The power to control objects with your mind was once a dream held by science fiction fans worldwide. But is this impossible feat now becoming possible? Dr Tracey Camilleri tells Becky Catrin Jones how a team at the University of Malta (UM) is using technology to harness this ability to help people with mobility problems.Continue reading
Escape the (Virtual) Room!
Virtual Reality (VR) has created a whole new realm of experiences. By placing people into varied situations and environments, VR enables them not only to explore, but to challenge themselves and gain skills in ways never thought possible. With applications in medical and psychological treatment, VR is now being used to train surgeons, treat PTSD, and to help people understand what it’s like to be on the autism spectrum. The key to this application is VR’s ability to immerse its users.
Many agree that immersion needs two key ingredients: a sense of presence and interaction with the environment. Interaction comes in three main forms. Selection is about differentiating between items in the environment. Navigation allows travelling from one point to another and observing the environment. Finally, manipulation lets users grab, move and rotate selectable items. In addition to this, VR applications need a setting. Supervised by Dr Vanessa Camilleri and Prof. Alexiei Dingli, I chose to use escape rooms (adventure games where multiple puzzles are solved to leave a room) to experiment with these interaction techniques.
I used escape rooms because they’re highly interactive and naturally immersive systems. And since interaction isn’t a one-size-fits-all scenario, I also applied procedural content generation (PCG) techniques to create the escape rooms themselves.
People selected items using a reticle, a small circle in the middle of the screen which expands or contracts to indicate which objects they could interact with. They navigated the space by looking around through the VR headset and moving their joystick. They manipulated puzzles from a separate screen which I layered on top of the escape room. This allowed them to inspect objects to their heart’s content, while also reducing the amount of clutter in the room.
Since there was no previous work in PCG escape rooms, I had to pave my own way. I used a genetic algorithm, a machine learning algorithm that mimics evolution in biology to select the best solution to a problem, to determine which puzzles and items would be placed in the escape room. I also programmed the game to create the rest of the room, placing floors, ceilings, and everything else that the algorithm didn’t consider. This made the space look like it had been made by an actual person, despite being created through AI.
From the results gathered, most people found that the system allowed them to explore the VR environment in a very natural way. Players said that the room’s generated interaction was consistent, reliable, and fun.
Understanding immersion is critical for VR’s future applications. If we can help people hone these techniques by creating a few games along the way—so be it!
This research was carried out as part of a Bachelor of Artificial Intelligence at the Faculty of ICT, University of Malta
Author: Natalia Mallia
Transcendence through Play
Even though philosophers like Kant and Schiller of the aesthetic tradition never had the opportunity to troll some noobs in Call of Duty or slay a dragon in Skyrim, their views on the concept of play can be critical to our understanding of how the player relates to the game world. Dr Daniel Vella explores the work of aesthetic and existential philosophers. Words by Jasper Schellekens. Continue reading
Mind the Gap
The world is changing. Technologies are developing rapidly as research feeds the accelerating progress of civilisation. As a result, the job market is reacting and evolving. The question is: Are people adapting fast enough to keep up? Words by Giulia Buhagiar and Cassi Camilleri.
Mur studja ha tilħaq.’ (Study for a successful future.)
From an early age, most Maltese students are conditioned to think this way. You need a ‘proper education’ to land yourself a ‘good job’. But students graduate, and with freshly printed degrees in hand, they head into the job market only to be disappointed when the role they land seems unrelated to their degree. Yet vacancies are ready for the taking; there are many unfilled jobs in the STEM fields, which create 26% of all new vacancies according to recent research from the National Statistics Office.
So, if there are vacancies available, what is the problem? A skills gap.
Academic qualifications do not guarantee that graduates have the right skills for work. At a conference addressing the skills gap organised by the Malta University Holding Company (MUHC) and the Malta Business Bureau (MBB), Altaro Software co-founder and CEO David Vella confirmed this problem. In previous years, Altaro mostly employed experienced developers; however, increased demand led them to realise that there weren’t enough of these candidates out there for them.
