Research runs in the family
Local industrial enterprises often approach the University of Malta for collaboration in their research. Martina Borg meets one of the family enterprises working with researchers to bring its founder’s idea to life.
Continue readingEyes front!
How often do your date’s eyes glance down at your chest? Which products do people notice in a supermarket? How long does it take you to read a billboard?
Eye trackers are helping researchers around the world answer questions like these. From analysing user experience to developing a new generation of video games, this technology offers a novel way of interacting with machines. People with disabilities, for example, can use them to control computers. A team at the Department of Systems and Control Engineering (University of Malta) is using a research-grade eye-gaze tracker, worth around €40,000, to test technologies they are planning to commercialise soon.
Continue readingI am online
We’re always warned about what personal details we share on social media. But what does the language people use on platforms like Facebook and Twitter tell us about their wellbeing? Words by Dr Olga Bogolyubova.

Today being an Internet user means being a social media user. The two have become synonymous.
According to the Global Web Index report, there are now over three billion people worldwide using at least one social networking site. The average Internet user has eight social media accounts and is active on at least three platforms. In our contemporary world, most of us spend a significant chunk of our lives online.
This is a modern reality: we access information online, purchase goods and services online, search for jobs online, follow professional interests online, schedule events online, invest in relationships online (some of them purely virtual), and then spend the remaining idle time browsing through our news feeds.
Humans are social creatures, and like other big apes we care about hierarchies and group status. This is reflected in our behaviour on social media, where we actively engage in impression management. We select aspects of our lives to present online in the hopes that they will bring us more benefits, while editing out other parts that could cause negative consequences.
We want to look happy, popular, rich, and successful, or if that doesn’t work, at least try to come across as dramatic or alluring. But in a world where the line between reality and the digital world continues to blur, can we really separate our real-life characteristics from our online persona? Can we effectively hide aspects of our offline identity when online? Are we as good at concealing our true selves as we think we are?
Going deep

A few years back, Dr Michal Kosinski and his team set out to find answers to the above questions. They sought to determine if it would be possible to predict individual characteristics (such as age, gender, sexual orientation, and so on) and personality traits from Facebook Likes.
Over 58,000 people volunteered to take part in the study and provided their Facebook Likes, demographic data, and answers to a set of psychometric measures.
Ethnic origin and gender were predicted from Likes with the highest level of accuracy (95% and 93%, respectively). Prediction of religion, political preferences, and sexual orientation was also good, with 75% to 85% accuracy. However, predicting personality traits turned out to be somewhat more difficult.
In psychology, personality traits are described as characteristic patterns of thoughts, feelings, and behaviours and, by definition, these are latent variables, meaning that they are not directly observable but derived from answers to a set of questions. Even so, Kosinski’s research team did manage to demonstrate significant connections between the study participants’ personality traits and their Facebook Likes, with the trait of Openness showing the best predictive potential.
The study has attracted a lot of attention. Other researchers have since been attempting to predict individual characteristics from various features of social media profiles. At first glance, some of the findings may look strange or even absurd. For instance, in one of the studies aimed at predicting personality traits from profile pictures, it was found that extroverted people are less likely to have profile pictures with nostrils showing. Sounds ridiculous… but it actually makes sense if you think about it. By definition, extroverted individuals are more likely to be mindful of other people’s perceptions of them, more likely to see themselves from another’s point of view. As a result, they’ll post better selfies and profile pictures when compared to introverts, who are more likely to upload casual snapshots as profile pictures.

