Social Wellbeing Policy at University?

University can be incredibly stressful. Staff perform high level work with plenty of academic responsibilities, while balancing a private life and leisure time. The number of students at University is rising every year. For academic and support staff this means a more intensive workload, pressure, and stress. For students it is the pressure of attaining good results, maintaining relationships, and other social and emotional wellbeing issues, such as coping with peer pressure, struggling with deadlines, and worries about the future. Numerous studies suggest that examinations negatively impact on student health and wellbeing. Some coping strategies and time management programmes have evolved at the University of Malta, for example by the University Chaplaincy. Such well-meaning initiatives are good and do good, but tend to happen sporadically and around examination time.

Many University of Malta students balance multiple identities. They often fall outside the typical demographic of an 18-year-old sixth form school leaver. Our students come from diverse socio-economic backgrounds, and may be studying full-time or part-time, with a variety of life roles: mature students, women with care responsibilities, persons challenged by disability or facing problems due to sexual orientation. Whatever the situation in life, each diverse identity places increased demands upon the students’ time and private life. These demands influence their University experiences, study perceptions, and learning style. Their peers might treat them differently due to their background. 

“A social wellbeing policy will help foster confidence in its approach to academic learning, and to eliminate discrimination in favour of a more inclusive learning environment”

Besides worries about assignment deadlines and writing exams, many students are also in employment. I am not sure this trend is in line with University of Malta regulations, nevertheless, that is the situation. Students also worry about future prospects with no guarantee of secure employment after finishing their studies. So it is not only academic concerns that come in the way of student social wellbeing, and these may lead to high levels of stress, anxiety or frustration, depressed mood, difficulties with time management, procrastination, poor concentration, withdrawal from friends or family, or physical symptoms such as headaches, sleep problems, and exhaustion. University life presents numerous stress factors that may trigger off mental health difficulties.

Students experiencing stress are normally recommended psychological intervention and counselling, which may be beneficial for extremely stressed students. However, research suggests that physical activity helps improve mental health and wellbeing. The University of Malta, through its Work Resources Fund, promotes cycling through the Green Travel Plan. The initiative is more about sustainability and the environment, apart from a solution to the parking problem. However, cycling does improve our mental health and wellbeing, and is a free personal de-stressor by taking our mind off work or study, and leads to healthier lifestyle choices. stressed-student

A social wellbeing policy for University will help foster confidence in its approach to academic learning, and to eliminate discrimination in favour of a more inclusive learning environment. Indeed, the principles of equality and diversity such as gender or disability are essential for a true understanding of social wellbeing, and these same principles need to be included in our University’s policy document and implemented in practice. Diversity in a dynamic, intellectual environment enriches professional and educational experiences for both staff and students.

Diversity on campus is needed and important for a healthy University. Internationally, social wellbeing on campus is being promoted through an organisational structure embedded into the ethos, culture, policies, and daily practices of a university. A social wellbeing policy includes an improved occupational health and safety system, and a commitment to address mental wellbeing, physical inactivity, unhealthy eating and substance misuse. The University needs constant commitment to positively influence the life and work of all staff and students.

Prof. Frances Camilleri-Cassar
Prof. Frances Camilleri-Cassar

The University is encouraged to guard the integrity of its communication system. Collaboration and open communication fosters conversations and relationships necessary to bring about social wellbeing. The communication process needs to be trusted and confidential for team spirit and social wellbeing. For instance, I would strongly argue for an email policy that discourages unnecessary use of bcc in emails, as the practice of not telling the original addressee is unethical and downright deceitful. 

The University of Malta could establish itself as a national contact point on the European Network for Health Promoting Universities (see www.eurohpu.aau.dk). It would commit the University to place social wellbeing high on its policy agenda. A working document published by the World Health Organisation Regional Office for Europe provides guidance on how to set up and develop a health-promoting university project, which would enhance and protect the social wellbeing of all staff and students.

Finally, I would also suggest an exploratory research study about aspects of university life, stress factors in teaching and learning activities, and how these impact on individual experiences. The aim is to understand the general quality of life, and how this can be improved for an informed social wellbeing policy document at the University of Malta. 


This article is based on a paper Camilleri-Cassar presented at a seminar organised by the Faculty for Social Wellbeing in October 2013.