To fill those roles, they extended the call to younger people, but Vella found that they were not fully equipped and ready to go. This was when he realised that they needed to change tactics. ‘Now we realise that we need to start hiring junior people and build up their skills.’ Investment needs to be made by both sides.’
What every relationship needs
Better communication between business and academia could improve the skills gap. However, this kind of engagement is easier to manage in some institutions and industries than others, and bringing those worlds together poses many challenges. At the same conference, MUHC CEO Joe Azzopardi noted how start-ups and small businesses often do not have the resources to organise such exchanges. The wall between them and students is a difficult one to get over. However, there is a new initiative seeking to remedy this situation.
Go&Learn is a project bridging education and industry through an online platform that effectively catalogues training seminars and company visits in a multitude of sectors, for students and educators alike. The initiative has garnered a slew of supporters. Sixty companies from all over the world are listed on the site, including some local names: Thought3D, ZAAR, and Contribute Water, to name a few. This year was Go&Learn’s third edition, and with 17 European regions from across 10 countries involved, it focused on the STEM fields. In Malta, the team behind Go&Learn, also a collaboration between MUHC and the MBB, have worked together to create two new programmes.
One was dedicated to ICT for business, leisure, and commodity. It saw students visit and learn from local companies Altaro, Scope, MightyBox, Trilith, and Flat Number. Students said that the visits helped them achieve a better understanding of the sector and its nuances. ‘For us students, the fact that we are exposed to the internal working of a business’s environment, it’s an eye-opener,’ said University of Malta (UM) student Maria Cutajar. The second was related to food, involving Elty food, Benna, Fifth Flavour, Da Vinci Pasticceria, and Contribute Water. In this case, the opportunity even attracted foreign students. Go&Learn is acting as a vital bridge between education and industry that can help to minimise the skills gap.
The skills gap exists for many reasons: prejudices towards certain industries, lack of information available on others, and much more. However, education can play an important part in fixing this problem.
Bringing STEM to life
The skills gap exists for many reasons: prejudices towards certain industries, lack of information available on others, and much more. However, education can play an important part in fixing this problem. Currently, local systems are falling short of reacting quickly and addressing new needs in industry. A lot of attention is placed on short-term goals such as exams and assignments, rather than the bigger picture and real-world tasks. This kind of attitude in science education tends to be exacerbated by the notion that its subjects are for ‘nerds’ and ‘brainiacs’. This can be a daunting prospect for young children who don’t see themselves as ‘smart enough’. It can drive lots of young talent away from STEM subjects.
We need to bring fresh talent into STEM by showing how exciting, accessible, and relevant the field actually is. The solution, UM Rector Prof. Alfred Vella says, is to start right at the beginning: ‘We need to inspire teachers.’ This includes attracting the best teachers by providing appropriate salaries. Through education, we need to change the impressions given to children about science and what it means. ‘When I was younger, they used to tell me, why do you want to do science? Wouldn’t it be better to be a doctor? Engineers were seen more as grease monkeys,’ Vella said with a smile. Science should be engaging, inspiring, and fun. For this reason, he commends ESPLORA as being ‘the single most important feature in Malta.’ Vella believes classrooms should be an extension of the ESPLORA centre in their efforts to bring science to life. In addition to teachers inspiring future generations, parents also need to see STEM jobs as a good career for their children, and businesses need to show parents that exciting careers are available by pursuing STEM subjects. Without this, early encouragement might be fruitless.
With more young people taking up STEM subjects, the potential ripple effect will be vast. These future professionals will be able to conduct more research. The enormous benefits to be reaped from having more people excited about STEM subjects means the burden does not fall solely at the feet of teachers and parents. ‘It is also the job of businesses to show the relevance and benefits of STEM,’ says the CEO of the MBB, Joe Tanti. Go&Learn is providing an arena for business to interact with students and for universities to use their influence positively.
Looking ahead
From children’s classrooms to the skills gap in our economy, everything is intertwined. We need a multi-pronged approach to tackle as many aspects as possible and implement lasting changes. For one thing, we need to take a good look at our education system and how it treats STEM subjects. We also need to bring business and education together, enabling them to communicate more effectively. With Go&Learn starting this much-needed shift, the door is open to more innovative initiatives. Who’s in?
