, private and third sector organisations on mutually beneficial projects that both boost the employability of our students and drive business innovation and growth on a local, regional and national level.


Department of Computer Science

EMPLOYABILITY Access to Employment Working with industry is at the heart of the Department of Computer Science’s employability agenda, giving students hands-on experience of the workplace, helping them to build professional networks and ensuring they are job-ready on graduation.  As well as work placements, ranging from short-term projects to a year in industry, students can engage with external organisations through: -    Live projects -    Mentoring -    Careers fairs -    Conferences -    Guest lectures -    Graduate employment. Access to Talent Our programmes are developed in association with employers, ensuring graduate recruiters have access to a talented pool of students with appropriate knowledge and skills for today’s technology job market. We help companies recruit the best graduates by: -    Raising their profile on campus -    Advertising vacancies and internship opportunities -    Identifying future employees through student placements and projects -    Creating opportunities to influence degree programmes through our Employer       Advisory Panel, to ensure graduates have the skills companies need.

23 INNOVATION, CREATIVITY, EXPERTISE, EMPLOYABILITY


Access to Knowledge The Department generates a wealth of research which can help external organisations address their technology issues. We bring together academics and students to share their knowledge and skills through a range of tailored solutions designed to harness  the Department’s facilities and expertise for the benefit of businesses, communities and the economy. These range from large-scale collaborative programmes, including Government-funded Knowledge Transfer Partnerships (KTP), which address technology issues at a strategic level, to smaller one-off projects which can be carried out by students as part of their studies.


Department of Computer Science

CASE STUDY

Business Insight 3 (Bi3) Knowledge Transfer Partnership Retailers rely on data from a variety of systems to understand and improve their customers’ experience and drive sales. Chorley-based retail and security solutions company, Bi3, provides the latest technology, such as facial recognition, video  analytics and demographic analysis, to give retailers accurate customer information. These devices monitor people coming into stores, generating data on everything from their direction through the doors to demographic information like age and gender which can determine trends and improve the in-store experience. The Challenge Retailers currently use multiple devices and software that don’t communicate with each other, so they have to interpret each device’s output separately which is complicated, time-consuming and doesn’t always give a coherent picture. Bi3 approached Edge Hill to help it address this problem and a Knowledge Transfer Partnership (KTP) was set up with Computer Science graduate Joe Bolton working  full-time for Bi3 as a KTP Associate.

Joe Bolton

25 INNOVATION, CREATIVITY, EXPERTISE, EMPLOYABILITY


The Solution During his time at Bi3 Joe developed a software system that can collate information from a number of devices and convert it into a common reporting format which can be presented visually on a website as easy to read charts. The KTP has brought significant benefits to both Bi3 and Edge Hill. Bi3 has a new product to offer its clients that enables it to compete in a new business area, while the project has generated three conference papers and a journal article for Edge Hill researchers. It has also led to full-time, permanent employment for former student  Joe, and paved the way for two further projects and other student opportunities  working alongside Bi3. The results of the partnership were so impressive that it was graded ‘Outstanding’ by Innovate UK and is shortlisted to be featured as one of the top 250 KTP case studies  on its website.


Department of Computer Science

OUR INDUSTRY PARTNERS

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Department of Computer Science

29 INNOVATION, CREATIVITY, EXPERTISE, EMPLOYABILITY



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Edge Hill University has a reputation for delivering outstanding achievements in student satisfaction, staff engagement, graduate employment and innovation, and is one of the fastest-growing universities for research, through continual investment and support. Edge Hill University is committed to transforming the lives of students, staff, businesses and communities – locally, nationally and internationally – reflecting a distinctive philosophy of creating opportunity through knowledge.

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