The School of Games

cassi-camilleri

In ancient times games played an integral role in society. Whilst in today’s hyperlinked world, games have evolved into complex, sophisticated mechanisms that enthral millions. Now, however, games are dismissed as trivial, and of no real value. But is this really the case? Cassi Camilleri meets the research team gamED from the University of Malta to find out.

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Making 3D multi-view TV a reality

Research in 3DTV has been active for the past decades. Its popularity is growing rapidly driven by market forces and new technologies that are bringing down costs enabling a more widespread distribution. Normal 3D video uses only one camera to generate two video streams for each eye. Multi-view video allows the viewer to choose which angle they want to watch (pictured).

Multi-view video needs to process huge amounts of data since it needs to transmit many different camera angles of the same scene. If the 3D videos are being streamed in real time, the processing power needs grow even further. To reduce computer processing the multi-view plus depth concept was introduced. Using this idea not all the alternative videos are used. Instead a few are selected and the angles in between are filled using sophisticated computer algorithms. The challenge with this approach is to generate high quality videos at different angles whilst keeping the amount of data transmitted as low as possible.

To attempt to overcome these problems, Maverick Hili (supervised by Dr Ing. Reuben Farrugia) analysed the current state-of-the-art video coding standard called H.264. The idea is to compress the amount of data which is transmitted without losing video quality. To achieve a better compression, the depth information in a video was represented with a few parameters. The receiver then has to use these parameters to reconstruct the original depth information. Hili managed to improve compression using this technique, an important step to be able to stream live 3D video into our homes.

This research was performed as part of Masters in Telecommunications within the Faculty of ICT at the University of Malta. It was 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 IICohesion Policy 2007–2013, “Empowering People for More Jobs and a Better Quality Of Life”.

Onirim

BoardGame-Review

Solo board games are a funny business. First of all, nobody can catch you cheating. The temptation of closing an eye to a few little mistakes or ‘forgetting’ a rule are alluring. Second, you have nobody to rub the wrong way when you make a good move. Third, there’s nobody to beat. Board games initially strike us as a multi-player group affair, but solo games do exist. We have all played solitaire.

Onirim is a one-player card game. Although two people can play co-operatively I like it best solo. In Onirim you play as a ‘Dreamwalker’: a person stuck in a dream trying to find his way out before he is consumed by his own nightmares. To escape you must assemble a total of eight doors before the deck runs out. If it does you’re in trouble and stuck forever (till the next game).

By playing cards you move from room to room inside a labyrinth. When you manage to play three rooms of the same colour consecutively, a door of that colour ‘appears’, as in, you search for one inside the deck.

‘Hah, sounds easy!’ you might say. ‘Hah, you’re wrong’. There are nightmare cards, and nightmare cards are… horrible. You can only play one card per turn, and you might have a cunning plan set up cheerfully in your hand, but then a ‘nightmare’ happens, and you need to discard all your cards, and start over. Thankfully, the ‘nightmares’ can be dodged. Prophecies allow you to see the future, while keys negate a ‘nightmare’s’ effects.

I like Onirim. It is different, has gorgeous art, and is wonderfully balanced. The only downside is that it is out of print. But worry not, Dreamwalker! Onirim will be reprinted this year and you can get your dreamy paws on it… soon enough.

This article forms part of The Gaming Issue

Why so Serious?

How do you help school children handle fights, bullying, and other conflict properly? You build a game, of course, and you let children take on different roles in a village. But how does that lead to resolving conflicts? Ashley Davis met researchers Prof. Rilla Khaled and Prof. Georgios N. Yannakakis to find out more

Do you chuckle at the thought of a serious game? The phrase is an oxymoron. How can a game be serious? Games are meant to be fun, frivolous, a way to pass the time. Or else you sometimes hear that games are anything but frivolous. That video game violence in particular is a threat to social order. The idea that games can be used to advance human understanding about the world, and that they can help us to teach, train, or motivate people in some way, is something that still needs to enter our mentality.

Designing games to explore research questions and to solve real world problems is actually a very important aspect of games research, an area of applied research that now has a strong presence at the University of Malta with the establishment of the Institute of Digital Games. Researchers from the Institute work on European-funded projects to create games that tackle serious problems affecting children and adults alike.