Authors: Giulia Buhagiar and Cassi Camilleri
Cool batteries are good batteries
As consumers, we are all-too-familiar with the daily chore of charging our smartphones or tablet. With increasing emphasis on greener technologies such as electric vehicles and renewable energy generation, battery technology becomes more important. Words by Dr Robert Camilleri.
As consumers, we are all-too-familiar with the daily chore of charging our smartphones or tablet. With increasing emphasis on greener technologies such as electric vehicles and renewable energy generation, battery technology becomes more important.
Classic lithium-ion (Li-ion) batteries are currently the most common, storing energy in chemical form. The problem with these is their temperature sensitivity. During repeated cycles of charging and discharging, the chemical reaction that drives the battery creates heat which affects its storage capacity and lifetime. Not only that, but these high temperatures present a real health and safety concern. Thermal runaway, where a battery creates a vicious cycle of heat generation, can lead to catastrophic failure. Remember the Galaxy Note 7 explosions? So how can we cool batteries down?
Keeping things chill
While a number of studies have attempted to apply traditional cooling (such as the air cooling in the laptop I’m using to write this article) to batteries, this was found to be inefficient for high-performance battery packs. As air passes over the battery cells, it gradually warms up and its effectiveness cooling subsequent batteries deteriorates, leaving battery cells in the same pack operating at different temperatures. The battery cell with the highest temperature becomes the weakest link.
The need to have a fast charging mechanism, especially when it comes to consumer products, is real.
High temperatures limit dis/charging rates and energy storage capacity, causing batteries to degrade faster, dictating the life of the pack. While attempts to use liquid cooling proved to be more efficient than air cooling, they still did not solve the issue. To counter this problem, the industry has developed complex and expensive electronic battery management systems that monitor the temperature of each cell and adjust the charging rate. But again, while this protects the cells, it limits the current flow during discharging, causing long waiting times in between battery use. The need to have a fast charging mechanism, especially when it comes to consumer products, is real. Battery-powered electric vehicles, for example, are much more likely to be accepted if a fast charging mechanism is introduced. This would make them comparable with regular cars that need to be taken to traditional petrol stations for fuel.
A different approach
Our project NEVAC (short for Novel EVAporative Cooled battery technology) solves this problem with a novel cooling strategy. With NEVAC, we want to keep the entire battery pack at a uniform temperature. We’re using a liquid coolant with a low boiling point which absorbs latent heat as battery cells warm up. When the coolant reaches its boiling point, it evaporates and turns into gas. The gas travels to a cooler part of the battery pack, lets off the heat it has absorbed into the ambient environment, and condenses back to liquid, closing the loop of this self-sustained cooling cycle. As the coolant within the entire battery pack boils at a single temperature, all the battery cells within the pack are kept at one uniform temperature.
NEVAC is currently developing an experimental proof of concept of this technology with Abertax, our industrial partner. Following a proof of concept, the project will be scaled up with the prospect of developing the technology for the market. It will show how an improved battery cooling technology will lead to higher battery storage capacity, longer battery life, and better dis/charging rates. That daily chore of charging your smartphone for more than a few minutes could soon be forgotten.
The research is led by Dr Robert Camilleri (University of Malta), in collaboration with industrial partner Abertax Kemtroniks. Project NEVAC is funded by the Malta Council for Science and Technology Fusion: The R&I Technology Development Programme 2017.
Read more:
Selyukh, A., As Batteries Keep Catching Fire, U.S. Safety Agency Prepares For Change, retrieved on 30th March 2017
https://n.pr/2fBZsfJ
Author: Robert Camilleri
Maltese Gaming Goes Global
With ever more digital games companies opening their doors in Malta, standing out can be difficult. Dawn Gillies talks to Dorado Games co-founder Simon Dotschuweit to find out how a small company is carving out its niche in an industry of big players.