This observation shows that we are unable to control the little details of our behavior. There as so many minute variables involved that it is impossible for us to keep track of them all. A lot of non-vital and therefore ‘unnecessary’ information slips through, yet it reveals a lot about us. This is also found in language. While we usually have no trouble controlling what we say, it is much harder to control how we speak. The topics of our conversations with friends and strangers are firmly under our control, but our use of pronouns and articles in everyday conversations is not. The style of our language is invisible to us.
Honing in on the invisible
James Pennebaker, Professor of Psychology at the University of Texas, USA, was among the first behavioural scientists to propose computational approaches for the study of these invisible, functional components of language.
Pennebaker’s research demonstrated that it is these ‘stealth’ elements that connect deeply with our psychological makeup and state of mind. His ideas provided a starting point for a lot of current social media-based research. After all, our online presence is still largely text-based and rooted in language, and it is only natural that a lot of social media research is based on linguistic analysis.
Many studies are exploring predictors of how online language is being used. For instance, in a recent Facebook-based study, conducted in collaboration with my colleagues from St. Petersburg State University, Russia, we explored connections between subjective wellbeing (i.e. level of satisfaction with one’s life and positive emotionality) and language used in wall posts.
We were able to show that individuals with lower levels of subjective wellbeing are more likely to use ‘should statements’ in their language. In psychotherapy there is a long-standing tradition to regard ‘should statements’ as a type of irrational thinking associated with distress and mental health problems. It is interesting that we were able to demonstrate the relevance of these classic, pre-Internet theories to the contemporary world.
Identifying markers of mental health problems in online language is another important strand of research. Anxiety and mood disorders are the most common mental health conditions, responsible for a significant burden worldwide. They are also treatable, so early identification is vitally important, and social media may provide a platform for screening, psychoeducation, and connection to treatment (including affordable digital interventions). Research can change these citizens’ lives.
Social media-based research on mental health disorders has consistently found an increased use of first person pronouns (I, me) by people with depression. The finding reflects the painful self-centeredness of the mind in mental illness. Some other findings include observations on language use in post traumatic stress disorder, seasonal affective disorder, and obsessive compulsive disorder, as well as on identification of suicide risk.
Social media can be risky, but is it the monster we are seeing splattered all over mainstream media? Research can help build systems that bring mental health interventions to low resource regions, and it can aid in identification of suicide risk and risk of violence. Ultimately, it can promote healthy living and save lives.
SMARTAQUA: Acting fast on marine corrosion
Maintenance is not the sexiest aspect of business, but diligent corrosion monitoring in the oil, gas, and maritime industry could prevent massive environmental accidents. Inês Pimparel writes on behalf of AquaBioTech Group.

The maritime industry is going through massive developments. Traditional oil and gas remain powerful, as does the shipping industry, but there is a big rise in more sustainable businesses such as offshore wind and solar energy farms. Corrosion affects them all equally.
The NACE International Institute estimates that corrosion costs the maritime industry between $50 and $80 billion every year. Clearly, maintenance is an expensive practice, which might lead to neglect, resulting in catastrophic environmental incidents.
A low-cost, eco-friendly, and efficient solution is needed to monitor corrosion and enable earlier repair.
The industry currently monitors structures using ultrasonic or magnetic sensors. However, other solutions exist. The University of Aveiro (Portugal), the Norwegian research institute SINTEF, and the Maltese company AquaBioTech Group are working on SMARTAQUA, an innovative but simple approach that uses a special paint.

