Wear Resistant Aluminium
Aluminium alloys have a low density and are easy to make. These qualities make them popular in the transport industry which can range from cars to planes. A low density makes them perfect to reduce weight in large metal structures. Unfortunately due to poor wear resistance, aluminium alloys can deteriorate quickly which severely limits their applications.
Dr Clayton D’Amato (supervised by Dr John C. Betts and Dr Joseph Buhagiar) modified the surface of an aluminium alloy (called A356) to overcome such limitations by improving wear resistance. D’Amato used a high power industrial CO2 laser to rapidly melt specific regions of the alloy’s surface. He simultaneously introduced additional alloying elements in the melt pool, which mix with the base metal to form new compounds that reinforce the soft aluminium surface. In this way, he formed a strong composite modified surface. Additional experimentation allowed D’Amato to reduce the loss of material due to wear by about 20 times. He optimised the conditions needed to laser process the surface of the aluminium in a uniform and repeatable manner. Adding nickel increased surface hardness 7-fold due to formation of aluminium-nickel compounds. Additional strength was achieved by adding hard ceramics to this aluminium-nickel structure. D’Amato created fine titanium carbide (TiC) particles in a matrix structure (pictured) by alloying a mixture of nickel, titanium and carbon (Ni-Ti-C). Aluminium treated in this way was much stronger.
The exact hardness was related to the mix of alloying elements in the modified surfaces. Hardness improved wear resistance, with large improvements in both surfaces alloyed with nickel and Ni-Ti-C. They lost 20 times less material than normal aluminium preventing severe damage.
Using a high powered laser allows improved wear resistance just where needed. This saves costs and increases versatility. The above technique could be used to manufacture aircraft pump parts, fittings and control parts, and in automotive water-cooled cylinder blocks.
This research was performed as part of a Ph.D. in Engineering within the Faculty of Engineering at the University of Malta. It was partially funded by the Strategic Educational Pathways Scholarship (Malta). This Scholarship 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”. The laser processing equipment used in this project was financed by the 4th Italian protocol whilst the characterisation equipment was financed by the European Regional Fund (ERDF) through the project “Developing an Interdisciplinary Material Testing and Rapid Prototyping R&D Facility (Ref. no. 012)”.
Making 3D multi-view TV a reality
Research in 3DTV has been active for the past decades. Its popularity is growing rapidly driven by market forces and new technologies that are bringing down costs enabling a more widespread distribution. Normal 3D video uses only one camera to generate two video streams for each eye. Multi-view video allows the viewer to choose which angle they want to watch (pictured).
Multi-view video needs to process huge amounts of data since it needs to transmit many different camera angles of the same scene. If the 3D videos are being streamed in real time, the processing power needs grow even further. To reduce computer processing the multi-view plus depth concept was introduced. Using this idea not all the alternative videos are used. Instead a few are selected and the angles in between are filled using sophisticated computer algorithms. The challenge with this approach is to generate high quality videos at different angles whilst keeping the amount of data transmitted as low as possible.
To attempt to overcome these problems, Maverick Hili (supervised by Dr Ing. Reuben Farrugia) analysed the current state-of-the-art video coding standard called H.264. The idea is to compress the amount of data which is transmitted without losing video quality. To achieve a better compression, the depth information in a video was represented with a few parameters. The receiver then has to use these parameters to reconstruct the original depth information. Hili managed to improve compression using this technique, an important step to be able to stream live 3D video into our homes.
This research was performed as part of Masters in Telecommunications within the Faculty of ICT at the University of Malta. It was partially funded by the Strategic Educational Pathways Scholarship (Malta). This Scholarship 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”.
Why so Serious?
How do you help school children handle fights, bullying, and other conflict properly? You build a game, of course, and you let children take on different roles in a village. But how does that lead to resolving conflicts? Ashley Davis met researchers Prof. Rilla Khaled and Prof. Georgios N. Yannakakis to find out more
Do you chuckle at the thought of a serious game? The phrase is an oxymoron. How can a game be serious? Games are meant to be fun, frivolous, a way to pass the time. Or else you sometimes hear that games are anything but frivolous. That video game violence in particular is a threat to social order. The idea that games can be used to advance human understanding about the world, and that they can help us to teach, train, or motivate people in some way, is something that still needs to enter our mentality.
