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Honours and Masters project

Displaying 1 - 10 of 260 honours projects.


General Software Engineering projects -- propose your own project!

If you have any promising idea to work on, and you think I can help you somehow, please feel free to talk to me. 

 

 

here are some examples that previous students proposed:

1. design and implement some interesting software

2. conduct an study related to software performance

3. design a fancy tool to visualize some data

4. design some IDE extension

Privacy-Enhancing Technologies for the Social Good

Privacy-Enhancing Technologies (PETs) are a set of cryptographic tools that allow information processing in a privacy-respecting manner. As an example, imagine we have a user, say Alice, who wants to get a service from a service provider, say SerPro. To provide the service, SerPro requests Alice's private information such as a copy of her passport to validate her identity. In a traditional setting, Alice has no choice but to give away her highly sensitive information. 

Cybersecurity and Cryptography in the Quantum Age

Motivation: The Unseen Bedrock of Modern Life

Cybersecurity and cryptography are the invisible, essential foundations of the modern digital world. Every day, billions of transactions and communications rely on complex mathematical puzzles to ensure confidentiality, integrity, authenticity, privacy and even more security features.

Immersive Visual Analytics of Cultural Heritage Images

This project aims to create a novel immersive visual analytics system to facilitate the exploration and insights generation of thousands of cultural heritage images. Criteria for students:  

interest in immersive technology and cultural heritage, strong dedication,  basic knowledge of image analysis (e.g., segmentation, classification, clustering) and its technical skills (e.g., Python), experience in Swift programming or Unity is desirable, understanding of LLM/GenAI platforms and APIs is desirable.

Quantum-Resistant Digital Provenance

Digital provenance refers to the process of verifying and tracing the origins, lifecycle, and integrity of digital content. C2PA (Coalition for Content Provenance and Authenticity) is an initiative founded by multiple technology and media companies, aiming to address the increasing concern of misleading information and disinformation on the internet in the age of AI. The main objective of C2PA is to establish a standardized approach for digital content provenance, which essentially means tracing the origin and verifying the integrity of digital content.

Advanced Detection and Mitigation Techniques for Counter-Unmanned Aerial Systems

This project will investigate counter-unmanned aerial system (C-UAS) technologies for the detection and mitigation of malicious drones. With the increasing accessibility of small UAVs, there is a growing need for effective technical solutions to identify and neutralize unauthorized aerial threats. The project will explore a broad range of C-UAS methods, including but not limited to networking-based detection and coordination techniques, machine learning, and both active and passive mitigation approaches.

Integrating Blockchain into Real Estate Systems: A Technical Exploration of Tokenization

This project investigates the technical dimensions of real estate asset tokenization, with a particular focus on the challenges of integrating blockchain technology into the real estate sector. While tokenization promises to enhance liquidity, efficiency, and transparency in property transactions, its practical implementation faces significant technological hurdles. The project will examine key issues such as data interoperability, smart contract design, secure digital identity management, and scalability of blockchain networks in handling complex real estate assets.

Improving Interaction in Low-Fidelity Virtual Reality

Multi-user virtual reality (VR) systems are becoming more common as these head-mounted displays (e.g., Oculus Quest, HTC Vive) become less expensive and thus more widely available. It is now feasible to have multiple users sharing a co-located VR space, and objects in the space. We are interested in developing cross-platform multi-user VR systems, supporting hardware ranging from desktop computers to high-end head-mounted displays (Quest 3), to low-fidelity devices such as Google Cardboard. The latter introduces complex challenges in supporting user interaction in shared VR environments.…

Haptic Devices in Multi-User VR

Multi-user virtual reality (VR) systems are becoming more common as these head-mounted displays (e.g., Oculus Quest, HTC Vive) become less expensive and thus more widely available. It is now feasible to have multiple users sharing a co-located VR space, and objects in the space. Traditionally, VR systems tend not to support the sense of touch, but recent advances in haptics (devices simulating physical objects) now make this possible.

Cybersickness Amelioration in Virtual Reality

Cybersickness (nausea, disorientation) due to exposure to virtual environments has long been a problem in virtual reality (VR) and has been shown to reduce the effectiveness of VR environments. It usually occurs due to mismatches between visual and vestibular (motion) cues, for example, when moving through a 3D environment using a joystick, which does not yield correct motion cues. There are several approaches to reducing cybersickness in VR, most notably, reducing the field of view ("tunneling") during motion, or discrete motion ("snapping" movement and rotation).