It uses environmentally-friendly nanomaterials to form a functional solid film over surfaces such as the support for a floating fish farm or the base of a wind turbine. Because the nanolayer goes directly onto the structure, it can combine colorimetric with magnetic analysis to detect corrosion as it happens.
The detection method will be tailor-made to the depth at which the metallic structure is placed to assess the integrity of the structures. Colorimetric detection is a relatively simple, user friendly, and reliable manner of detecting corrosion in splash zones. But in submerged structures, where colorimetric detection is not possible, the use of magnetic measurements would reveal the state of coated substrates.
The approach is not completely novel. The aeronautical sector is already introducing it. The AquaBioTech Group is performing toxicity tests on the nanomaterials using marine organisms such as microalgae and mussels. After this, the team will test the nanolayer’s efficacy on metallic structures in their offshore testing site close to St Paul’s Islands.
If this technology is proven safe and effective it will revolutionise the field of monitoring activities. It will reduce transport needs when assembling new offshore structures, indirectly reducing fuel use and greenhouse gas emissions. The commercial and environmental benefits are massive.
The project is highly collaborative. It brings together a small business, a research institute, and a university; testament that success can be achieved through co-creation, inclusivity, and sustainability—and that small advances can lead to a sea of change.
Note: This project was funded by the Research Council of Norway (through the programme of Petromaks II, project 284002), the Foundation of Science and Technology in Portugal, and the Malta Council for Science and Technology via the MarTERA – ERA-NET Co-fund scheme of H2020 of the European Commission.
We’re exploring Here!
If you had a rich malleable canvas that could flip rules on their heads and expose truths we take for granted, wouldn’t you use it? Jasper Schellekens writes about the games delving deep into some of our most challenging philosophical questions.
The famous Chinese philosopher Confucius once said, ‘I hear and I forget. I see and I remember. I do and I understand.’ Confucius would have likely been a miserable mystic in modern mainstream education which demands that students sit and listen to teachers. But it’s not all bad. Technological advancements have brought us something Confucius could never have dreamed of: digital worlds.
A digital world offers interaction within the boundaries of a created environment. It allows you to do things, even if the ‘thing’ amounts to little more than pressing a key. Research at the Institute of Digital Games (IDG) focuses on developing a deeper understanding of how these concepts can be used to teach through doing by looking at people interact with gameworlds, studying how games can impact them (Issue 24), and designing games that do exactly that.
Doing it digital
Two millennia later, John Dewey, one of the most prominent American scholars of the 20th century, proposed an educational reform that focused on learning through doing and reflection instead of the ‘factory model’ that was the norm. Dewey’s idea was embraced, and has become a pedagogical tool in many classrooms, now known as experiential learning.
Let’s not pretend that Confucius was thousands of years ahead of his time—after all, apprenticeships have always been an extremely common form of learning. But what if we were to transplant this method of experimentation, trial and error, into a digital world?
It would allow us to do so much! And we’re talking about more than figuring out how to plug in to Assassin’s Creed’s tesseract or getting the hang of swinging through New York City as Spiderman. While these are valuable skills you don’t want to ignore, what we’re really interested in here are virtual laboratories, space simulations, and interactive thought experiments.
Games make an ideal vehicle for experiential learning precisely because they provide a safe and relatively inexpensive digital world for students to learn from.
Think of the value of a flight simulator to train pilots. The IDG applied the same idea to create a virtual chemistry lab for the Envisage Project. They threw in the pedagogical power tools of fun and competition to create what’s known as serious games.
Serious games are at the heart of many of the IDG’s research projects. eCrisis uses games for social inclusion and teaching empathy. iLearn facilitates the learning process for children with dyslexia and Curio is developing a teaching toolkit to foster curiosity. However, the persuasive power of videogames stretches further than we might think.
In a videogame world, players take intentional actions based on the rules set by the creators. These ‘rules’ are also referred to as ‘game mechanisms’. Through these rules, and experiential learning, players can learn to think in a certain, often conventional, way.
Which brings us to HERE.