Village Voices has been voted the best learning game in Europe at the 2013 Serious Game Awards

Prof. Rilla Khaled and Prof. Georgios N. Yannakakis are two researchers now based at the Institute of Digital Games who work on serious game projects. Khaled’s work focuses on serious game design, while Yannakakis is a specialist in artificial intelligence and computational creativity. Computational creativity tries to build upon the latest technological innovations in human–computer interaction that enable computers to act intelligently to some aspects of human beings. These two areas, game design and game technology, represent a large part of the teaching and research strengths of the Institute.

One game that Khaled and Yannakakis recently helped develop is Village Voices which has been voted the best learning game in Europe at the 2013 Serious Game Awards. It was developed as part of the SIREN project, an FP7-funded interdisciplinary consortium made up of researchers from Malta, Greece, Denmark, Portugal, the UK and the US, along with Serious Games Interactive, a Danish Games Studio.

Let’s take a look at what makes a serious game and think about what made the project a success and what didn’t work so well.

The serious side of Village Voices aims to help school children learn conflict resolution skills. Players take on the role of one of four interdependent villages that are situated in a farm setting and given various quests to complete. Sitting side-by-side at separate computers, they may collaborate, share resources and help each other, or they may spread rumours and steal from each other. Much like any playground setting, children can play nicely, or they can be bullies.

The purpose of the SIREN project was to apply the latest advancements in game technology to the creation of serious games. The brief focused on innovations in procedural content generation, an area of artificial intelligence that automatically builds game elements like game levels or quest structures that would otherwise need to be designed manually. Another part of this innovative technology is detecting the emotions of players. Physiological responses can be measure through various tech like Electroencephalographic (EEG) sensors that can be used to detect a person’s emotional state directly by reading their brain’s electrical signals. Virtual agents were another technology that interested the research team. These agents are believable non-player characters that interact with the player with perceived intelligence.

The idea was to then create a game that would adapt to player behaviour, using emotion recognition tools to create an individual experience for each player. The decision to focus the game on teaching children about conflict resolution came later. Rather than to create a game about bullying behaviour, which is what a lot of people think of when they picture conflict between children, the research team wanted to explore the kinds of everyday conflicts that take place in school-yards. Friendship disputes, differences in opinion, and arguments over the possession of classroom items might seem trivial to adults, but they are important problems for children for whom school is their entire world. The SIREN consortium envisioned a game where players could experience and resolve conflicts in a dynamic setting. 

Some people who make serious games say that the serious application of the game should take precedence over fun. They say that serious games should offer players a safe environment to try out new behaviours. Khaled disagreed with this approach to game design. ‘Serious game experiences need to feel real and not trivial. Otherwise why would we then use them to raise a mirror to reality?’

Village Voices allows actions that teachers might find surprising. Players can be destructive in that world. They can steal from each other. The game gives aggressive players a noose with which to hang themselves. Knowing that the person whose labours you just destroyed, or who stole the items you were collecting, is sitting right there next to you intensifies the game’s emotional experience. Exchanges can become heated between players. It is these kinds of heated exchanges that often makes games fun.

Some of the characters children can play in Village Voices
Some of the characters children can play in Village Voices

Games are usually poor at provoking emotional responses. Village Voices does exactly that. Khaled told me about one session in a British classroom (the game was tested across Europe). A female student had such an upsetting experience that she cried. After reflecting on the incident with her teacher, the researcher, and the other players, the girl later returned to play again. Khaled thought this was a breakthrough learning moment for the student.

So Village Voices is a good learning tool, and it is also fun to play. But how successful was the team in applying game technologies like procedural content generation and emotion detection to its design? Khaled said that the experience of designing a game primarily for the purpose of testing technological innovations was the hardest part of the project. You might think that the role of a game designer is to work out the best solution to a problem given the technologies at hand. However, when the application of technology is the problem, the relationship between design and technology is more complex. Khaled said that the need to include particular game technologies in the design of Village Voices created a situation much like a rock band that needs to accommodate a peripheral member, such as a violin player. ‘While the violin player is not core to the project, the whole project needs to be compromised in some way in order to show off the violin player’s skills. It is not clear that the violinist is going to help the band make a new hit song, but it is clear he has to be there. So the band tries to find the violin player’s most positive qualities because he has got to be there.’

In Village Voices, the violin player’s best qualities are adaptive technologies that make the player experience more personalised. Because support for emotion detection plug-ins was never actually included in the final prototype, the game instead asks players directly how they feel about events in the game and introduces variations to the player experience according to their responses.

