Women in science, do it with art

STEM subjects tend to intimidate, seeming inaccessible to the untrained eye. Dr Vanessa Camilleri, Dr Marie Briguglio, and Prof. Cristiana Sebu speak to Becky Catrin Jones about how they are challenging preconceptions by combining science and art at Science in the City, Malta’s national science festival.

It’s 2018. We live in a world where saliva samples sent out from the comfort of our own homes return to us with a sprawling outline of our ancestry and where some of the biggest social media influencers are robots. Despite this progress, utter the word ‘scientist’ and the outdated image of men in white lab coats still abound.

When advances in STEM (Science, Technology, Engineering, Mathematics) direct almost every aspect of life, why is it that so many still switch off the minute we mention science?

Researchers haven’t always had the best PR. In films and TV, science is often portrayed as a foreign language, gibberish to most. Real life is not always that much better, with some researchers needing to carry a jargon-busting dictionary around to translate what they study. To improve its reputation, we need a more creative approach that can break these stereotypes and bring science to the masses in a way that doesn’t send people running for the hills.

Science in the City (SitC), Malta’s science and arts festival, is the perfect opportunity for researchers at the University of Malta (UM) to bring their research to citizens in a way that doesn’t need subtitles.

Prof. Cristiana Sebu

Professor Cristiana Sebu (Department of Mathematics, UM) joined UM only three years ago, but has already made a firm mark. With a background in Applied Mathematics, she moved to the university as an Associate Professor, setting up a new course stream for undergraduate students in Biomathematics. Sebu’s interests lie in the practical applications of mathematics, particularly in biology, and in exploring how mathematics underpins essentially everything in life. ‘The links between mathematics and biology are strong,’ Sebu asserts. ‘We need to be able to make predictions and apply mathematical modelling to understand complex and intertwined biological systems such as signalling pathways in the body or ecosystems in the environment.’

That said, Sebu is still very aware that her love for mathematics is not often shared by the wider world. The word ‘mathematics’, however applied it might be, still strikes fear into the hearts of many. In an effort to counter this reaction and replace it with a more positive one, Sebu is joining the myriad of researchers at SitC and adding music to the mix.

‘Maths provides the building blocks and the structure of music,’ says Sebu. ‘Debussy, Mozart, Beethoven, and so many more used a mathematical pattern known as the Fibonacci Series in their scores.’ The Fibonacci sequence is an infinite pattern of numbers where the next number is the sum of the two previous ones, going from 1, to 1, 2, 3, 5, 8, where (1+1) = 2, (1+2) = 3, and so on. This sequence is closely related to what’s known as the Golden Ratio, an infinite number which can be found in so many examples throughout nature, from the composition of bee colonies to the shape of seashells and the patterns in sunflower seeds.

Debussy, Mozart, Beethoven, and so many more used a mathematical pattern known as the Fibonacci Series in their scores.

To highlight this elegance, Sebu has teamed up with jazz composer Diccon Cooper. The performance, entitled ‘Jazzing the Golden Ratio’, will feature presentations of the Golden Ratio in art, the environment, and the human body, accompanied by Fibonacci-inspired jazz music specially commissioned for the festival. Sebu herself will also be there, sharing her thoughts about the significance of this pattern in the world around us. ‘People see arts and science at odds, but the two are very much embedded in each other,’ Sebu states. ‘Hopefully we’ll be able to demonstrate the beauty of mathematics at Science in the City this year.’

Dr Vanessa Camilleri

The significance of this connection between arts and science is a notion shared by Dr Vanessa Camilleri (Faculty of ICT, UM). After working on a project combining Artificial Intelligence (AI) with behavioural studies at Coventry University, Camilleri found a niche research environment using immersive technology and design to influence our decisions and behaviours. Returning to the UM, she worked on a Virtual Reality (VR) headset allowing teachers to experience what it might be like for a child with autism in a classroom.

‘Unless you experience something, it’s very difficult to reach a deep level of empathy,’ Camilleri said of the idea behind the project. ‘We wanted to give [teachers] the opportunity to build new memories through VR, and help them understand the needs of the child in greater detail.’

For SitC this year, Camilleri is taking a different approach. The VR headsets are having the night off, and attendees will need nothing but their smartphones to see science brought to life in artistic form. Using Alternative Reality (AR) methods, she’s collaborating with artists Matthew Attard and Matthew Galea to bring a fourth Triton to the fountain for one night only through a project funded by Valletta 2018. By downloading the smartphone app, attendees will see the new fountain brought to life through their phones. In the build-up to the festival, the artists are using eye-motion tracking and heat mapping sensors on volunteers to see which bits of the current statue draw their attention. This is then translated into the final depiction, making the fourth Triton as eye-catching as the current three.