Designing games to explore research questions and to solve real world problems is actually a very important aspect of games research, an area of applied research that now has a strong presence at the University of Malta with the establishment of the Institute of Digital Games. Researchers from the Institute work on European-funded projects to create games that tackle serious problems affecting children and adults alike.
Village Voices has been voted the best learning game in Europe at the 2013 Serious Game Awards
Prof. Rilla Khaled and Prof. Georgios N. Yannakakis are two researchers now based at the Institute of Digital Games who work on serious game projects. Khaled’s work focuses on serious game design, while Yannakakis is a specialist in artificial intelligence and computational creativity. Computational creativity tries to build upon the latest technological innovations in human–computer interaction that enable computers to act intelligently to some aspects of human beings. These two areas, game design and game technology, represent a large part of the teaching and research strengths of the Institute.
One game that Khaled and Yannakakis recently helped develop is Village Voices which has been voted the best learning game in Europe at the 2013 Serious Game Awards. It was developed as part of the SIREN project, an FP7-funded interdisciplinary consortium made up of researchers from Malta, Greece, Denmark, Portugal, the UK and the US, along with Serious Games Interactive, a Danish Games Studio.
Let’s take a look at what makes a serious game and think about what made the project a success and what didn’t work so well.
The serious side of Village Voices aims to help school children learn conflict resolution skills. Players take on the role of one of four interdependent villages that are situated in a farm setting and given various quests to complete. Sitting side-by-side at separate computers, they may collaborate, share resources and help each other, or they may spread rumours and steal from each other. Much like any playground setting, children can play nicely, or they can be bullies.
The purpose of the SIREN project was to apply the latest advancements in game technology to the creation of serious games. The brief focused on innovations in procedural content generation, an area of artificial intelligence that automatically builds game elements like game levels or quest structures that would otherwise need to be designed manually. Another part of this innovative technology is detecting the emotions of players. Physiological responses can be measure through various tech like Electroencephalographic (EEG) sensors that can be used to detect a person’s emotional state directly by reading their brain’s electrical signals. Virtual agents were another technology that interested the research team. These agents are believable non-player characters that interact with the player with perceived intelligence.
The idea was to then create a game that would adapt to player behaviour, using emotion recognition tools to create an individual experience for each player. The decision to focus the game on teaching children about conflict resolution came later. Rather than to create a game about bullying behaviour, which is what a lot of people think of when they picture conflict between children, the research team wanted to explore the kinds of everyday conflicts that take place in school-yards. Friendship disputes, differences in opinion, and arguments over the possession of classroom items might seem trivial to adults, but they are important problems for children for whom school is their entire world. The SIREN consortium envisioned a game where players could experience and resolve conflicts in a dynamic setting.
Some people who make serious games say that the serious application of the game should take precedence over fun. They say that serious games should offer players a safe environment to try out new behaviours. Khaled disagreed with this approach to game design. ‘Serious game experiences need to feel real and not trivial. Otherwise why would we then use them to raise a mirror to reality?’
Village Voices allows actions that teachers might find surprising. Players can be destructive in that world. They can steal from each other. The game gives aggressive players a noose with which to hang themselves. Knowing that the person whose labours you just destroyed, or who stole the items you were collecting, is sitting right there next to you intensifies the game’s emotional experience. Exchanges can become heated between players. It is these kinds of heated exchanges that often makes games fun.
Games are usually poor at provoking emotional responses. Village Voices does exactly that. Khaled told me about one session in a British classroom (the game was tested across Europe). A female student had such an upsetting experience that she cried. After reflecting on the incident with her teacher, the researcher, and the other players, the girl later returned to play again. Khaled thought this was a breakthrough learning moment for the student.