In 1974, long before the Internet was around, Mazewar introduced the world’s first computer-generated virtual world. With a serial cable to connect computers, friends could play over a network, competing with and against one another for the first time. The Internet now allows thousands of people from opposite sides of the globe to battle it out simultaneously in games set in online virtual worlds like World of Warcraft.
Digital gaming is an industry on the rise, and Malta has seen success after success. It’s a multi-billion dollar enterprise, taking in an astounding $30.7 bn globally in 2017 alone according to Statista. In recent years there has been a surge in free-to-play online games. With so many free games competing for our attention, you might wonder where the money comes from. It may seem counterintuitive, but these free online games sometimes generate higher profits than paid counterparts. Multiplayer PC beat ’em up Dungeon Fighter Online reportedly made an astonishing $1.6 bn in 2017.
With more than 30 digital games companies in Malta alone, it’s a competitive industry to take on. Yet Simon Dotschuweit and Nick Porsche have created Dorado Games, launched real-time grand-strategy game Conflict of Nations, and gained over 400,000 customers.
Porsche and Dotschuweit brought different skills to the table: Dotschuweit came from an IT and technology background, while Porsche gained his experience as creative director for the Battlestar Galactica online game.
Dorado’s Origin Story
Whilst working for the independent creators, publishers, and distributors of digital games Stillfront Group, Dotschuweit was already mulling over some new game ideas. The game engines, platforms, and building blocks were all at his disposal. What he needed was a collaborator. That was when Nick Porsche appeared on the scene.
Porsche and Dotschuweit brought different skills to the table: Dotschuweit came from an IT and technology background, while Porsche gained his experience as creative director for the Battlestar Galactica online game. Their ideas had Stillfront interested. They were in the early stages of building a game, and the endeavour was gaining support. ‘It was going well, and the company wanted to go ahead with it.’ Two years later, Dorado Games was acquired by the Stillfront Group.
When most of us think video games, we immediately think of games consoles. So why choose to create an online game? Or, for that matter, one that’s free?
Dotschuweit says, ‘They’re a lot more fun to do. You have more control. Usually you self-publish. You can do stuff more iteratively. You can release and then improve. With console games, you need a large publishing partner that will take a large portion of the revenue.’ With Dorado constantly striving to improve their online world for players, the ability to continually update was a big draw for them.
The world of online gaming better lends itself to strategy games. With Dotschuweit and Porsche already big fans, their goal was to create a game they wanted to play. Their business model is also better suited to online gaming than consoles. ‘It’s free to play, so we incentivise players to pay for extra features, which doesn’t work well on console.’ This is where the money comes from. Players pay to construct buildings or train their troops more quickly, giving them an advantage over the competition.
But Stillfront’s acquisition of Dorado meant it was decision time for Dotschuweit. He had to choose between keeping his comfortable job with Stillfront, or taking on a new challenge in the startup world. Living in China with his family at the time, the ramifications of that decision were huge. Porsche was already in Malta, incentivised by the Maltese government’s support of new businesses. In the end, Dotschuweit felt the opportunity to join forces was too great to pass up. He made the leap.
The Rise to Success
Money was key. Dotschuweit tells us, ‘We managed to secure quite a sizeable employment-based grant from Malta Enterprise for our company, which was of course a very nice plus. And Malta is a really nice place!’ The grant not only helped Dorado win over investors, but it reduced risk in an industry that’s infamous for its kill rate, both in-game and in real life. Suffice to say that coming out on top in the gaming world is not guaranteed.
Working in a start-up was also a change for Dotschuweit. Having previously worked for US tech giant IBM, he wanted to make a mark with this new venture. ‘You get to have a lot more impact. Your presence matters a lot more to a small business; it’s a lot more fun. You get to wear lots of hats and get a lot of experience.’ The busy and exciting nature of a small business appealed to him much more than clocking in to a regular office job.