Prof. Cristiana Sebu

Lecturer Dr Marie Briguglio (Faculty of Economics, Management & Accountancy, UM) is also hoping to use art to bring her subject to life, albeit in a more sober manner. As a behavioural economist, Briguglio’s focus is on a population’s impact on environment and how we can police this. In particular, at SitC, she wishes to convey the ‘Tragedy of the Commons’—the notion that free or common assets such as public space or air are likely to be exploited by the masses due to sense of entitlement combined with lack of responsibility.

To do this, Briguglio recruited the expertise of Steve Bonello, a cartoonist with a political bent. ‘Working out how best to design environmental regulation underpins much of the research I am involved in. But it’s also very evident in many of the cartoons Steve draws,’ says Briguglio. ‘I soon realized that there was enough material to write a book.’ And so they did, combining the work of faculty with cartoons to produce the comic The Art of Polluting.

Home truths about how we personally damage the world we live in might not make for easy reading, but Briguglio hopes the fusion between arts and science will make this message easier to swallow. ‘It is intended to bring to light research on environmental pressures, status, and responses in a manner that is accessible and also fun.’ The book itself will be displayed as part of a larger instalment titled No Man’s Land, which will include a live action play, more detailed research, and even a free tree-planting stall.

Putting research on the main stage is no new concept to any of these three, and this year’s SitC is certainly not their first venture into science communication. The projects they’ve put forward have all stemmed from previous public engagement ideas. Camilleri worked with the same artists on an AR feature about Greek Mythology, and she regularly translates her research for mass media. A science communication event, Go For Research, which was spearheaded by the Faculty of Science and Directorate of Curriculum Management and aimed at the Junior Science Olympiads was where Sebu’s idea for highlighting the beauty of mathematics was born.

The passion for their subjects is infectious in all three researchers. Each one listed the prospect of inspiring their audience as their top goal for the festival. Shaking up science communication by presenting it in a way we wouldn’t expect, through musical maths, theatrical economics, and artistic AI, provides an opportunity for researchers and citizens alike to see science through a new lens. One where progress seems brighter and kinder.

  Author: Becky Catrin Jones

Escape the (Virtual) Room!

 

Natalia Mallia

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

Designing the factory of the future

With consumer demand reaching new highs, automation in industry is essential. Dr Ing. Emmanuel Francalanza writes about his contribution to streamlining the complex factory design process for contemporary engineers.

From smartphones, to smartwatches, smart cars to smart houses, intelligent technology is inescapable. Busier people have made efficiency a valuable currency and thus the ‘Internet of Things’ (IoT), and its plethora of connected devices, has become a necessary part of everyday life. The application of this model goes way beyond the regular consumer, however. Continue reading

An Automatically Tailored Experience

Digital games need to keep players engaged. Since games are interactive media, achieving this goal means that game designers need to anticipate player actions to create a pre-designed experience. Traditionally, developers have achieved this by restricting player freedom to a strict set of actions thereby curating player experience and ensuring the fun factor. However, games are taking a different route with more users making their own content (User Generated Content, UGC) through extensive creativity tools which make it hard to predict player experience.

Vincent E. Farrugia
Vincent E. Farrugia

To overcome these challenges Vincent E. Farrugia (supervised by Prof. Georgios N. Yannakakis), merged game design and artificial intelligence (AI). He developed a software framework for handling player engagement in environments which feature user generated content and groups. The three pronged solution tackles problems during game production, playing the game itself, and making sure the framework is sustainable. To maintain engagement within groups he analysed data for a particular person within the group but also patterns common across the whole group. Farrugia created software tools, autonomous AI aids, and tools to test and support the framework.

The software framework is made up of inter-operating modules. Firstly, an engagement policy module allows designers to specify theories to express their vision of positive game engagement. Player modelling then shapes this backbone to specific player engagement needs. The module can autonomously learn from player creations as reactions to game stimuli. Individual and group manager modules use this mixture of expert knowledge, AI learnt data, and player game-play history to automatically adapt game content to solve player engagement problems. This procedural content generation (PCG) is tailored for a specific player and time.

The framework’s abilities were showcased in a digital game also developed by Farrugia. Various technologies were incorporated to encourage player creativity in group sessions and to enhance networking. The setup also allowed the AI to quickly learn from each player via parallelism. Initial testing used a simulated environment with software agents. Preliminary testing on real players followed. The simulation was through a personality system to validate the underlying algorithms under various conditions. The resulting diverse game-play styles provide suggestions for AI model improvement. Farrugia is enthusiastic about future work for this AI framework and giving developers better tools to allow player creativity to flourish while maintaining positive game-play experiences. 


This research was performed as part of a Master of Science degree at the Institute of Digital Games, University of Malta. It was partly funded by the Strategic Educational Pathways Scholarship (Malta), which 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’.