So far we have seen that Village Voices was successful according to the popular opinion of game-design peers at the European Serious Games — it won an award. We have also seen anecdotally that it is a provocative, if not fun game, based on the British student’s emotional response. But what does the SIREN team think about the game?

You cannot sit a child down in front of a computer and hope that they will magically learn something

According to Khaled, it can be difficult to implement learning games in classroom settings, and even more difficult to properly evaluate them. Project funding usually runs dry after around three years, and games take most of that time to develop. Gaining access to schools is also difficult. The game is a good fit for classes like social studies that are often held only once or twice a week. Together with the problem of semester breaks and short evaluation periods, as well as the tendency for teachers to have access to only a few computers often equipped with obsolete hardware, researchers would rarely see students engage with Village Voices over a long period of time. All these things place limitations on the design, testing, and evaluation of games for research purposes.

Rigorous evaluation is important as, ultimately, learning games are not black box tools. You cannot sit a child down in front of a computer and hope that they will magically learn something. That vital learning moment comes when players discuss their in-game experiences. As Khaled explained, ‘Playing the game is just half the experience. The other half is the subsequent discussion of the game experience.’

Given that discussion is so essential to the evaluation process, and that it is so difficult to get a sample of those discussions in a research setting, I asked Khaled if it was possible to turn the discussion into a game as well, to include it as part of the package. Khaled mentioned the meta-game, the part of the game where a player is both playing and watching themselves play the game. It is in the meta-game that players achieve the highest level of reflection. It works well as a kind of after-game discussion, a debriefing for players as they leave behind the conflicts of the game world and return to the everyday life of the school-yard; but Khaled added that of course it could be turned into a game. Achieving this level of reflection in the game package itself is just another challenge for the designers of serious games. 

The Institute of Digital Games at the University of Malta offers world-class postgraduate education and research in game studies, design, and technology. The inter-disciplinary team includes researchers from literature and media studies, design, computer science and human-computer interaction. Visit game.edu.mt or contact Ashley Davis (ashley.davis@um.edu.mt) for information about the Institute’s Master of Science (taught or by research) and Ph.D. programmesThis article forms part of The Gaming Issue.


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Some SIREN Gameplay Shots

Mirrorless Revolution

Tech Review

About 2 years ago I was faced with a tough camera choice. I had been a Canon user for years having used a number of their DSLRs (a professional camera) and amassed more lenses than I needed.

Nevertheless, mirrorless cameras were starting to interest me with their attractive features. I loved the idea of carrying a lighter, compact camera with DSLR capabilities.

Ok, some explanations for the less geeky: film SLRs required a mirror. The mirror diverts the image to the viewfinder (where your eye can look through) but moves out of the way to expose the film when taking a picture.

Digital SLRs making use of an optical viewfinder still require a mirror. However, there is an alternative. A small display can replace the optical viewfinder. The main advantage being that eliminating the mirror allows for smaller and lighter cameras. There are disadvantages. Older electronic viewfinders are of low quality — a problem that is disappearing with the latest cameras such as Sony’s NEX, Olympus OM-D and Fuji X ranges.

Another disadvantage is focusing speed. Mirrorless cameras adopt slower contrast detection methods rather than the phase systems found on DSLRs. Such problems are being addressed through on-chip phase detection in the Nikon 1 cameras.

Finally, the smaller sensor size of mirrorless cameras reduces the camera’s image quality. Again, Sony’s new cameras, the Alpha 7 and 7R, provide full-frame sensors in a small and sturdy body .

With the ever-increasing range of high quality lenses for mirrorless cameras, it is tough to ignore them when choosing a new camera. I now find myself picking up my mirrorless camera, rather than my DSLR, more and more often.

The Bright Side of Life

Alu_AngeloDalli

My passion in life is succeeding at building competitive and highly competent teams of people who are driven by a common vision towards success, in other words, setting up successful companies. I am a serial entrepreneur with an almost fanatic obsession for using IT and sound business sense to create disruptive solutions in various industries, including the transportation, entertainment, gaming and big data analysis fields.

My interest in IT started when developing small applications as a teenager in secondary school, selling my first program within a few months for a very tiny amount of money. I spent it the following weekend. Soon after, I took Computer Science seriously and ended up representing Malta in various international events. In 1995, when I was 16 years old, I won Malta’s first-ever bronze medal at the International Olympiad in Informatics (IOI). Five years later, I graduated from the University of Malta with a Bachelor’s degree in IT and a Master’s degree in Computational Linguistics. Then, I moved to the UK, where I read for a Doctorate in Computer Science and Search Engine Technology from the University of Sheffield while working for various European Union research projects.