The good times continued rolling with more support coming in from the University of Malta’s (UM) Centre for Entrepreneurship and Business Incubation (CEBI). CEBI houses the TAKEOFF programme which supports new businesses and provides facilities for them. Dr Joseph Bartolo and Prof. Russell Smith are familiar names when it comes to Maltese start-ups, and they have both been an influential part of Dorado’s story. They now operate from the TAKEOFF building on UM’s Msida campus.
But Dorado’s journey is not all smooth sailing. ‘We are a live service and we don’t have separate teams for operations and expansions, so that sometimes means your plans change!’ explains Dotschuweit. It’s all hands on deck to fix any problems. ‘It’s part of the bane and the fun of operations. But it doesn’t get boring!’ he says. This means that a day of meetings can quickly turn into a hectic day of making sure the game is running smoothly. They don’t want to disrupt players’ gameplay if they can avoid it.
In the past, Dorado hired game developers to bring their ideas to life. But this modus operandi changed when it came to Conflict of Nations. With this project, Dotschuweit and Porsche wanted more control, and they were ready to invest. They dug their heels in and hired their own team.
A game of political and military tactics with elements of espionage, Conflict of Nations requires real-world diplomacy skills to move up in the world. Unlike most other strategy games, it takes place right here on Earth, making use of Google Maps to make the game truly global.
Bringing their dream team to life was a challenge. ‘Finding talent back then wasn’t the easiest thing,’ says Dotschuweit. But their perseverance has seen them build a close-knit team who have all contributed to Dorado’s success.
The quest for perfection is a common theme in Dorado’s story. The perfect team, the perfect platform, the perfect game. Their commitment to giving players the best possible experience is a testament to their investment in their projects. Taking the time to get the right team together has proved to be one of the many reasons for Dorado’s fast climb up the games industry ladder. Another was getting their game out quickly to get fan feedback as soon as possible. The Stillfront platform restricts them somewhat in their design, as it wasn’t made specifically for Dorado, by Dorado, but it has reduced their workload massively, allowing them to get Conflict of Nations launch-ready in a fraction of the time. Identifying and taking advantage of opportunities has also been key to their quick rise.
Many Lessons Learnt
In the crowded world of online games, Dorado games has skillfully managed to carve out its place. Real-time negotiations and political tactics in Conflict of Nations are the stand-out features for fans who enjoy the long timescales and mental strategy involved. With this victory under their belt, we’ll soon see more from Dorado. They have plans to develop another game this year.
With years of experience in the industry, Dotschuweit has some advice for any future gaming entrepreneurs. ‘Get it out fast and get feedback. You can always improve it later.’ He notes the success of game jams in turning ideas into businesses and urges people to get involved. So, what are you waiting for?
Author: Dawn Gillies
Instant Photography
Instant cameras, commonly referred to as ‘Polaroids’ thanks to the pioneering company, offer limited manual-automatic controls. These self-developing photographs present numerous analog imperfections, but additional aspects make them distinctive.
Polaroids do not document the world faithfully. They create a new version of it through their own lighting schemes, colours, and softness; a quality associated with past technologies. All these aspects enhance the transient nature of subjects, such as boy counting in during a game of hide-and-seek (see picture).
The process of capturing an image can also draw from ‘missed opportunities’. These are subjects one comes across but does not photograph due to not having a camera at hand, or for fear of intrusion. A line of people coming down a hill, or visitors waiting like purgatorial souls outside a derelict hospital—such images are captured in the mind and their essence might be transferred into other shots.
Having the image in hand within minutes does not necessarily make the medium of instant photography unique, for even the photos themselves can change hues and mood with time. What does make it unique is its unpredictability and the challenge it poses when it comes to materialising intentions within the limitations of the medium. This makes the effort worth pursuing.
An image illustrates the relationship between a subject and its viewer. It is a perspective on the world, be it a printed photograph, a digital file, or a memory.
Find out more about Instants, published by Ede Books, here: http://bit.ly/2yCQLyV
Article and photographs by Charlo Pisani
Are we ready for self driving cars?
