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Bangor University
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530 Projects, page 1 of 106
  • Funder: UK Research and Innovation Project Code: 2595527

    We are Increasingly being immersed in a technology-mediated world, where the omni-presence of data introduces increased needs in mechanisms facilitating in-situ cognition, reasoning and sensemaking [2, 3]. In parallel, edge computing, facilitated by future networks, such as 5G, is transforming the way data is being processed and delivered from millions of devices around the world, bringing computing and analytics close to where the data is created [1]. Building on these synergies, this project will investigate the use of edge-based object recognition using distributed neural networks (DNN), as a mechanism for in-situ registration and data processing for mobile, Web-based Immersive Analytics (IA) in Extended Reality (XR). Object-recognition can provide accurate and real-time registration [1], yet its practical application still faces important challenges. Current object-recognition systems are either self-contained, or cloud-based, yet face low latency and poor user experience respectively. Deep Learning, and DNNs, can provide effective solutions for object detection, and ameliorate these challenges [1]. In addition, they have the potential to provide adaptive MR interfaces, and multimodal sensing capabilities useful for advanced IA experiences [2]. [1] P. Ren, X. Qiao, Y. Huang, L. Liu, S. Dustdar and J. Chen, Edge-Assisted Distributed DNN Collaborative Computing Approach for Mobile Web Augmented Reality in 5G Networks, in IEEE Network, vol. 34, no. 2, pp. 254-261, March/April 2020, doi: 10.1109/MNET.011.1900305. [2] P. W. S. Butcher, N. W. John and P.D. Ritsos, VRIA: A Web-based Framework for Creating Immersive Analytics Experiences, in IEEE Transactions on Visualization and Computer Graphics (Early Access), 2020 doi: 10.1109/TVCG.2020.2965109. [3] J. C. Roberts, P.D. Ritsos, S. K. Badam, D. Brodbeck, J. Kennedy and N. Elmqvist, Visualization beyond the Desktop--the Next Big Thing, in IEEE Computer Graphics and Applications, vol. 34, no. 6, pp. 26-34, Nov.-Dec. 2014, doi: 10.1109/MCG.2014.82.

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  • Funder: UK Research and Innovation Project Code: EP/V521103/1
    Funder Contribution: 258,347 GBP

    Abstracts are not currently available in GtR for all funded research. This is normally because the abstract was not required at the time of proposal submission, but may be because it included sensitive information such as personal details.

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  • Funder: European Commission Project Code: 322256
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  • Funder: UK Research and Innovation Project Code: 2596478

    We live in a period of unprecedented data availability, but not all data are equal - with quantitative data sometimes viewed as more reliable, robust and/or useful than qualitative data. This is particularly problematic when conducting the interdisciplinary research necessary to address the most important global challenges, such as climate change and sustainable development. For example, the benefits human's derive from nature are categorized into three types: provisioning services (products obtained from ecosystems; e.g. food), regulating services (benefits obtained from the regulation of ecosystem processes; e.g. regulation of air quality), and cultural services (non-material benefits people obtain from ecosystems; e.g. cultural heritage or spiritual enrichment). Whilst both provisioning and regulating services can be quantified at local and global scales, cultural services are often viewed as 'unquantifiable', being spatially and temporally distinct, intangible, subtle, mutable and intuitive in nature, based on ethical and philosophical perception - thus largely unique to the individual. As such, most nature-based research is dominated by the relatively easily quantified provisioning and regulating services, which are readily monetized to enable comparisons across services. The same is not true of cultural services and how to combine these data to holistically value nature's contributions to people is unknown. We seek to address this here. Using existing data from seven national surveys across Wales (1000 respondents per survey; 3 surveys complete [Jan-Jun 2020], 1 ongoing, 3 planned in Jan-Jun '21). Using Supercomputing Wales, we will use bespoke Natural Language Processing (NLP) to analyse the quantitative data within these surveys, understanding how people's reasons for spending time in greenspace change from before, during and after the ongoing coronavirus crisis. These qualitative data contain free text responses in both English and Welsh, and our cross-language analysis would compare responses to see if there are any specific language differences, as well as differences between genders and socioeconomic groups. Finally, advanced visualization techniques will be developed to enable the comparison of the qualitative free text responses and quantitative survey data, which includes distance travelled and length and regularity of visits. The ability to visualise both quantitative and qualitative data at national-scales may transform sustainable decision-making. [1] Willcock, S., Camp, B. J., & Peh, K. S. H. (2017). A comparison of cultural ecosystem service survey methods within South England. Ecosystem Services, 26, 445-450. [2] W.J. Teahan. 2018. A Compression-Based Toolkit for Modelling and Processing Natural Language Text, Information, Vol. 9, No. 294. MDPI Publishers. doi:10.3390/infoxx010001. [3] Rick Walker, Llyr ap Cenydd, Serban Pop, Helen C Miles, Chris J Hughes, William J Teahan, and Jonathan C Roberts. 2013. Storyboarding for visual analytics. Journal of Information Visualization.

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  • Funder: European Commission Project Code: 716974
    Overall Budget: 1,500,000 EURFunder Contribution: 1,500,000 EUR

    Social interactions are multifaceted and subtle, yet we can almost instantaneously discern if two people are cooperating or competing, flirting or fighting, or helping or hindering each other. Surprisingly, the development and brain basis of this remarkable ability has remained largely unexplored. At the same time, understanding how we develop the ability to process and use social information from other people is widely recognized as a core challenge facing developmental cognitive neuroscience. The Becoming Social project meets this challenge by proposing the most complete investigation to date of the development of the behavioural and neurobiological systems that support complex social perception. To achieve this, we first systematically map how the social interactions we observe are coded in the brain by testing typical adults. Next, we investigate developmental change both behaviourally and neurally during a key stage in social development in typically developing children. Finally, we explore whether social interaction perception is clinically relevant by investigating it developmentally in autism spectrum disorder. The Becoming Social project is expected to lead to a novel conception of the neurocognitive architecture supporting the perception of social interactions. In addition, neuroimaging and behavioural tasks measured longitudinally during development will allow us to determine how individual differences in brain and behaviour are causally related to real-world social ability and social learning. The planned studies as well as those generated during the project will enable the Becoming Social team to become a world-leading group bridging social cognition, neuroscience and developmental psychology.

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