So Village Voices is a good learning tool, and it is also fun to play. But how successful was the team in applying game technologies like procedural content generation and emotion detection to its design? Khaled said that the experience of designing a game primarily for the purpose of testing technological innovations was the hardest part of the project. You might think that the role of a game designer is to work out the best solution to a problem given the technologies at hand. However, when the application of technology is the problem, the relationship between design and technology is more complex. Khaled said that the need to include particular game technologies in the design of Village Voices created a situation much like a rock band that needs to accommodate a peripheral member, such as a violin player. ‘While the violin player is not core to the project, the whole project needs to be compromised in some way in order to show off the violin player’s skills. It is not clear that the violinist is going to help the band make a new hit song, but it is clear he has to be there. So the band tries to find the violin player’s most positive qualities because he has got to be there.’
In Village Voices, the violin player’s best qualities are adaptive technologies that make the player experience more personalised. Because support for emotion detection plug-ins was never actually included in the final prototype, the game instead asks players directly how they feel about events in the game and introduces variations to the player experience according to their responses.
So far we have seen that Village Voices was successful according to the popular opinion of game-design peers at the European Serious Games — it won an award. We have also seen anecdotally that it is a provocative, if not fun game, based on the British student’s emotional response. But what does the SIREN team think about the game?
You cannot sit a child down in front of a computer and hope that they will magically learn something
According to Khaled, it can be difficult to implement learning games in classroom settings, and even more difficult to properly evaluate them. Project funding usually runs dry after around three years, and games take most of that time to develop. Gaining access to schools is also difficult. The game is a good fit for classes like social studies that are often held only once or twice a week. Together with the problem of semester breaks and short evaluation periods, as well as the tendency for teachers to have access to only a few computers often equipped with obsolete hardware, researchers would rarely see students engage with Village Voices over a long period of time. All these things place limitations on the design, testing, and evaluation of games for research purposes.
Rigorous evaluation is important as, ultimately, learning games are not black box tools. You cannot sit a child down in front of a computer and hope that they will magically learn something. That vital learning moment comes when players discuss their in-game experiences. As Khaled explained, ‘Playing the game is just half the experience. The other half is the subsequent discussion of the game experience.’
Given that discussion is so essential to the evaluation process, and that it is so difficult to get a sample of those discussions in a research setting, I asked Khaled if it was possible to turn the discussion into a game as well, to include it as part of the package. Khaled mentioned the meta-game, the part of the game where a player is both playing and watching themselves play the game. It is in the meta-game that players achieve the highest level of reflection. It works well as a kind of after-game discussion, a debriefing for players as they leave behind the conflicts of the game world and return to the everyday life of the school-yard; but Khaled added that of course it could be turned into a game. Achieving this level of reflection in the game package itself is just another challenge for the designers of serious games.
The Institute of Digital Games at the University of Malta offers world-class postgraduate education and research in game studies, design, and technology. The inter-disciplinary team includes researchers from literature and media studies, design, computer science and human-computer interaction. Visit game.edu.mt or contact Ashley Davis (ashley.davis@um.edu.mt) for information about the Institute’s Master of Science (taught or by research) and Ph.D. programmes. This article forms part of The Gaming Issue.
Find out more:
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Cheong, Y-G., Khaled, R., Yannakakis, G., Campos, J., Paiva, A., Martinho, C., Ingram, G. A Computational Approach Towards Conflict Resolution for Serious Games (full paper). In Proceedings of the 6th International Conference on Foundations of Digital Games, 2011.
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Khaled, R. and Ingram, G. Tales from the Front Lines of a Large-Scale Serious Game Project (full paper). In the Proceedings of CHI ’12, 2012.
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Vasalou, A. and Khaled, R. Designing from the Sidelines: Design in a Technology-Centered Serious Game Project. In the Proceedings of the CHI Workshop Let’s talk about Failures: Why was the Game for Children not a Success? CHI ’13, 2013.