Prof. Stefano Gualeni is fond of using games to criticise conventions: in Necessary Evil a player takes on the role of an NPC (Non Player Character) monster, in Something Something Soup Something the definition of soup is questioned, while in HERE Gualeni breaks down what ‘here’ means in a digital world.
What’s Here?
HERE sees the player explore the philosophical concept of ‘indexicality’, the idea that meanings depend on the context in which they occur. A fitting example is the extended index finger, which means different things depending on where it is placed and what movement it makes. Point one way or another to indicate direction, place over the lips to request silence, or shake it from side to side to deny or scold.
The game explores the word ‘here’ in the digital world. It sheds light on how much we take for granted, and how a lot of concepts are not as straightforward as we think.
HERE you play as ‘Wessel the Adventurer’, a cat of acute perception that is sent on a quest by a wizard to find magic symbols and open an enchanted cave. Playing on the tropes of role-playing games, the expectations of the adventurer are thus framed in a conventional manner, but not everything is as it seems.
By subverting players’ expectations of role-playing games, they will have the opportunity to discover what they have been (perhaps unwittingly) taught. They will be confronted with a puzzle involving the many versions of ‘here’ that can co-exist in a digital world. Among their prizes is Gualeni himself performing a philosophical rap.
Explorable Explanations
Experiential learning isn’t the only way to learn, but video games, with their interactivity and ability to manipulate the gameworld’s rules with ease, offer a ripe environment for it. The digital realm adds a very malleable layer of possibility for learning through doing and interacting with philosophical concepts. HERE is not alone in this approach.
Words often fall short of the concepts they are trying to convey. How do you explain why people trust each other when there are so many opportunities to betray that trust? Telling people they have cognitive biases is not as effective as showing them acting on those biases.
Explorable Explanations is a collection of games curated by award-winning game developer Nicky Case that dig into these concepts through play. The Evolution of Trust is one of them, breaking down the complex psychological and social phenomena contributing to the seemingly simple concept of trust in society. Adventures in Cognitive Biases is able to show us how we are biased even when we don’t think we are. HERE delves into our understanding of language and the world around us, showing us (instead of telling us) that learning doesn’t have to be boring. Now go learn something and play HERE.
To try the game yourself visit www.here.gua-le-ni.com
Enter the swarm
Author: Jean Luc Farrugia

Once upon a time, the term ‘robot’ conjured up images of futuristic machines from the realm of science fiction. However, we can find the roots of automation much closer to home.
Nature is the great teacher. In the early days, when Artificial Intelligence was driven by symbolic AI (whereby entities in an environment are represented by symbols which are processed by mathematical and logical rules to make decisions on what actions to take), Australian entrepreneur and roboticist Rodney Brooks looked to animals for inspiration. There, he observed highly intelligent behaviours; take lionesses’ ability to coordinate and hunt down prey, or elephants’ skill in navigating vast lands using their senses. These creatures needed no maps, no mathematical models, and yet left even the best robots in the dust.
This gave rise to a slew of biologically-inspired approaches. Successful applications include domestic robot vacuums and space exploration rovers.
Swarm Robotics is an approach that extends this concept by taking a cue from collaborative behaviours used by animals like ants or bees, all while harnessing the emerging IoT (Internet of Things) trend that allows technology to communicate.
Supervised by Prof. Ing. Simon G. Fabri, I designed a system that enabled a group of robots to intelligently arrange themselves into different patterns while in motion, just like a herd of elephants, a flock of birds, or even a group of dancers!

I built and tested my system using real robots, which had to transport a box to target destinations chosen by the user. Unlike previous work, the algorithms I developed are not restricted by formation shape. My robots can change shape on the fly, allowing them to adapt to the task at hand. The system is quite simple and easy to use.
The group consisted of three robots designed using inexpensive off-the-shelf components. Simulations confirmed that it could be used for larger groups. The robots could push, grasp, and cage objects to move them from point A to B. To cage an object the robots move around it to bind it, then move together to push it around. Caging proved to be the strongest method, delivering the object even when a robot became immobilised, though grasping delivered more accurate results.
Collective transportation can have a great impact on the world’s economy. From the construction and manufacturing industries, to container terminal operations, robots can replace humans to protect them from the dangerous scenarios many workers face on a daily basis.
This research project was carried out as part of the M.Sc. in Engineering (Electrical) programme at the Faculty of Engineering. A paper entitled “Swarm Robotics for Object Transportation” was published at the UKACCControl 2018 conference, available on IEEE Xplore digital library.
Redesigned hip joints need a simulator
People are living longer than ever. But a long life has its price. With age come more diseases and health issues, such as hip problems that can limit a person’s mobility.
Hip replacement procedures have become common, although implants have a lifespan too. It might happen that a hip replacement you get at 60 needs to be replaced at 75. This is not the ideal scenario.
To minimise these cases, researchers are testing new materials and designs to prolong prostheses’ lifespans. These potential solutions need to be tested, but each test costs tens of thousands of euro. Enter, the University of Malta’s hip joint simulator.

