Steam, Ships, and Emissions

Gozo lighthouse

Author: Chris Styles

On one of the highest spots in Gozo there proudly stands a lighthouse. Built in 1840, it continues to warn nearby ships away from the shallows. After a long night shift, the lighthouse has another crucial role to play. A team of researchers from the University of Malta, led by Prof. Raymond Ellul, has converted this historic piece of Malta’s heritage into a remote laboratory.

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Research runs in the family

Pressure vessels

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.

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Eyes 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.

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I am online

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.

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.

Inês Pimparel

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. 

Scanning electron microscope pictures of nanomaterials used in the project.

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 

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! 

Farrugia’s robots in action.

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.

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