Read more here:

– Carroll, A. (2011) ‘Exploring the link between equality, diversity and wellbeing.’ In Marshall, L. and Morris, C. (eds) Taking Wellbeing Forward in higher education: reflections on theory and practice, University of Brighton Press.

– Hagarthy, D. and Currie, J. (2012) ‘The Exercise Class Experience: an opportunity to promote student wellbeing during the HSC’, Journal of Student Wellbeing, vol. 5(2):1-17.

– Hall, C., Ramm, J. and Jeffery, A. (2011) ‘Developing the University of Brighton as a Health Promoting University: the story so far.’ In Marshall, L. and Morris, C. (eds) Taking Wellbeing Forward in higher education: reflections on theory and practice, University of Brighton Press.

– UniHealth 2020: Mission Statement, www.eurohpu.aau.dk

Love Letter

BoardGame-Review

The Microgame is a buzzword that has exploded over the last year in the board game community. Microgames are video game mini-games but analog and a lot more awesome. Love Letter is the microgame that popularised the format—Kanai’s 16-card wonder. 

Love Letter was not the first microgame, it wasn’t even Kanai’s first microgame. R, another game of his was a popular title which you could buy by emailing the designer. He would then mail you an envelope with the cards in it, which was the board game itself. Love Letter is a spiritual successor to ‘R’, and the first of his works to have an international distribution.

In Love Letter you are trying to deliver the proverbial letter to the princess. You do this by gaining the favour of her closest friends. The deck is made up of these people, all having a number. The person who holds the card with the highest number at the end of the round, or the last person standing, wins. 

In the game you always keep one card in your hand, and at each turn you draw a card and choose one of the two to discard. Each card though, has a specific ability, which activates as soon as you discard it. For example, if you play a Guard, you have the opportunity to try to guess another player’s card. If you do, that player is out. The Countess for example, cannot be caught with the Prince or the King (you must discard her if she does). This would mean fornication. The Priest can see another player’s card, since this constitutes confession, and the Baron can kick out anyone of a lesser number than him due to politics.

The game takes a little bit of getting used to. It is quite different from other mainstream games but I have not had so much fun with cards since I first found money in birthday cards.

With almost infinite replayability, a price point of around €9, extreme portability, and tight, nail biting moments, Love Letter is a definite buy. There is very little chance of going wrong. Five Stars. 

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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’.

Smaller, Faster, and just as pretty

Video streaming uses a lot of  bandwidth. Internet service providers can either limit bandwidth or provide more. To bypass this problem newer encoders aim to compact video into smaller packages, to keep the same video quality but a smaller size. 

The problem is the variety of video devices available that range from mobiles, tablets, and high definition TVs. This diversity results in various different video transmissions being needed. To avoid encoding the same sequence several times and reduce the traffic over a network, video coding called H.264/Scalable Video Coding (SVC) was introduced. This type of video coding allows a single stream to encode for time, space, and quality. This technology saves bandwidth. SVC is expected to become the standard for Internet streaming. The only thing holding it back is the need for a complex encoder.

Kurt Abela
Kurt Abela

Kurt Abela (supervised by Dr Ing. Reuben Farrugia) proposed the use of a Graphics Processing Unit (GPU) based encoder to speed up the encoder. The Block Motion Estimation (BME) module within SVC takes up the bulk of the total encoding time in standard H.264/AVC. Abela designed certain modules to be optimised for NVIDIA GPUs. Through an asynchronous programming model, the video encoder could be run simultaneously on the CPU (Computer Processing Unit) and GPU. By using this novel encoder, encoding was sped up at most 436x times, when compared to a reference model, with no loss in quality. The encoder was sped up even more with further improvements to allow real-time HD video encoding. 

This system is much cheaper and easier to use than leading alternatives. GPUs are very cheap and already found in most computers. Further developments on GPUs could soon see them replace more expensive encoders in datacentres.


This research was performed as part of a Masters of Science in Information and Communication Technology at the Faculty of Information and Communication Technology, University of Malta. The research is partially funded by the Strategic Educational Pathways Scholarship Scheme (Malta). The scholarship is part-financed by the European Union—European Social Fund, under Operational Programme II—Cohesion Policy 2007–2013, ‘Empowering People for More Jobs and a Better Quality of Life’.