The hip joint simulator is a machine that replicates the joint movements and loads imposed on the human hip. To do so, the simulator uses three stainless steel frames, each of which can be controlled independently using motors. These motors act as the ‘muscles’ of the hip, programmed to replicate the walking cycle during testing.
When it comes to simulating load and forces, a mechanism can load the implants with weights of up to 300kg in a fraction of a second. This emulates what happens while walking, when the weight of the body rests on one leg due to the body’s shift in the centre of gravity. While running, inertial forces can cause the hip to sometimes take five times a person’s body weight.
Finally, to simulate the environment inside the human body, researchers use a specialised solution that mimics the bodily fluids surrounding the hip joint. They even warm the fluid to imitate body temperature.
The hip joint simulator forms part of the MaltaHip project that intends to radically redesign hip implants to give them the longer lifespan patients want and need. Watch this space for more.
The MALTAHIP project is funded by the Malta Council for Science and Technology through FUSION: The R&I Technology Development Programme 2016 (R&I-2015-023T).
The unusual suspects
When it comes to technology’s advances, it has always been said that creative tasks will remain out of their reach. Jasper Schellekens writes about one team’s efforts to build a game that proves that notion wrong.
The murder mystery plot is a classic in video games; take Grim Fandango, L.A. Noire, and the epic Witcher III. But as fun as they are, they do have a downside to them—they don’t often offer much replayability. Once you find out the butler did it, there isn’t much point in playing again. However, a team of academics and game designers are joining forces to pair open data with computer generated content to create a game that gives players a new mystery to solve every time they play.

The University of Malta’s Dr Antonios Liapis and New York University’s Michael Cerny Green, Gabriella A. B. Barros, and Julian Togelius want to break new ground by using artificial intelligence (AI) for content creation.
They’re handing the design job over to an algorithm. The result is a game in which all characters, places, and items are generated using open data, making every play session, every murder mystery, unique. That game is DATA Agent.
Gameplay vs Technical Innovation
AI often only enters the conversation in the form of expletives, when people play games such as FIFA and players on their virtual team don’t make the right turn, or when there is a glitch in a first-person shooter like Call of Duty. But the potential applications of AI in games are far greater than merely making objects and characters move through the game world realistically. AI can also be used to create unique content—they can be creative.
While creating content this way is nothing new, the focus on using AI has typically been purely algorithmic, with content being generated through computational procedures. No Man’s Sky, a space exploration game that took the world (and crowdfunding platforms) by storm in 2015, generated a lot of hype around its use of computational procedures to create varied and different content for each player. The makers of No Man’s Sky promised their players galaxies to explore, but enthusiasm waned in part due to the monotonous game play. DATA Agent learnt from this example. The game instead taps into existing information available online from Wikipedia, Wikimedia Commons, and Google Street View and uses that to create a whole new experience.
Data: the Robot’s Muse
A human designer draws on their experiences for inspiration. But what are experiences if not subjectively recorded data on the unreliable wetware that is the human brain? Similarly, a large quantity of freely available data can be used as a stand-in for human experience to ‘inspire’ a game’s creation.
According to a report by UK non-profit Nesta, machines will struggle with creative tasks. But researchers in creative computing want AI to create as well as humans can.
However, before we grab our pitchforks and run AI out of town, it must be said that games using online data sources are often rather unplayable. Creating content from unrefined data can lead to absurd and offensive gameplay situations. Angelina, a game-making AI created by Mike Cook at Falmouth University created A Rogue Dream. This game uses Google Autocomplete functions to name the player’s abilities, enemies, and healing items based on an initial prompt by the player. Problems occasionally arose as nationalities and gender became linked to racial slurs and dangerous stereotypes. Apparently there are awful people influencing autocomplete results on the internet.
DATA Agent uses backstory to mitigate problems arising from absurd results. A revised user interface also makes playing the game more intuitive and less like poring over musty old data sheets.

