The left brain is logical, the right side is creative

In the 1960s, psychologists Roger Sperry and Michael Gazzaniga performed experiments on patients who had the connections between the left and right side of the brain cut as an extreme treatment for epilepsy. They stimulated each side of the brain separately and asked patients to draw, arrange blocks, talk about their emotions, and so on. These simple experiments proved insightful but misguided.

From their experiments they concluded that the left hemisphere was logical, rational, and good with numbers (the scientist), the right hemisphere was creative, imaginative, and took in the big picture (the artist). This overly simplistic reasoning is drowning out the real beauty of our brain. The real deal is a lot more complex. Take speech. Classically, the left side of the brain is meant to handle it all. Right-handed people do mostly use the left side, but left-handed people tend to use the right side. Imaging studies of brains show that the brain lights up like a firefly using multiple areas for speech. Most complex actions need multiple brain areas.

Are we still growing Tall?

For the last 150 years, the human species has been getting taller. In Western nations, people are around 10 cms taller (nearly 4 inches). Better public health and diets during childhood have fuelled the rise. Women preferring taller men who then have taller offspring could also have pushed the increase.

Unfortunately, this won’t last forever. There are physical limits. People above 188cm (6ft 2in) are more likely to suffer back problems. Above 203cm (6ft 8in), the heart finds it difficult to pump blood and heart problems increase.

INDIE GAMES

How can a video game ask questions about life, art, and frustration? Giuliana Barbaro-Sant met up with Dr Pippin Barr to tell us about his game adaptation of Marina Abramović‘s artwork The Artist is Present.

In each creative act, a personal price is paid. When the project you have been working on so hard falls to pieces because of funding, it is hard to accept its demise. The feeling of failure, betrayal, and loneliness is an easy trap to fall into. This is the independent game maker’s industry: a bloodthirsty world rife with competition, sucking pockets dry from the very beginning of the creative process.

Maltese game makers face a harsher reality. Not all game makers are lucky enough to make it to the finish line, publish, and make good money. Rather, most of them rarely do. Yet, if and when they get there, it is often thanks to the passion and dedication they put into their creation — together with the continuous support of others.

Dr Pippin Barr always had a passion for making things, be it playing with blocks or doodling. His time lecturing at the Center for Computer Game Research at the IT University of Copenhagen, together with his recent team-up with the newly opened Institute of Digital Games at the University of Malta, only served to reincarnate another form of this passion: Pippin makes games. At the Museum of Modern Art in New York he exhibited his most well known work: the game rendition of Marina Abramović’s The Artist is Present. He thought of the idea while planning to deliver lectures about how artists invoke emotions through laborious means in their artworks. In The Artist is Present, artist Marina Abramović sits still in front of hundreds of thousands of people and just stares into their eyes for as long as participants desire.

There is more to this performance than meets the eye. Beyond the simplistic façade, Barr saw real depth. Through eye contact, the artist and audience forge a unique connection. All barriers drop, and human emotion flows with a great rawness that games are so ‘awful’ at embodying. Yet, paradoxically, there is a militariness in the preparation behind the performance that games embrace only too well. Not only does the artist have to physically programme herself to withstand over 700 hours’ worth of performing, but the audience also prepares for the experience in their own way, by disciplining themselves as they patiently wait for their turn.

“It’s a pretty lonely road and it can be tough when you’re stuck with yourself”

Pippin Barr

‘Good research is, after all, creative,’ according to Pippin Barr. By combining his academic background with his creative impulse, he made an art game — a marriage between art and video games. These are games about games, which test their values and limits. Barr relishes the very idea of questioning the way things work. His self-reflexive games serve as a platform for him to call into question life’s so-called certainties, in a way that is powerful enough to strike a chord in both himself and the player. He is looking to create a deep emotional resonance, which gives the player a chance to ‘get’ the game through a unique personal experience. Sometimes, players write about his games and capture what Pippin Barr was thinking about, as he put it, ‘better than I could myself’, or read deeper than his own thoughts.

As far as gameplay goes, The Artist is Present is fairly easy to manoeuvre in. The look is fully pixellated yet captures the ambience at the Museum. The first screen of the game places the player in front of its doors and you are only allowed in if you are playing the game during the actual exhibition’s opening hours in America. Until then, there is no option but to wait till around 4:30 pm our time (GMT+1). The frustration continues increasing since after entering you will still have to wait behind a long queue of strangers to experience the performance work. This reflects real world participants who had to wait to experience The Artist is Present. If they were lucky, they sat in front of the artist and gazed at her for as long as they wanted.

Interestingly, Marina Abramović also played the game. She told Barr about how she was kicked out of the queue when she tried to catch a quick lunch in the real world as she was queuing in the digital one. Very unlucky, but the trick is to keep the game tab open. Other than that, good luck!

