Simple and Powerful: Start-Ups
Yasmine Gatt meets Dr David Darmanin, Founder and CEO of hotjar, who talks about how upcoming entrepreneurs can maximise the use of the virtual word to their advantage
Continue readingRobots in the Classroom
Reuben Ferrante, a University of Malta Engineering graduate and founder of eeRoot, has developed a small robot called eeMod. eeMods are built from only two modules stacked on top of each other. The bottom module is a ‘sensor hub’ that can sense the environment around it. It does so through connections (wifi, bluetooth, USB, microSD card slot), several sensors (gyroscope, accelerometer, light sensors), and a bit more wizardry. The second module is the controller, or brain. Its programmable controller is entirely compatible with the Arduino platform—a standard used worldwide. A set of wheels let’s the eeMod zip around.
Because the robot’s brain is empty by default, it can be hooked up to a computer to upload data. eeMods understand complex instructions and can utilise their senses to act accordingly. Users can start programming by using a very simple Arduino compatible drag and drop interface, and later make the transition to writing their own code. Having all that technology in one sleek package is one of the their unique selling points. Although eeMods were originally designed to streamline the scientific workflow in robotics, it is receiving a lot of attention from educational institutions. The robot’s simplicity allows it to be uses in schools giving children early insight into robotics. Ferrante has received multiple requests to provide a syllabus paired to the eeMods and tailored to Malta’s educational system.
Sphero is another miniature classroom robot, but looks very different from an eeMod. The company SPRK provides a near indestructible ball that can move around via various motors at its core. Recently the developers made it possible to programme Sphero through a smartphone app. For some quick fun the ball can also be remote controlled using the same app. It can move across all kinds of surfaces, and even through water—the perfect classroom bot.
The robots approach education from different angles and target different age groups. eeMods are the perfect device to delve into the technology behind robotics and learn programming algorithms early, while Sphero is a nice toy to play around with, enabling even technophobe people to experience the miracle that robots are.
With an increasing presence in everyday life robots are here to stay, in one form or the other. Allowing children to get familiar with the technology early helps teach lifelong skills and inspire them for the rest of their life.
For more information visit the official eeRoots website.
This article first appeared in ‘Sounds of Science’ in the Times of Malta, May 22 2016.
Science, art, academia: Star Trek
The Star Trek academic symposium will be held at the Faculty of ICT, University of Malta, on 15 and 16 July 2016. This event will be a platform for both academics from various disciplines as well as Star Trek fans to meet and explore the intersection between the humanities and the sciences. There will be inspirational presentations from national and international speakers, with the programme tailored to attract a wide audience. Contributors will be encouraged to explore contemporary issues in medicine, science, and technology as well as philosophical, psychological, and sociological issues connected with the science fiction entertainment franchise Star Trek.
A similar symposium was held in 2014 and which proved to be a worldwide first that successfully drew participation from many international scholars including American philosopher Jason Eberl, UK-based neonatologist and ethicist Neena Modi.
As a result of its success, this second event that marks the 50th anniversary from the launch of Star Trek: The Original Series is being organised. The event will be held under the auspices of the Humanities, Medicine and Sciences Programme (HUMS), a University of Malta programme set up to explore and encourage the interfaces between the humanities, medicine, and sciences. The Science Fiction Symposium will appeal to scientists and fans of science fiction alike..
For more information, visit the website.
Mobile Air Quality Laboratory (MAQL)
The Mobile Air Quality Laboratory (MAQL) is the first of its kind on the Maltese Islands. Run by a team of geoscientists at the University of Malta, the MAQL can assess the quality of the air by continuously monitoring particulate and gaseous air toxics.
The particulates it can detect vary in size. The finer particles (PM1 and PM2.5) are usually the most dangerous respirable fraction but the instrumentation can also measure coarser sized particles (PM4 and PM10). The suite of gaseous pollutants that can be checked are sulfur dioxide, oxides of nitrogen, carbon monoxide, ozone, Volatile Organic Compounds (VOCs), organic and elemental carbon, and radon.