So what is it really?
In DATA Agent, you are a detective tasked with finding a time-traveling murderer now masquerading as a historical figure. DATA Agent creates a murder victim based on a person’s name and builds the victim’s character and story using data from their Wikipedia article.
This makes the backstory a central aspect to the game. It is carefully crafted to explain the context of the links between the entities found by the algorithm. Firstly, it serves to explain expected inconsistencies. Some characters’ lives did not historically overlap, but they are still grouped together as characters in the game. It also clarifies that the murderer is not a real person but rather a nefarious doppelganger. After all, it would be a bit absurd to have Albert Einstein be a witness to Attila the Hun’s murder. Also, casting a beloved figure as a killer could influence the game’s enjoyment and start riots. Not to mention that some of the people on Wikipedia are still alive, and no university could afford the inevitable avalanche of legal battles.
Rather than increase the algorithm’s complexity to identify all backstory problems, the game instead makes the issues part of the narrative. In the game’s universe, criminals travel back in time to murder famous people. This murder shatters the existing timeline, causing temporal inconsistencies: that’s why Einstein and Attila the Hun can exist simultaneously. An agent of DATA is sent back in time to find the killer, but time travel scrambles the information they receive, and they can only provide the player with the suspect’s details. The player then needs to gather intel and clues from other non-player characters, objects, and locations to try and identify the culprit, now masquerading as one of the suspects. The murderer, who, like the DATA Agent, is from an alternate timeline, also has incomplete information about the person they are impersonating and will need to improvise answers. If the player catches the suspect in a lie, they can identify the murderous, time-traveling doppelganger and solve the mystery!

De-mystifying the Mystery
The murder mystery starts where murder mysteries always do, with a murder. And that starts with identifying the victim. The victim’s name becomes the seed for the rest of the characters, places, and items. Suspects are chosen based on their links to the victim and must always share a common characteristic. For example, Britney Spears and Diana Ross are both classified as ‘singer’ in the data used. The algorithm searches for people with links to the victim and turns them into suspects.
But a good murder-mystery needs more than just suspects and a victim. As Sherlock Holmes says, a good investigation is ‘founded upon the observation of trifles.’ So the story must also have locations to explore, objects to investigate for clues, and people to interrogate. These are the game’s ‘trifles’ and that’s why the algorithm also searches for related articles for each suspect. The related articles about places are converted into locations in the game, and the related articles about people are converted into NPCs. Everything else is made into game items.
The Case of Britney Spears
This results in games like “The Case of Britney Spears” with Aretha Franklin, Diana Ross, and Taylor Hicks as the suspects. In the case of Britney Spears, the player could interact with NPCs such as Whitney Houston, Jamie Lynn Spears, and Katy Perry. They could also travel from McComb in Mississippi to New York City. As they work their way through the game, they would uncover that the evil time-traveling doppelganger had taken the place of the greatest diva of them all: Diana Ross.
Oops, I learned it again
DATA Agent goes beyond refining the technical aspects of organising data and gameplay. In the age where so much freely available information is ignored because it is presented in an inaccessible or boring format, data games could be game-changing (pun intended).
In 1985, Broderbund released their game Where in the World is Carmen Sandiego?, where the player tracked criminal henchmen and eventually mastermind Carmen Sandiego herself by following geographical trivia clues. It was a surprise hit, becoming Broderbund’s third best-selling Commodore game as of late 1987. It had tapped into an unanticipated market, becoming an educational staple in many North American schools.
Facts may have lost some of their lustre since the rise of fake news, but games like Where in the World is Carmen Sandiego? are proof that learning doesn’t have to be boring. And this is where products such as DATA Agent could thrive. After all, the game uses real data and actual facts about the victims and suspects. The player’s main goal is to catch the doppelganger’s mistake in their recounting of facts, requiring careful attention. The kind of attention you may not have when reading a textbook. This type of increased engagement with material has been linked to improving information retention.In the end, when you’ve traveled through the game’s various locations, found a number of items related to the murder victim, and uncovered the time-travelling murderer, you’ll hardy be aware that you’ve been taught.
‘Education never ends, Watson. It is a series of lessons, with the greatest for the last.’ – Sir Arthur Conan Doyle, His Last Bow.
Taking solar to sea
In a world first, a small team of engineers at the University of Malta is attempting to prove that harnessing solar power in the open sea is theoretically possible and cost-effective. Laura Bonnici speaks to Prof. Luciano Mulѐ Stagno to learn more about the ground-breaking Solaqua 2.1 project.
Renewable energy is in the spotlight. In Malta—an island that is said to enjoy an average of 300 days of sunshine per year—solar power has become mainstream, enabling the country to reach its goal of using 10% renewable energy by 2020.
But any advantage Malta has in terms of abundant sunshine, it loses through its lack of another vital resource: space. Measuring just 316 km², Malta’s limited surface area means that, beyond the existing photovoltaic (PV) panels installed on rooftops or disused quarries, any land left for larger PV installations is rare and expensive.