In the UK, I set up one of my first companies. A few years later it became Traffiko, an Intelligent Transport Systems solutions company with offices in the UK, Malta, and Australia. I also wrote proposals that were funded by the UK Joint Research Council and the UK Ministry of Defence Science and Technology Lab (DSTL). Additionally, I published and presented over 23 peer-reviewed papers and journal articles. Around 2005, I built a cluster of servers that copied all text on the Internet to test search engine technology.

In the past decade, I have been focusing on setting up successful IT companies in multiple countries, dealing with the challenges of managing operations in different time-zones and people with different cultures and training. My current businesses all largely employ Maltese IT professionals. They include gaming platforms, cloud-based data-mining and next generation people-sourcing platforms.

The importance of having a diverse skill set and an open mind is also something that leads to career excellence and personal satisfaction. I believe that Malta offers a good base of IT professionals who can achieve brilliant results within the right framework.

I am currently a member of the European Business Angel Network (EBAN). The network helps provide access to early stage finance to entrepreneurs with great ideas that need seed funding, mentoring and guidance.

A good foundation in technology, engineering, and science subjects gives the right analytical and logical analysis skills. They are useful in development and solving issues encountered by IT and technology entrepreneurs — from formulating a business plan to turning a start-up company into an IPO (a company that can be launched on the stock market) in a planned manner.

IT skills should always be coupled with a sense of appreciation for business needs. Entrepreneurs need a healthy dose of optimism and inquisitive curiosity tempered by a logical, practical approach. This philosophy has always been my vital skill set for success.

High-tech Test Bed

Prof. Alexiei Dingli

Size can be both a limitation and an opportunity, depending on how you look at it. My idea is to turn Malta into a high-tech test bed. Malta has all the complexities of modern countries: high density, traffic, etc. yet it is tiny, manageable and low cost compared to most countries in the western world. What if we invite companies to come here, test their systems, and then once they’re happy they could implement them in larger countries? We could easily introduce an Intelligent Traffic Management System, Ambient Assisted Living in all the homes; basically the sky is the limit!

Pale Machine

Game Review_Costantino

Pale Machine2Our idea of digital games certainly doesn’t fit Pale Machine. The latest work of Ben Esposito — a multimedia artist based in Los Angeles — comprises a physical CD with eight songs and eight wacky game experiments that accompany every track  on the album. The title track (or game) is a sequence of absurd vignettes: first you are somehow controlling a bottle rolling on a desk. A few seconds after, you are awkwardly maneuvering a hyper extendable tongue, which soon enough will occupy the whole screen. The game then proceeds to completely change the controls, and now you become a giant hand floating in the sky of a suburb.

It is hard to grasp, but Pale Machine is a tribute to many other works: games like WarioWare and Keita Takahashi’s Katamari Damacy and Noby Noby Boy. One can also hear echos of Japanese electronic musician Nobukazu Takemura, as well of the chiptune band YMCK. But the uniqueness of Pale Machine is in its ability to join together interaction design and music composition. It provides an intense and inspiring experience, perfectly appropriate for an artistic setting.

http://bo-en.info/URLpalemachine.html

pale

Stalking E.T.

AlessioMagro
There are over 100 billion galaxies in our universe. Each galaxy has billions of stars. Each star could have a planet. Planets can breathe life. Alessio Magro writes about his experience hunting for E.T. Illustrations by Sonya Hallett

 

In 1982, 4 years before I was born, the world fell in love with Spielberg’s E.T. the Extra-Terrestrial. Fifteen years later, the movie Contact, an adaptation of Carl Sagan’s novel, hit the big screen. Although at the time I was too young to appreciate the scientific, political, and religious themes I was captivated and it fired my thoughts. I questioned whether we are alone in this vast space. What would happen if E.T. does call? Are we even listening? If so, how? And, is it all a waste of time and precious money? Instead of deflating me, these questions inspired me to start a journey that led me to my collaboration with SETI, the Search for Extra Terrestrial Intelligence. I participated in ongoing efforts to try and find intelligent civilisations on other worlds.

The debate on whether we are alone started ages ago. It was first debated in Thales,  Ancient Greece. Only recently has advanced technology allowed us to try and open up communication channels with any existing advanced extraterrestrial civilisations. If we do not try we will never answer this question.