In 2016 a 40-year-old technology company owner called Joshua Brown was killed when his autopiloting Tesla Model S malfunctioned. Since then a number of other incidents have raised the problem of safety in and around autonomous cars. One potential solution is to connect cars together so that they can keep in constant touch, letting each other know exactly where they are and when to get out of the way. Another alternative is to have a human pilot the vehicle for part, or all, of the journey, reducing some of the fear associated with self-driving cars’ safety and giving rise to so-called remotely-piloted ground vehicles (RPGVs).
Because this idea needs a stable and constant Internet connection, I wanted to test if the current 4G network is fast enough for these cars to drive and function safely. Relying on a hefty amount of external data about pedestrians, other traffic, road layouts, and more makes things difficult.
At the Department of Communications and Computer Engineering, (Faculty of ICT, University of Malta [UM]), on a project led by Prof. Ing. Saviour Żammit, we created an RPGV by modifying a radio-controlled vehicle and used it to test the suitability and safety of 3G, 4G, and Wi-Fi networks.
Fast communication between driver and car is crucial for the safety of RPGVs. If information from the car takes too long to reach the driver, they won’t be able to react quickly enough to avoid obstacles and accidents.
On Wi-Fi networks, we found that when the connection moved from one base-station (the receiver-transmitter that serves as the hub of a local wireless network) to another, the handover took too long. This problem meant that whilst the connection was transferring, the video was lost, leaving the car blind. This is obviously dangerous and means that these networks are not safe enough for automated cars. 3G was not fast enough to transmit video in real-time.
The next step was to set up an outdoor racetrack to test the RPGV over the 4G network on UM grounds. We varied the networks’ signal delay and the camera’s range of view, then measured the lap times, distance travelled and road cones hit to calculate driving accuracy. Finally, we compared them to how accurate the drivers thought they were driving.
We concluded that 4G mobile networks allow adequate remote control of an RPGV, although the amount of delay left little room for error. A faster 5G network would be able to act quickly enough to avoid accidents, so self-driving cars will need to wait a bit longer before becoming a reality.
This research was carried out as part of the Masters of Science (Telecommunications) program, Faculty of ICT, UM, supported by GO plc and the Research Fund Committee of the UM.
Author: Clint Galea
Drawing with our eyes
Drawing can be defined as the active exploration of an individual’s mental imagery. John Berger described it as ‘an autobiographical record of one’s discovery of an event—seen, remembered, or imagined.’
The initial hunch for my research revolved around the idea of drawing with one’s eyes instead of hands by using an eye-tracker.
The approach intrigued me for three reasons. It allowed me to explore the notion that an artist’s skills are in his tools—his hands. The eye-tracker-based technique ‘levelled the playing field’ between artist and non-practitioner by removing hands from the equation. Secondly, through eye-drawing practice, I could also notice a shift in the drawing methods used. Normal drawing involves hand-eye coordination and a degree of intuitive eye movements. In ‘eye-drawing’, these movements have to be suppressed into following contours along the observed worldview, while also restraining the impulse to refer to the accustomed curvilinear hand motions. All this feeds into the fact that eye-drawing cannot be regarded through the same approach as ‘normal’ drawing. Eye-drawn objects have a direct representation tied to their place and time of execution and acquire a technological aesthetic.
I explored these concepts in several experiments. I ran communal ‘life’ eye-drawing classes with first year students reading for an MFA (Faculty of Media and Knowledge Sciences, University of Malta [UM]). Their resulting visuals were surprisingly individualistic, highlighting their characters, a quality I observed to be constant throughout all eye-drawings.
Using an eye-tracker to draw led to some exciting possibilities. I tested a preliminary algorithm, developed by my colleague Neil Mizzi, (Faculty of ICT, UM) that ‘corrected’ an eye-drawing by comparing it to a real-world picture. The technique could be applied in future eye-drawing devices designed to help physically impaired individuals to draw from real-world images using just their eyes.
It can be argued that art is a subjective experience, both in its creation and perception. Eye-drawing can exploit this subjectivity revealing ‘signature’ gestures through a new way of looking.
This research was carried out as part of a Masters by research at the Department of Digital Arts, Faculty of Media and Knowledge Sciences, University of Malta (UM).