Some SIREN Gameplay Shots
Healing Stone… by infection
Roderick Micallef has a long family history within the construction industry. He coupled this passion with a fascination with science when reading for an undergraduate degree in Biology and Chemistry (University of Malta). To satisfy both loves, he studied the chemical makeup and physical characteristics of Malta’s Globigerina Limestone.
Micallef (supervised by Dr Daniel Vella and Prof. Alfred Vella) evaluated how fire or heat chemically change limestone. Stone heated between 150˚C and 450˚C developed a red colour. Yellow coloured iron (III) minerals such as goethite (FeOOH) had been dehydrated to red coloured hematite (Fe2O3). If the stone was heated above 450˚C it calcified leading to a white colour. This colour change can help a forensic fire investigator quickly figure out the temperature a stone was exposed to in a fire — an essential clue on the fire’s nature.
While conducting this research, Micallef came across an Italian study that had concluded that different strains of heterotrophic bacteria can consolidate concrete and stone. Locally, Dr Gabrielle Zammit had shown that this process was happening on ancient limestone surfaces (Zammit et al., 2011). These bacteria have the potential to act as bio-consolidants and Micallef wanted to study if they could be used to reinforce the natural properties of local limestone and protect against weathering.
Such a study is crucial in a day and age where the impact of man on our natural environment is becoming central to scientific research. The routine application of conventional chemical consolidants to stone poses an environmental threat through the release of both soluble salt by-products and peeled shallow hard crusts caused by incomplete binding of stone particles. Natural bio-consolidation could prove to be an efficient solution for local application and is especially important since Globigerina Limestone is our only natural resource.
This research is part of an Master of Science in Cross-Disciplinary Science at the Faculty of Science of the University of Malta, supervised by microbiologist Dr Gabrielle Zammit, and chemists Dr Daniel Vella and Prof. Emmanuel Sinagra. The research project is funded by the Master it! Scholarship scheme, which is part-funded by the EU’s European Social Fund under Operational Programme II — Cohesion Policy 2007–2013.
Trieste: city of science, karst land and sea
Anthony Galea shares his passion for the sea
Growing up on the small island of Gozo, it was inevitable that the sea would exert a powerful influence on me. As a child I never tired of the sea, swimming, cooling off and floating on it in little boats. As I grew older, I came to see the sea as more than just a pretty playground. ‘Where do waves come from?’ ‘What generates sea currents?’ ‘How can I surf a wave?’ Were some questions that aroused my curiosity and motivated me to study the oceans, and eventually to choose to study physical oceanography and fluid dynamics.
Before commencing this journey, I read a B.Sc. (Hons) in Mathematics and Physics (University of Malta), graduating in 2008. Afterwards, I read an M.Sc. in Physical Oceanography, pursuing this qualification while working at the International Ocean Institute — Malta Operational Centre (IOI-MOC, University of Malta). One of the most interesting aspects of my research was studying storm surges around the Maltese Islands. The aim was to develop components to forecast variations in sea level around Malta.
In 2011, I was offered a scholarship at the School of Environmental and Industrial Fluid Mechanics (University of Trieste) in Italy. My Ph.D. research focused on the numerical modelling (Large Eddy Simulation) of coastal areas, in particular, the Barcelona harbour in Spain and the Bay of Taranto in Italy. My objective was to simulate the turbulent water mixing in the ports in order to understand the sea currents and circulation within the bays and thereby to quantify the water renewal within the basins.
Trieste, characterised by the bracing air of the famous Bora wind and by its splendid views of the Adriatic Sea, hosts many world renowned institutions and international organisations. Living in such a ‘city of science’ has allowed me to meet many celebrated scientists at seminars, workshops, and scientific conferences.
Through video conferencing I deliver a weekly physics study unit in Fluid Mechanics at the University of Malta. I am pleased that the beautiful blue Mediterranean waters are still motivating other Maltese students.
My interest in the sea has brought me a long way, not only academically but by experiencing new cultures and indulging my love of cycling along the karst (garigue) coastline.