For the past fifty years we have been scanning the skies using large radio telescopes and listening for signals which cannot be generated naturally. The main assumption is that any advanced civilisation will follow a similar technological path as we did. For example, they will stumble upon radio communication as one of the first wireless technologies.

SETI searches are usually in the radio band. Large telescopes continuously scan and monitor vast patches of the sky. Radio emissions from natural sources are generally broadband, encompassing a vast stretch of the electromagnetic spectrum — waves from visible light to microwaves and X-rays — whilst virtually all human radio communication has a very narrow bandwidth, making it easy to distinguish between natural and artificial signals. Most SETI searches therefore focus on searching for narrow band signals of extraterrestrial origin.

Narrow bands are locked down by analysing a telescope’s observing band — the frequency range it can detect. This frequency range is broken down into millions or billions of narrow frequency channels. Every channel is searched at the same time. SETI searches for sharp peaks in these small channels. This requires a large amount of computational resources, such as supercomputing clusters, specialised hardware systems, or through millions of desktop computers. The infamous SETI@home screen-saver extracted computer power from desktops signed up to the programme, which started as the millennium turned.

E.T. civilisations might also transmit signals in powerful broadband pulses. This means that SETI could search for wider signal frequencies. However, they are more difficult to tease apart from natural emissions, so they require more thorough analysis. The problem is that as broadband signals — natural or otherwise — travel through interstellar space they get dispersed, resulting in higher frequencies arriving at the telescope before lower ones, even though they both were emitted at the same time. The amount of dispersion, the dispersion gradient, depends on the distance between the transmitter and receiver. The signal can only be searched after this effect is accounted for by a process called dedispersion. To detect E.T. signs, thousands of gradients have to be processed to try out all possible distances. This process is nearly identical to that used to search for pulsars, which are very dense, rapidly rotating stars emitting a highly energetic beam at its magnetic poles. Pulsars appear like lighthouses on telescopes, with a regular pulse across the entire observation band.

For the past four years I have been developing a specialised system which can perform all this processing in real-time, meaning that any interesting signals will be detected immediately. Researchers now do not need to wait for vast computers to process the data. This reduces the amount of disk space needed to store it all. It also allows observations to be made instantaneously, hence reducing the risk of losing any non-periodic, short duration signals. To tackle the large computational requirements I used Graphics Processing Units (GPUs) — typically unleashed to work on video game graphic simulations — because a single device can perform tasks of at least 10 laptops. This system can be used to study pulsars, search for big explosions across the universe, search for gravitational waves, and for stalking E.T..

The Electromagnetic Spectrum. Higher frequencies mean higher energies but shorter wavelengths. X-rays and Gamma rays are on the higher end of the spectrum making them so dangerous.
The Electromagnetic Spectrum. Higher frequencies mean higher energies but shorter wavelengths. X-rays and Gamma rays are on the higher end of the spectrum making them so dangerous.

E.T. we love you

Hunting for planets orbiting other stars, known as exoplanets, has recently become a major scientific endeavour. Over 3,500 planet-candidates were found by the Kepler telescope that circles our planet, about 961 are confirmed. Finding so many planets is now leading scientists to believe that the galaxy is chock-full of them. The current estimate: 100 billion in our galaxy, with at least one planet per star. For us E.T. stalkers, this is music to our ears.

Life could be considered inevitable. However, not all planets can harbour life, or at least life as we know it. Humans need liquid water and a protective atmosphere, amongst other things. Life-supporting planets need to be approximately Earth-sized and orbit within its parent star’s habitable zone. This Goldilocks zone is not too far away from the sun, freezing the planet, or too close to it, frying it. These exoplanets are targeted by SETI searches, which perform long duration observations of exoplanets similar to Earth.

“The big question is: where do we look for E.T.? I would prefer rephrasing to: at which frequency do we listen for E.T.?”

By focusing on these planets, SETI is gambling. They are missing huge portions of the sky to focus on areas that could yield empty blanks. SETI could instead perform wide-field surveys which search large chunks of the sky for any interesting signals. Recent development in radio telescope technology allows for the instantaneous observation of the entire sky, making 24/7 SETI monitoring systems possible. Wide-field surveys lack the resolution needed to figure out where a signal would come from, so follow-up observations are required. Anyhow, a one-off signal would never be convincing.

