Spotting marine litter

Serena Lagorio

Marine litter is a problem found across the world. As well as being directly deposited in seas and oceans, plastic, wood, rope, and other items are accumulating on land and making their way into bodies of water. On the Maltese Islands, such littering happens frequently. Last summer the Physical Oceanography Research Group (Faculty of Science, University of Malta [UM]) took a step towards tackling the issue.

Under the supervision of Prof. Alan Deidun and Adam Gauci, I sought to harness innovative techniques and create a monitoring programme that would begin to identify what kind of litter is on Malta and Gozo’s beaches.

The national Marine Strategy Framework Directive was followed to ensure good data collection and meeting of the ‘Good Environmental Status’ by 2020. The study used images captured by a drone in three coastline areas: the north east Marine Protected Area of Malta, Qawra Point, and the eastern and western points of Baħar Iċ-Ċagħaq. Flying at an altitude of 30 meters, the drone was programmed to spot specific categories of marine and coastal litter. These included plastic, wood, rope, rubber, and other miscellaneous items such as washing machines and mattresses.

Apart from characterising marine litter, the project aimed to observe whether hydrodynamical phenomena, such as wind and currents, are also influencing the accumulation of litter. However, results showed that the difference between the areas of study was not due to dynamics of coastal currents and coastal topography, but to human activities. In Baħar iċ-Ċagħaq, for example, categories such as wood and plastic were found on land at considerable distances from the shoreline, close to points easily accessible by cars.

We also used statistical analyses to confirm that parameters such as tourism, lack of public knowledge, and lack of environmental consciousness are affecting the accumulation of marine litter, laying the blame firmly on human activities.

The remedy to the situation is in Maltese citizens’ hands. Only we have the power to turn things around. It’s time to clean up our act.

This research was carried out as part of a Masters in Physical Oceanography, Faculty of Science, UM.

Author: Serena Lagorio

Instant Photography

Instant cameras, commonly referred to as ‘Polaroids’ thanks to the pioneering company, offer limited manual-automatic controls. These self-developing photographs present numerous analog imperfections, but additional aspects make them distinctive.

Polaroids do not document the world faithfully. They create a new version of it through their own lighting schemes, colours, and softness; a quality associated with past technologies. All these aspects enhance the transient nature of subjects, such as boy counting in during a game of hide-and-seek (see picture).

The process of capturing an image can also draw from ‘missed opportunities’. These are subjects one comes across but does not photograph due to not having a camera at hand, or for fear of intrusion. A line of people coming down a hill, or visitors waiting like purgatorial souls outside a derelict hospital—such images are captured in the mind and their essence might be transferred into other shots.

 

 

Having the image in hand within minutes does not necessarily make the medium of instant photography unique, for even the photos themselves can change hues and mood with time. What does make it unique is its unpredictability and the challenge it poses when it comes to materialising intentions within the limitations of the medium. This makes the effort worth pursuing.

An image illustrates the relationship between a subject and its viewer. It is a perspective on the world, be it a printed photograph, a digital file, or a memory.  


Find out more about Instants, published by Ede Books, here: http://bit.ly/2yCQLyV
Article and photographs by Charlo Pisani

A generation game

Sharing memories, ideas, and feelings is something we usually do with friends. What if you were asked to do it with a stranger? And what if that stranger was ‘from a different time’? Active Age – Intergenerational Dialogue project creator Charlotte Stafrace has the answers.

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Confrontation caricaturised

My work centres on the co-existence of dualities. It treads blurred borders and investigates uncertain divides between opposing poles. It synthesises extremities and acts as a seam that binds together disparate realities. 
Uncertain of its own actuality, it questions its own being.
Artist statement

Prof. Vince Briffa peels back the layers of his latest works to reveal his thoughts on duality, confrontation and caricaturisation and how he translates them into art.

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Are we ready for self driving cars?

Clint Galea

In 2016 a 40-year-old technology company owner called Joshua Brown was killed when his autopiloting Tesla Model S malfunctioned. Since then a number of other incidents have raised the problem of safety in and around autonomous cars. One potential solution is to connect cars together so that they can keep in constant touch, letting each other know exactly where they are and when to get out of the way. Another alternative is to have a human pilot the vehicle for part, or all, of the journey, reducing some of the fear associated with self-driving cars’ safety and giving rise to so-called remotely-piloted ground vehicles (RPGVs).

Because this idea needs a stable and constant Internet connection, I wanted to test if the current 4G network is fast enough for these cars to drive and function safely. Relying on a hefty amount of external data about pedestrians, other traffic, road layouts, and more makes things difficult.

At the Department of Communications and Computer Engineering, (Faculty of ICT, University of Malta [UM]), on a project led by Prof. Ing. Saviour Żammit, we created an RPGV by modifying a radio-controlled vehicle and used it to test the suitability and safety of 3G, 4G, and Wi-Fi networks.

Fast communication between driver and car is crucial for the safety of RPGVs. If information from the car takes too long to reach the driver, they won’t be able to react quickly enough to avoid obstacles and accidents.

On Wi-Fi networks, we found that when the connection moved from one base-station (the receiver-transmitter that serves as the hub of a local wireless network) to another, the handover took too long. This problem meant that whilst the connection was transferring, the video was lost, leaving the car blind. This is obviously dangerous and means that these networks are not safe enough for automated cars. 3G was not fast enough to transmit video in real-time.

The next step was to set up an outdoor racetrack to test the RPGV over the 4G network on UM grounds. We varied the networks’ signal delay and the camera’s range of view, then measured the lap times, distance travelled and road cones hit to calculate driving accuracy. Finally, we compared them to how accurate the drivers thought they were driving.

We concluded that 4G mobile networks allow adequate remote control of an RPGV, although the amount of delay left little room for error. A faster 5G network would be able to act quickly enough to avoid accidents, so self-driving cars will need to wait a bit longer before becoming a reality.

This research was carried out as part of the Masters of Science (Telecommunications) program, Faculty of ICT, UM, supported by GO plc and the Research Fund Committee of the UM.

Author: Clint Galea

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