But I remain at heart that same boy with a love of the sea. I look forward to climbing aboard my trusty kayak, revelling in the ebb and thrust of the rolling waves to continue exploring the rugged coastline of my beloved Gozo.
NMR, Kidneys and a Family
I chose to study Chemistry and Physics simply because they were the subjects I enjoyed most, so I enrolled on a B.Sc. (Hons) degree at the University of Malta without having a clear idea about what I would be doing once the four years are over. I was not the best brain in the class but in 2004 I graduated with a 2:1 grade and it was quite obvious that I needed a plan. A couple of opportunities to embark on a Ph.D. in Britain came along through local contacts and applications on jobs websites. Despite not knowing much about the subject, I decided to go with the Ph.D. at Exeter University because it was about Nuclear Magnetic Resonance, a subject that sits right on the verge of Chemistry and Physics.
Obviously the idea of moving abroad, living away from my parents and starting this amazing new adventure was incredibly exciting. From the start of my Ph.D. things went incredibly well, it was immediately obvious that I was much better at doing research than studying for exams. I started with looking into dynamics in solid materials on the microsecond timescale, which is the less studied type of motion. It bridges the gap between very fast (spin-lattice relaxation motions, nanosecond) and slow (millisecond to second) timescales. I published my first scientific paper a year into my Ph.D., and five more followed by the time I defended my thesis.
Because of the contacts I built during my Ph.D. as soon as I finished I was offered a post at University College London, Institute of Child Health, working as a research fellow in renal imaging. I carry out research at Great Ormond Street Children’s Hospital using novel non-invasive Magnetic Resonance Imaging (MRI) techniques. I work mainly with children requiring a kidney transplant. The aim of my work is to eventually be able to furnish doctors with information about their patients, which is currently either unavailable to them or they can only get through invasive clinical techniques such as biopsies. My work here has produced six peer-reviewed papers and I am currently working on a few more.
The research I carried out during my Ph.D. involved dealing with basic scientific concepts like Quantum Mechanics — that studies sub-atomic phenomena — and I was at liberty to experiment as I saw fit, which I enjoyed. However, despite being much more restrictive, I find clinical research extremely rewarding. Coming face to face with the people benefiting from all your hard work is really priceless.
Just after my Ph.D. I married my husband. We are now very proud parents of a two-year-old son. Any working mum would tell you that raising a family while maintaining a career is not easy, but I believe that if you like your job enough, combing the two is very worthwhile. Obviously research does not wait for anyone, and luckily for me, having colleagues that supported me meant that I was able to carry on publishing while I was on maternity leave.
The Conjuring — Film Review
Krista: James Wan’s film is irresponsible for its appalling suggestion that the Salem witch hunt was somehow a justifiable massacre. The dead earnestness of those who ‘inspired’ it makes me shudder. The ‘true story’ malarkey is common in horror taglines but this movie seems more earnest about those credentials by basing its characters on real people.
Noel: You’ve got a point there. Even though the story revolves around female characters, most of them are either ghosts or victims. The true menace is motherhood itself. Even Annabelle the doll exploits maternal instinct to haunt its hosts. The ghost of the witch, despite being after the children, first possesses the mother then tries to make her kill the child.
K: Are you suggesting that the film distorts the maternal instinct?
N: Yes, as far as the witch’s ghost is concerned. That is why it tries to corrupt the other mothers. The males simply orbit.
K: That’s another thing: how seriously does it take itself? There’s the playfulness one associates with a Wan film, especially references to other horror movies, such as The Evil Dead (‘groovy’). Wan is a horro fan who indulges in it for its own sake.
N: I found The Conjuring very dark in tone, compared to Insidious, his previous ghost film. The geeky paranormal researchers play a less central role.
K: How does the motherhood bond in The Conjuring compare to the fatherhood bond in Insidious?
N: The fatherhood bond is tenuous there. The mother is most worried about their haunted son.