For radio SETI searches, the big question is: where do we look for E.T.? I would prefer rephrasing to: at which frequency do we listen for E.T.? Imagine being stuck in traffic and you are searching for a good radio station without having a specific one in mind. Now imagine having trillions of channels to choose from and only one having good reception. One would probably give up, or go insane. Narrowing down the range of frequencies at which to search is one of the biggest challenges for SETI researchers.

The Universe is full of background noise from naturally occurring phenomena, much like the hiss between radio stations. Searching for artificial signals is like looking for a drop of oil in the Pacific Ocean. Fortunately, there exists a ‘window’ in the radio spectrum with a sharp noise drop, affectionately called the ‘water hole’. SETI researchers search here, reasoning that E.T. would know about this and deliberately broadcast there. Obviously, this is just guesswork and some searches use a much wider frequency range.

Two years ago we decided to perform a SETI survey. Using the Green Bank Telescope in West Virginia (USA), the world’s largest fully steerable radio dish, we scanned the same area the Kepler telescope was observing whilst searching for exoplanets. This area was partitioned into about 90 chunks, each of which was observed for some time. In these areas, we also targeted 86 star systems with Earth-sized planets. We then processed around 3,000 DVDs worth of data to try and find signs of intelligent life. We developed the system ourselves at the University of Malta, but we came out empty handed.

 

 

A camera shy E.T.

Should we give up? Is it the right investment in energy and resources? These questions have plagued SETI from the start. Till now there is no sign of E.T., but we have made some amazing discoveries while trying to find out.

Radio waves were discovered and entered into mainstream use in the late 19th century. We would be invisible to other civilisations unless they are up to 100 light years away. Light (such as radio) travels just under 9.5 trillion kilometres per year. Signals from Earth have only travelled 100 light years, broadcasts would take 75,000 years to reach the other side of our galaxy. To compound the problem, technology advances might soon make most radio signals obsolete. Taking our own example, aliens would have a very small time window to detect earthlings. The same reasoning works the other way, E.T. might be using technologies which are too advanced for us to detect. As the author Arthur C. Clarke stated, ‘any sufficiently advanced technology is indistinguishable from magic’.

The Wow! signal is a brief, strong radio burst of unknown origin detected by the Big Ear Telescope, SETI search, 1977. If it originated from deep space, it could either be a new astrophysical phenomena or an alien signal.
The Wow! signal is a brief, strong radio burst of unknown origin detected by the Big Ear Telescope, SETI search, 1977. If it originated from deep space, it could either be a new astrophysical phenomena or an alien signal.

At the end of the day, it is all a probability game, and it is a tough one to play.  Frank Drake and Carl Sagan both tried. They came up with a number of factors that influence the chance of  two civilisations communicating. One is that we live in a very old universe, over 13 billion years old, and for communication between civilisations their time windows need to overlap. Another factor is, if we try to detect other technological signatures they might also be obsolete for advanced alien life. Add to these parts, the assumed number of planets in the Universe and the probability of an intelligent species evolving. For each factor, several estimates have been calculated. New astrophysical, planetary, and biological discoveries keep fiddling with the numbers that range from pessimistic to a universe teeming with life.

The problem with a life-bloated galaxy is that we have not found it. Aliens have not contacted us, despite what conspiracy theorists say. There is a fatalistic opinion that intelligent life is destined to destroy itself, while a simpler solution could be that we are just too damned far apart. The Universe is a massive place. Some human tribes have only been discovered in the last century, and by SETI standards they have been living next door the whole time. The Earth is a grain of sand in the cosmic ocean, and we have not even fully explored it yet.

“Signals from Earth have only travelled 100 light years, broadcasts would take 75,000 years to reach the other side of our galaxy”

Still, the lack of alien chatter is troubling. Theorists have come up with countless ideas to explain the lack of evidence for intelligent alien existence. The only way to solve the problem is to keep searching with an open mind. Future radio telescopes, such as the Square Kilometre Array (SKA), will allow us to scan the entire sky continuously. They require advanced systems to tackle the data deluge. I am part of a team working on the SKA and I will do my best to make this array possible. We will be stalking E.T. using our most advanced cameras, and hopefully we will catch him on tape.

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Carl Sagan’s Cosmos

Exoplanets Galore

The Sky’s Limits

Europe has a dream: a single European sky. By unifying its air traffic it wants to clean up its skies and make them safer. To find out how Dr Sedeer El-Showk interviewed researchers at the University of Malta

Sedeer El-Showk

Every day around 30,000 aircraft take to Europe’s skies. Choreographing this airborne dance is daunting. At the moment, it is orchestrated by the disparate air traffic management systems of each European country, with control handed over at border crossings. The aeronautics research team at the University of Malta is part of an ambitious EU project to change that by establishing a single European sky, enabling EU air traffic controllers to manage increasing amounts of traffic with greater safety, lower costs, and a reduced environmental impact.

