Drawing with our eyes

Matthew Attard

Drawing can be defined as the active exploration of an individual’s mental imagery. John Berger described it as ‘an autobiographical record of one’s discovery of an event—seen, remembered, or imagined.’

The initial hunch for my research revolved around the idea of drawing with one’s eyes instead of hands by using an eye-tracker.

The approach intrigued me for three reasons. It allowed me to explore the notion that an artist’s skills are in his tools—his hands. The eye-tracker-based technique ‘levelled the playing field’ between artist and non-practitioner by removing hands from the equation. Secondly, through eye-drawing practice, I could also notice a shift in the drawing methods used. Normal drawing involves hand-eye coordination and a degree of intuitive eye movements. In ‘eye-drawing’, these movements have to be suppressed into following contours along the observed worldview, while also restraining the impulse to refer to the accustomed curvilinear hand motions. All this feeds into the fact that eye-drawing cannot be regarded through the same approach as ‘normal’ drawing. Eye-drawn objects have a direct representation tied to their place and time of execution and acquire a technological aesthetic.

I explored these concepts in several experiments. I ran communal ‘life’ eye-drawing classes with first year students reading for an MFA (Faculty of Media and Knowledge Sciences, University of Malta [UM]). Their resulting visuals were surprisingly individualistic, highlighting their characters, a quality I observed to be constant throughout all eye-drawings.

Using an eye-tracker to draw led to some exciting possibilities. I tested a preliminary algorithm, developed by my colleague Neil Mizzi, (Faculty of ICT, UM) that ‘corrected’ an eye-drawing by comparing it to a real-world picture. The technique could be applied in future eye-drawing devices designed to help physically impaired individuals to draw from real-world images using just their eyes.

It can be argued that art is a subjective experience, both in its creation and perception. Eye-drawing can exploit this subjectivity revealing ‘signature’ gestures through a new way of looking.

This research was carried out as part of a Masters by research at the Department of Digital Arts, Faculty of Media and Knowledge Sciences, University of Malta (UM).

Author: Matthew Attard

Usability – the frustrated user

Dr Conrad Attard

Today we can say ‘there is an app for everything.’ Android and iOS boast over 3.5 million and 2.2 million apps on their platforms respectively, each of them fulfilling a role, be it social, utilities, entertainment, gaming, productivity, commerce, and much more.

As users continuously feed personal and work-related information into their smartphones, from calendar entries to sign-ins at favourite restaurants, apps are becoming more personalised, learning more about their behaviour.

So what role does usability play in the digital world? The term usability is part of a broader term referred to as ‘user experience’. Usability assesses how easy it is for people to use interfaces. Developers are expected to create apps that people need, but they need to keep in mind that if that app is difficult to manoeuvre, their target audience will stop using it. From users’ perspective, too many apps these days are failing to add enough value, seeing adoption drop off quickly.

At the workplace, employees are expected to learn and use software applications. A lot of these are now available through mobile devices that need to be connected. However, studies conducted in different scenarios such as airport environments and healthcare show that people are struggling to adopt technology.

However, studies conducted in different scenarios such as airport environments and healthcare show that people are struggling to adopt technology.

Most people access apps related to public services on their smartphones and tablets so that they can submit e-forms and conduct work of that sort. Unlike with leisure apps and games, the choice in this field is limited to the apps provided by the public entities themselves. As a result, users or employees of companies become frustrated when apps are not designed effectively.

More usability experts are needed to improve the way apps are designed. Well-designed apps empower people, seeing them become more confident with technology they are unfamiliar with. Better apps contribute to addressing challenges people face when they can’t keep up with the swift advances of the digital world. The use of digital tools that are easy to learn and easy to remember allow users to create, understand, and communicate while continually developing their digital skills. Usability not only boosts digital literacy, it also bridges the gap between tech-savvy users and those we risk leaving behind.

Further reading:
C. Attard, G. Mountain, and D. Maria Romano; ‘Problem solving, confidence and frustration when carrying out familiar tasks on non-familiar mobile devices‘ 

Author: Dr Conrad Attard

Sylo

Function, form, safety, and environment. SYLO is a family of hybrid cycle rickshaws that fulfils all four design pillars to deliver good performance and a smooth ride.
SYLO is designed for short distances, catering to commuters and delivery services. What sets it apart from its counterparts is its mixed-propulsion technology, using both photovoltaic panels and pedal power. Adding to its ‘green’ points is the fact that recyclable plastics have been used for the body. This helped from an engineering perspective because it kept the vehicle light, allowing it to serve its function despite the difficult terrain it must operate in.

 

 

 

 

 

 

What sets it apart from its counterparts is its mixed-propulsion technology, using both photovoltaic panels and pedal power.

Form was an especially important factor in the design process. As the aim was to use this vehicle both within the historical context of the capital city, Valleta, and in cosmopolitan spaces such as Paceville and Bugibba, it was essential for the vehicle to complement its built environment, be it classical or contemporary. Towards this end, bold lines were used, making the vehicle look distinct without looking alien.

 


SYLO was the product of 10 mechanical engineering students supervised by academics from the Department of Industrial and Manufacturing Engineering,Faculty of Engineering, University of Malta as partof a third-year engineering design project.

Radio Telescope

Malta now has a radio telescope. This is a great step forward for the University of Malta as it helps speed up research.

The Department of Physics, Faculty of Science and the Institute of Space Sciences & Astronomy (ISSA; both at the University of Malta) have just acquired a 5.3m dual-reflector parabolic dish, as part of a European Regional Development Fund (ERDF) project to extend postgraduate research lab facilities. The radio telescope will now allow students and researchers to study celestial objects such as the sun or the centre of the galaxy through the radio waves they emit.

Quick Specs
Dish diameter: 5.3m

Feed horns: L-Band and K-band

Gain: 44 dBi @ 4GHz

Observing modes: Continuum and line observation

Total weight (including pedestal): 1900 kg

Surface accuracy: 0.5mm

PC-based automated control unit

toolkit03

toolkit02When pointed to a radio-loud celestial object (an object which emits large amounts of radio waves, such as the sun), the telescope will receive radio waves from these sources and convert them to voltage readings in the feed. The converted signal is then transmitted to a digitiser that converts these signals into bits and bytes.

The digitised signals are then processed and broken down into the different frequency counterparts (similar to what a car radio does with the radio waves it receives from its antenna), which allows for continuum observation of the skies above. The telescope provides a test-bed for several research initiatives being undertaken at ISSA.

Some of its specialisations include improving the hardware and software processing back-ends for radio telescopes. The on-site telescope can speed up this sort of research immensely. ISSA is part of the largest radio telescope project in the world: the SKA (Square Kilometre Array).