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The MAQL is able to compare the air in indoor and outdoor spaces while recording meteorological conditions onsite. The comparison helps scientists understand from where the pollution originates. Is there so much pollution in our environs because of all the cars outside our window? Or is it because of the new sofa the family next door just bought? Or perhaps it is a result of the redecoration the building down the road recently underwent. Such data is vital for scientists to be able to figure out the root of a problem, to create a model of personal exposure to the pollutants, and to develop safer measures for the general public.
The MAQL facility will help scientists develop a clearer picture of the indoor air quality across the Maltese Islands. It will help other scientists interpret older data, and enable them to design new studies. Medics can match such data with population studies and assess disease rates around Malta. The MAQL can determine the sources of pollution inside buildings with the help of lifestyle and meteorological data, providing enough information for the construction of dwellings which have cleaner and safer air for everyone.
Malta Global Game Jam
Indie games are seemingly unstoppable. As mainstream blockbuster AAA games stutter, new niches are opening up with nearly half of gamers being female and mobile revenue increasing rapidly. In Malta, an important piece in the indie game developer puzzle is the Malta Global Game Jam, which brings coders, designers, artists, writers, and other creatives together to create a game from scratch in just 48 hours.
Run in Malta by the Institute of Digital Games since 2013, the yearly event has grown considerably since its inception, pulling an international crowd from all over Europe. The January event this year included London-based games and pop-culture writer Philippa Warr and Milan-based indie design duo We are Müesli.
After keynotes and workshops to hone participants’ skills, 14 different games were created. The worldwide theme was ‘ritual’. In third place was the create-your-own-god game, Godowbows, and the self-explanatory non-fun game, IKEA supply assistant. In second place the beautifully designed The Passage immersed players into an ancient temple’s rite of passage. Hashtag Master Race won the local event with a game about angels and demons. Internationally over 28,000 people participated.
Apart from a fun weekend, the event is an opportunity for one to practice and learn skills, to build networks and, in a few cases, build promising new IP (Intellectual Property). Participants form a small indie development team every year. Back in the 2013 Malta Global Games Jam, the game And Then We Held Hands saw success and as it was distributed internationally following a $60,000 Kickstarter campaign. The experience can be used to help those already in the industry, or for those wishing to enter the industry, gain confidence to make more indie games or for them to join a big company with proven experience.
Intense events like this play a vital role in the building of a local game development scene that can soon see Malta join its international peers in producing top-notch, international and lucrative games.
Transform everything
Digital technology opens up new possibilities for the visual arts. It allows artists to go beyond the traditional constraints of art. Sculpture is a centuries-old tradition reliant on the relationship between the artefact, and its material and space around it. In the past, sculpture was confined to being a physical act; it produced three-dimensional tangible objects that had little to do with the digital world.
But this is just one side, if you would forgive the pun, to sculpture. Sculpture can be viewed as a mental process. It is the act of remediating things, or rather reassigning meaning to objects. Marcel Duchamp’s infamous sculpture ‘Fountain’ (1917) is perhaps a perfect example of this. Meaning is a social and cultural construct created through interactions by people with the objects and their environment. Since meaning is fabricated by society, then it stands to reason how the same objects have held multiple interpretations through time.
Matthew Galea (supervised by Dr Vince Briffa) explored these social and cultural constructs to create novel artworks. To do so, he employed skills from different disciplines including drawing, painting, sculpture, music, and the other performing arts. But instead of expressing them individually he fused them into one art form. The various art forms could be experienced collectively, for example, as a musical instrument, or a painting, or even through movement.
The multidisciplinary approach also allowed Galea to investigate chemistry and physics as ways of generating content and engaging with the artefact. Galea produced an art installation that made use of the night sky, which itself has held multiple interpretations by humankind throughout time. The artwork transformed movement into audio and visual content.
Thanks to his research, Galea helped show how hyperdisciplinary artefacts that fuse various art forms are possible through digital technology. Computers can transform data into an image, audio, or text. Software can transform anything. Digital technology can enhance artworks’ interactivity with the audience, making visitors part of the artwork.
To see the project’s outcome visit the website.
This research was performed as part of a Master of Fine Art in Digital Art which Matthew Galea completed at the Faculty of Media and Knowledge Sciences (MaKS), University of Malta. It is partially funded by Master it! scheme. 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’.
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