A passion for flight

Ask Prof. Ing. David Zammit-Mangion (Department of Electronic Systems Engineering, UoM) what he loves and he will reply, ‘anything that flies’. He has come a long way since his childhood dreams of flight, when he would build model aeroplanes and scamper over fences to photograph real ones. Now he leads a major research team with an important role in Clean Sky, the EU’s €1.6 billion flagship project which aims to reduce the environmental impact of air transport.

Prof. Ing. David Zammit-Mangion
Prof. Ing. David Zammit-Mangion

The enthusiasm for flying never left Zammit-Mangion. As an adult, he eventually took to the skies himself, learning to fly during his doctoral research at Cranfield University in the UK, where he designed a cockpit instrument to monitor the take-off performance of aircraft. ‘My dream was to twin my passion with my profession,’ he said. It is a formula that has worked. Zammit-Mangion’s familiarity with commercial operations, safety procedures, and aircraft equipment has given his research an edge by enabling him to quickly estimate the cost and feasibility of different approaches. ‘When it comes to addressing problems, you need to have a very broad understanding of the whole industry,’ he says, and his hands-on industrial experience and hours logged in the cockpit have proven invaluable. Clean Sky is central to meeting the environmental goals embedded in the vision of a unified European sky. Launched in 2008, its goal is to reduce the excess noise and greenhouse gas emissions created by aeroplanes. Air transport is responsible for around 2% of global carbon dioxide (CO2) emissions, but traffic is expected to more than double by 2030. By improving air traffic management (ATM) and aircraft technology, the 600-member Clean Sky project aims to ensure that emissions increase at a slower rate than demand.

Clearing the air

Aeroplanes currently follow flight paths through set air corridors, which can make routes unnecessarily long. They also may have to climb or descend in stages and wait in a holding pattern at their destination. These inefficient practices increase the amount of fuel used, leading to higher costs and greater greenhouse gas emissions. Each kilogram of jet fuel burned releases roughly three kilograms of CO2 into the atmosphere, along with other greenhouse gases like nitrogen oxides. This happens high in the atmosphere, where these gases end up taking part in a variety of physical and chemical processes that cause them to have a greater environmental impact than they would closer to the ground. Given that many airliners burn around 50 kg of fuel per minute, even relatively small optimisations can have a significant impact.

“Each kilogram of jet fuel burned releases three kilograms of CO2 into the atmosphere, along with other greenhouse gases like nitrogen oxides”

Improving air travel routes is not a simple task. It is what engineers call a ‘multi-criterion, multi-parameter problem’. In other words, you have to balance lots of factors, like the type and mass of the aeroplane, weather conditions, route limitations, and air traffic control constraints. At the same time, you need to maximise performance on different objectives such as fuel use, flight time, and environmental impact. Zammit-Mangion describes it as ‘a very complex mathematical problem’. That sort of complexity might sound like a nightmare to most people, but it is just the sort of thing Ing. Kenneth Chircop thrives on. ‘My real love is for engineering mathematics,’ said Chircop. He studied engineering for his degree, but then his passion for mathematical challenges drove him to join the aeronautics research team. ‘At the end of the day, I wanted to do something heavy in mathematics again.’ As their contribution to Clean Sky, the team developed a software package called Green Aircraft Trajectories under ATM Constraints (GATAC) to help optimise flight routes. Instead of just performing a single optimisation, GATAC provides an optimisation framework which aircraft operators can use with their own models. By plugging in models of aircraft and engine performance, emissions levels, noise production, and so on, users can work out optimal air travel trajectories to match their constraints and conditions. The core software developed at UoM incorporates various models from different research partners, but users are also free to plug in their own models. Aircraft manufacturer Airbus uses GATAC with its own proprietary models. ‘It’s great to see that foreign partners look at us as equals,’ said Chircop. ‘They trust us to develop state-of-the-art technology. We have delivered, and they trust us to keep delivering. We’re really proud of that; it’s what makes us tick and want to do more.’

