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Energy saving for LTE networks using Smart Antennas (2009-Now) PDF Print E-mail

 

In a recent study from ITU, ICT is responsible for 2.5% of the Global Greenhouse Gas emissions, and about 10% of these emissions come from mobile telecoms. In the past the wireless network operator configure their network with optimum power and seldom consider saving power, however this will change in the future. In this research, we are trying to reduce un-necessary power consuming as well as offering the same quality of services. LTE is the next generation mobile communication standard, The downlink for LTE and LTE-Advanced uses OFDMA technology to maximise spectrum efficiency as well as providing flexible resource allocation. The system performance in terms of throughput is limited by many factors including power level at base stations and interference from neighbouring cells. In this study, we proposed an adaptive antenna system for LTE that can be combined with cooperative interference management. The base station can dynamically change coverage pattern according to traffics. The results are improved throughput performance and energy efficiency.

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BlueAware (2009 to Now) PDF Print E-mail

BlueAware is a MIDP2 application designed to passively run in the background on many Bluetooth phones currently on the market. The key technological element behind this social scanning application resides in the fact that mobile phones with personal area network capabilities, such as Bluetooth, continuously transmit a unique identification code (BTID) that can be received by other devices. BlueAware records and timestamps the BTIDs encountered in a proximity log. The log can be send back to a central server for data mining and analysing. This project worked together with Social Serenity Project.

 
Large scale social network analyses using mobile phones (2009-Now) PDF Print E-mail

 

This project is to extend the previous work called “Social Serendipity” done by MIT and extend it to a framework that study social network using Bluetooth devices. People using Bluetooth enabled mobile phones every day, the phone can be used as a tool to collect data for analysis peoples’ behaviour in terms of social network. The mobile phone can scan surrounding Bluetooth devices and record its own activities and send it to a central server for analysis. This project will implement a Bluetooth phone based social network analysis framework for such a purpose.

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Bluetooth Indoor Positioning (2009-Now) PDF Print E-mail

Locating users in an in-door environment using wireless is a challenging task and it will benefits many scenarios. Such as security surveillance, navigation, assets tracking, user guiding systems etc. Traditional GPS system can not work in doors as it needs open space to receive satellite signals. In this project, we are exploring using Bluetooth technology to tracking users as Bluetooth has a vast penetration in current world (almost every mobile phone is Bluetooth enabled). In this project, we are developing user tracking framework that people using normal mobile phones that can locate his/her position indoors. The projects involved mobile programming, Bluetooth stack programming, machine learning and predicting, client-server programming etc. the output of this project will benefit many other applications like city tourism, campus, museum, exhibition centre guiding systems etc.

 
Security in Message Oriented Middleware (2009 - now) PDF Print E-mail

This project has grown out of a previous project funded by the Science & Technology Fund on the security of e-government applications where, as part of the project, we investigated the security of message oriented middleware (MOM). MOM is an important category of middleware and is used as glue in many business and e-government systems.

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Assassin: An on-line mobile game (2009) PDF Print E-mail

This project developed a mobile on-line multi-user game which emulate a popular school game called "Assassin". “Assassin” is a popular multiplayer game in western schools. Each player will be assigned a target to “assassin” and in the mean time, he/her is also the target of another person. The game is played that all player try to “kill” its target and then get another target (his/her target’s target) until there is only one person left “alive”. We have extend the game into a e-game using normal Bluetooth enabled mobile phones. The Bluetooth can be used for weapon system as Bluetooth has similar “short range” characteristics as physical weapons. The game its self is multiplayer client-server architecture, a game server is used for monitoring players’ activities. Java (J2ME) is used for developing client program for mobile phones.

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e-Government Security (2006-2008) PDF Print E-mail

This project was funded by Macao Science and Technology Development Fund. It aims to find new ways to protect the e-system from potential frauds and cyber-attacks. Different from traditional database matching based anti-virus and firewall techniques. We developed proactive approaches to protect e-Government.

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Self-organising Smart Antennas for Wireless Networks (2006-2008) PDF Print E-mail

This project implemented a network management tool for wireless networks that uses co-operative smart antennas for managing the radio resources in order to minimise the effects of congestion and to provide Quality of Service. This is done in the context of the Macao environment. The simulation results show that using our proposed  smart antenna approach the mobile network can significantly improve its capacity especially in some congested scenarios that usually happen in Macau (e.g. high density area like border gate, ferry terminal etc.) In January 2009, this project has won a public poll as the most favourite local research project and is now presenting at the brand new Macao Science Centre.

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