Prof. Luciano Mulѐ Stagno at the University of Malta believes the answer to this problem lies not on land, but at sea. Malta being surrounded by water, he has proposed that installing solar panels in open water, in offshore floating PV farms, could be as cost-effective and reliable as those on land—an idea that has never progressed beyond the theoretical stage anywhere in the world.
‘There are many PV projects happening on fresh water everywhere, from China and the UK to France and USA. But none of them are working on open sea,’ explains Mulѐ Stagno. ‘Their PV farms are installed in more sheltered, land-locked waters such as irrigation ponds or lakes, believing that PV farms cannot survive sea conditions. The Solaqua project aims to prove that they can survive, and do so at a comparable cost to land-based PV farms.’
When funding was secured from MCST in 2012, the previous Solaqua 1.0 project set about achieving these ambitious aims. Testing various prototypes out at sea, it confirmed that large, floating platforms were viable, cheap to construct, and could produce more power than similar systems on land.
The sea proved beneficial for many reasons. ‘The offshore panels produced around 3% more energy than similar land-based modules simply by being at sea, possibly due to the cooler temperatures at sea and a less dusty environment.’
The success of the first project inspired a second. With this one, the modular raft was designed and tested. ‘Solaqua 2.0 was financed by Takeoff [The University of Malta’s business incubator] in July 2017, with a preliminary design for the platform almost completed. Now discussions are underway about possible patents for the design,’ Mulѐ Stagno elaborates. ‘The ultimate aim is to launch a large farm in Maltese territorial water which, if it meets

the cost and power output targets, will be followed by other systems worldwide.’
The Professor and his team (marine structural engineer Dr Federica Strati, systems engineer Ing. Ryan Bugeja, and engineer Martin Grech) are now starting the next phase of the Solaqua project. Before the team builds and launches a full-scale system, they have to conduct a series of rigorous wave tank tests. Using a scale model while mimicking the worst possible sea conditions that the system may encounter, the team will be able to refine the design and optimise power output by testing the effect of water motion, cooling, or even different types of panels.
‘Through Solaqua 2.1, we hope to reassure investors that the system is viable. Once completed, we will be ready to launch a full-scale system that could be used not only by islands such as Malta, but also in coastal cities around the world which have insufficient land available for PV systems.’
Investors are being invited to join this project to push for global commercialisation. To reach this stage, several local entities supported the project. The Regulator for Energy and Water Services, with the help of the RIDT (the University of Malta’s Research Trust), invested €100,000 to cover the cost of constructing the scale model, as well as testing, equipment, transport, and engineers. And now that the project is commanding international interest, potential investors are being sought for the half a million euros needed to achieve a full-scale floating solar farm in Maltese waters.
‘This is a homegrown project, in which Malta could be an example to the world,’ explains Mulѐ Stagno. ‘We have already placed Malta at the cutting edge of this research area by being the first to test small systems in the open sea. Now we need to find an investor willing to take the plunge and help us create the world’s first full-scale floating solar farm. With Solaqua, Malta could be at the forefront of a ground-breaking new global industry—one which has the potential to change the way solar power is collected and used the world over.’