Despite that little hiccup, Abramović did not give up on the concept of digitalising the experience of her art. After The Artist is Present, Barr and Abramović set forth on a new quest: the making of the Digital Marina Abramović Institute. Released last October, it has proven to be a great challenge for those who cannot help but switch windows to check up on their Facebook notifications – not only are the instructions in a scrolling marquee, but you have to keep pressing the Shift button on your keyboard to prove you are awake and aware of what is happening in the game. It is the same kind of awareness that is expected out of the physical experience of the real-life Institute.

The quirkiness of Barr’s games reflects their creator. Besides The Artist is Present, in Let’s Play: Ancient Greek Punishment, he adapted a Greek Sisyphus myth to experiment with the frustration of not being rewarded. In Mumble Indie Bungle, he toyed with the cultural background of indie game bundles by creating ‘terrible’ versions with ‘misheard titles’ (and so, ‘misheard’ game concepts) of renowned indie games. One of his 2013 projects involves the creation of an iPhone game, called Snek, an adaptation of the good old Nokia 3310 Snake. In his version, Pippin Barr turned the effect of the smooth ‘naturally’ perfect touch interface of the device upon its head, by using the gyroscope feature. Instead, the interaction with the Apple device becomes thoroughly awkward, as the player has to move around very unnaturally because of the requirements of the game.

This dedicated passion for challenging boundaries ultimately drives creators and artists alike to step out of their comfort zone and make things. These things challenge the way society thinks and its value systems. Game making is no exception, especially for independent developers. An artist yearns for the satisfaction that comes with following a creative impulse and succeeding. In Barr’s case, being ‘part of the movement to expand game boundaries and show players (and ourselves) that the possibilities for what might be “allowed” in games is extremely broad.’

Accomplishing so much, against the culture industry’s odds, is a great triumph for most indie developers. For Pippin Barr, the real moment of success is when the game is finished and is being played. Then he knows that someone sat with the game and actually had an experience — maybe even ‘got it’.

 

Follow Pippin Barr on Twitter: @pippinbarr or on: www.pippinbarr.com

Giuliana Barbaro-Sant is part of the Department of English Master of Arts programme.

Maltish or Engtese

Stick to one language! Was the old maxim. Otherwise, you’ll risk confusing your kids and they will never learn to speak properly. Research by Prof. Helen Grech and her team shows that this is not true: bilinguals usually do better. Teaching your child two languages at a go might delay them initially but helps them in the long run.  Words by Dr Edward Duca.

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Shattering women’s glass ceiling

Prof. Marie Therese Camilleri Podesta

The role of women in academia has always greatly interested me. Several years ago, when I was asked to become Gender Issues Committee chairperson at the University of Malta, I readily accepted. Apart from other tasks, the committee has just compiled a booklet about the profiles of senior female academics. Our objectives are twofold: one is to incentivise junior staff to aim higher and move forward in their career; the other, to help sensitise male colleagues to better appreciate the hurdles women face when pursuing an academic career together with raising a family.Continue reading

Playing with Solid State Benzene

molecular structure

Computational chemistry is a powerful interdisciplinary field where traditional chemistry experiments are replaced by computer simulations. They make use of the underlying physics to calculate chemical or material properties. The field is evolving as fast as the increase in computational power. The great shift towards computational experiments in the field is not surprising since they may reduce research costs by up to 90% — a welcome statistic during this financial crisis.

Keith M. Azzopardi (supervised by Dr Daphne Attard) used two distinct computational techniques to uncover the structure of a carcinogenic chemical called solid state benzene. He also looked into its mechanical properties, especially its auxetic capability, materials that become thicker when stretched. By studying benzene, Azzopardi is testing the approach to see if it can work. Many natural products incorporate the benzene ring, even though they are not toxic.

The crystalline structures of solid state benzene were reproduced using computer modelling. The first technique used the ab initio method, that uses the actual physical equations of each atom involved. This approach is intense for both the computer and the researcher. It showed that four of the seven phases of benzene could be auxetic.

The second less intensive technique is known as molecular mechanics. To simplify matters it assumes that atoms are made of balls and the bonds in between sticks. It makes the process much faster but may be unreliable on its own due to some major assumptions. For modelling benzene, molecular mechanics was insufficient.

Taken together, the results show that molecular mechanics could be a useful, quick starting point, which needs further improvement through the ab intio method.

 

This research was performed as part of a Masters of Science in Metamaterials at the Faculty of Science. It is partially funded by the Strategic Educational Pathways Scholarship (Malta). This Scholarship is part-financed by the European Union – European Social Fund (ESF) under Operational Programme II –Cohesion Policy 2007-2013, “Empowering People for More Jobs and a Better Quality Of Life”. It was carried out using computational facilities (ALBERT, the University’s supercomputer) procured through the European Regional Development Fund, Project ERDF-080 ‘A Supercomputing Laboratory for the University of Malta’.