K: You are right about the mother being the emotional centre and her level of concern in Insidious. However, the problem originates from the father, who passes on the legacy of astral projection. And it’s the father who rescues the son. I thought the mother-son relationship was more peripheral. She tries to influence events but isn’t a moving force.
N: Off on a tangent: James Wan is such a good filmmaker. He’s confident and knows exactly what he wants to get across without resorting to boo! gimmickry. The scariest bits in the film happen with a static camera and no cuts. Just mise-en-scène — a visually artful way of telling a story. For example, the bedroom scene with the two sisters. One of them points at a ghost that is never seen. Since we’re watching a horror film, we know it’s there. And Wan sustains the scene long enough to get under our skin. Brilliant!
K: That’s true. Though in terms of unexpected shifts, these do occur often. Take that ‘odd’ devil scene in Insidious where it feels like a different horror subgenre. There are these shifts in tone and style in The Conjuring too, but it is more consistent than Insidious overall.
N: Insidious is simply superb up until the ‘ghostbusters’ appear; then it becomes goofy.
K: Though I’d take any Lin Shaye character over the Warrens.
N: I am with you on Wan’s playful approach. Honestly, I’d love to see a ‘mature’ James Wan film through and through. Given the right script, he would make a great film. Krista, could we say that The Conjuring is a second take at Insidious?
K: I agree with what you said when we came out of the cinema — that it refers back to his earlier film. Though I still prefer Insidious, because of those jarring shifts from subtle to unsubtle, which are tricky to pull off, but
somehow work. The Conjuring is certainly more polished, but I cannot quite see it as more ‘mature’ than Insidious, mainly because of its political irresponsibility.
The Bright Side of Life
My passion in life is succeeding at building competitive and highly competent teams of people who are driven by a common vision towards success, in other words, setting up successful companies. I am a serial entrepreneur with an almost fanatic obsession for using IT and sound business sense to create disruptive solutions in various industries, including the transportation, entertainment, gaming and big data analysis fields.
My interest in IT started when developing small applications as a teenager in secondary school, selling my first program within a few months for a very tiny amount of money. I spent it the following weekend. Soon after, I took Computer Science seriously and ended up representing Malta in various international events. In 1995, when I was 16 years old, I won Malta’s first-ever bronze medal at the International Olympiad in Informatics (IOI). Five years later, I graduated from the University of Malta with a Bachelor’s degree in IT and a Master’s degree in Computational Linguistics. Then, I moved to the UK, where I read for a Doctorate in Computer Science and Search Engine Technology from the University of Sheffield while working for various European Union research projects.
In the UK, I set up one of my first companies. A few years later it became Traffiko, an Intelligent Transport Systems solutions company with offices in the UK, Malta, and Australia. I also wrote proposals that were funded by the UK Joint Research Council and the UK Ministry of Defence Science and Technology Lab (DSTL). Additionally, I published and presented over 23 peer-reviewed papers and journal articles. Around 2005, I built a cluster of servers that copied all text on the Internet to test search engine technology.
In the past decade, I have been focusing on setting up successful IT companies in multiple countries, dealing with the challenges of managing operations in different time-zones and people with different cultures and training. My current businesses all largely employ Maltese IT professionals. They include gaming platforms, cloud-based data-mining and next generation people-sourcing platforms.
The importance of having a diverse skill set and an open mind is also something that leads to career excellence and personal satisfaction. I believe that Malta offers a good base of IT professionals who can achieve brilliant results within the right framework.
I am currently a member of the European Business Angel Network (EBAN). The network helps provide access to early stage finance to entrepreneurs with great ideas that need seed funding, mentoring and guidance.
A good foundation in technology, engineering, and science subjects gives the right analytical and logical analysis skills. They are useful in development and solving issues encountered by IT and technology entrepreneurs — from formulating a business plan to turning a start-up company into an IPO (a company that can be launched on the stock market) in a planned manner.
IT skills should always be coupled with a sense of appreciation for business needs. Entrepreneurs need a healthy dose of optimism and inquisitive curiosity tempered by a logical, practical approach. This philosophy has always been my vital skill set for success.