Maltese Olives and their genes

The olive tree (Olea europaea L.) is one of the oldest species of domesticated trees and the second most important oil fruit crop cultivated worldwide. 97% of the global olive cultivation is concentrated in the Mediterranean Basin. The olive thrives in Maltese soils. Economically, olives are not important for local agriculture, but its cultivation is becoming popular since the Maltese agribusiness has a lot of room for growth to make high quality oil and secondary products. 

Bajda-fruit4-RecoveredIn the Mediterranean region there are two subspecies of Olive tree. These are the wild olive (O. europaea L. subsp. Oleaster) and the cultivated olive (O. europaea L. subsp. Sativa). Each subspecies has several cultivars selected for taste, size, disease resistance or other desirable qualities. There are 1,300 cultivars worldwide and Malta is no exception. The Maltija cultivar is probably the most popular Maltese cultivar and can give a high productivity. The Bidnija cultivar, which is believed to be the oldest Maltese olive cultivar (it is thought to date back to Roman times), produces oil of excellent quality rich in polyphenols (these have many health benefits), exhibits high tolerance to environmental stress such as salinity and drought, and demonstrates resistance to pathogens and pests such as the olive fruit fly. The Bajda variety produces a characteristic white drupe. Besides the native cultivars, there are a number of Maltese wild olives. 

Renowned foreign varieties associated with high productivity tend to have a higher productivity than local cultivars. For this reason, local farmers find foreign varieties more convenient, leaving Malta at risk of forever losing its unique olives.

Till now revival efforts focus on artificial propagation and re-plantation. These trees are identified by their appearance. This is an inaccurate method since olive growth is influenced by environmental conditions.Bidni-fruit-+-leaves

To develop a better way to identify local cultivars, Oriana Mazzitelli (supervised by Dr Marion Zammit Mangion) has focused on adopting a genetic approach. She also wanted to examine the genetic diversity of Maltese olive varieties. Mazzitelli compared the genetic patterns of local varieties to those generated by two commercial Italian (Carolea) and Tunisian varieties (Chemlali). The genetic analysis produced unique DNA profiles that can provide a more accurate means of identification than just looking at the plant.

The genetic variability between varieties was high. The Bidnija and Maltija stood out for their genetic uniqueness. The differences between local varieties suggest that, despite being allegedly native, the origins of the two are not directly linked. A number of DNA marker regions detected in the foreign cultivars and in the Maltese wild olive were undetected in the Maltese cultivars, suggesting that not all DNA markers are present and amplifiable in foreign varieties have been conserved in the Maltese cultivars. Mazzitelli’s work is an important first step to show that local varieties can be identified cheaply through DNA analysis. Without genetic identification, maintaining and cultivating local varieties would be near impossible—a case of genes for good olive oil.


 

This research is part of a Master of Science in Biochemistry at the Faculty of Medicine and Surgery, University of Malta. The research was funded by STEPS (Strategic Educational Pathways) scholarship which is part-financed by the EU’s European Social Fund (ESF) under Operational Programme II—Cohesion Policy 2007-2013, ‘Empowering People for More Jobs and a Better Quality of Life’. 

 

The Mediterranean: a history to be shared

Professor Mostafa Hassani Idrissi will be one of the keynote speakers at the First Annual International Conference on Cultural Relations in Europe and in the Mediterranean, organised by the Valletta 2018 Foundation with the support of the University of Malta, which will be held at the Valletta Campus on 4th and 5th of September.

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Moving wheelchairs with your thoughts

Brain to computer interface (BCI) devices can read a person’s thoughts and turn them into commands to move objects. They can give freedom to people suffering from movement impairments. Rosanne Zerafa (supervised by Tracey Camilleri) developed a system that detects a person’s brain patterns while they are thinking of moving a particular part of their body and translates them into commands to move a cursor. The research has the potential to remove considerable lag between thinking of moving an object and it actually moving.

Brain activity can be detected using an electroencephalogram (EEG), which is made up of a cap with electrodes that touch a person’s scalp. The electrical activity captured by the electrodes is then interpreted by a software program to give commands to move a robotic arm, wheelchair, or other assistive device.

Zerafa tested the system on four individuals who were thinking about moving their left or right hand. Different brain patterns from these two tasks could be identified and translated into left or right movement of a cursor on a computer screen.

Taken together, the software could be further developed and tested to improve it for real-world needs such as assisting people with movement difficulties and even gaming.

This research was performed as part of a Bachelor of Engineering (Honours) at the Faculty of Engineering.