Air traffic over Europe. Courtesy of Flightradar.com
Air traffic over Europe. Courtesy of Flightradar.com
Dr Ing. Andrew Sammut
Dr Ing. Andrew Sammut

Bringing it home

This work has brought more than just international recognition to Malta; the country will also enjoy practical benefits. Kenneth Chircop is spear-heading Clean Flight — a national research project financed by the Malta Council for Science and Technology’s national research and innovation programme 2011 — to apply the lessons from Clean Sky to Maltese airspace. ‘Our impact on the national scene can be remarkable,’ said Chircop, describing the gains to be made by optimising the arrival and departure routes aeroplanes use at Malta airport. As an island nation, Malta relies heavily on air traffic to connect it to the rest of the world. In 2013, Malta International Airport saw over 30,000 arrivals and departures, up from roughly 26,000 only seven years ago. Despite this, its air traffic systems need an overhaul; while the technology is state-of-the-art, some of the procedures are out of date. For example, aeroplanes arriving and departing from an airport follow standard, published routes, called STARs (Standard Terminal Arrival Route) and SIDs (Standard Instrument Departures) respectively, which can simplify airspace management. ‘The SIDs in Maltese airspace were designed years ago when fuel was relatively cheap, and the impact combustion made on the environment was not given due importance,’ said Chircop, ‘and we don’t even have STARs.’ Updating these procedures presented a clear opportunity to reduce fuel use and greenhouse gas emissions in Maltese airspace. Together with their partner, Maltese aeronautics consultancy company QuAero Ltd, Chircop, Zammit-Mangion, and the rest of the team analysed the flight paths taken by aircraft in Maltese airspace and discovered that they were scattered and inefficient. They developed a tool to design and analyse the best arrival and departure routes for aeroplanes, which they used to calculate revised routes for Malta’s airport. Based on fuel savings estimates for the Boeing 737 and Airbus A320, the two most common aircraft in Maltese airspace, the new routes could save 465 tonnes of fuel for departing aircraft and 200 tonnes for arrivals every year. The fuel reductions mean less money spent and lower CO2 emissions in Maltese airspace. Not only does that directly benefit Malta’s environment, but it also offers indirect benefits by reducing the pressure on Malta’s carbon emission caps. In addition to improving the course followed by flights, the team has helped improve climbs and descents. Planes can approach the airport in many different ways: for example, a smooth, continuous descent, a series of steps interrupted by level flight, or a close approach at full altitude followed by a quick descent. Determining which approach is optimal is a dynamic problem that has to factor in the weight of aeroplane and its cargo, weather conditions, operational constraints, air traffic and so forth. Current optimisation methods try to balance flight time and fuel use, but do not take the other factors into account. The Clean Flight team developed a new approach using computer algorithms which can improve the efficiency of climbs and descents in around 10 minutes on a single computer. ‘So 15 minutes before departure, for example, an air traffic controller can calculate the optimal route for the flight at the current conditions,’ said Chircop. Altogether, this work could save 1,500 tonnes of fuel every year.

Ing. Kenneth Chircop
Ing. Kenneth Chircop

Upwards and onwards

The sky is the limit for this aeronautics team. As Clean Sky winds to a close, the EU is preparing to launch Clean Sky 2, and the UoM team will probably continue to play a significant role in the initiative. On the national front, the optimisation system developed in the Clean Flight project will be tested with actual flight trials over the coming months – a major step forward in a field where such tests are incredibly expensive and safety is always a paramount concern. According to Chircop, it is an indication that the potential benefits are large. ‘We’re pushing to get this technology into the field so we can see it making actual gains, instead of simply on paper,” he said. Meanwhile, the GATAC software package is already being used by key industrial players, according to Zammit-Mangion. Looking forward, it clearly has a scope beyond Clean Sky, and may even come to be used by other industries like maritime shipping, which faces similar problems. The team is also working on a project to test unmanned aerial vehicles (UAV) flying with commercial aircraft in an air traffic control environment. Although the UAV tech was developed in Italy, the Maltese team will test its operational aspects. If successful, the project could open the door to the integration of UAVs into the wider aviation community. The aeronautics team has put Malta on the map when it comes to aviation research, a major accomplishment for a nation with no significant track record in the field until ten years ago. ‘We’re well-established and recognised in European and global research circles,’ said Zammit-Mangion, describing the team’s success. With the network of partners they have built up and the quality of the team’s research, the future is looking up.

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Dr Sedeer El-Showk is a freelance science writer. He blogs at Inspiring Science and for Nature’s Scitable network.

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Documentary on Maltese researchers by Science in the City