Robot Maps, Robot Moves, Robot Avoids
Robotics is a cornerstone for this century’s innovations. From robot nurses to your own personal assistant, most robots need to know: ‘where is it?’ ‘Where should it go?’ And ‘how to get there?’ Without answers to these questions a robot cannot do much.Continue reading
Well-being for all through E-health
E-health uses electronic processes and communications to enhance healthcare. The aim is to improve patient care, reduce costs, and empower patients to work towards maintaining their own well-being.
To work e-health needs a lot of data about patients. This health data is also crucial to discovering new drugs and improving patient care. Using specialised devices and telemedicine, a wide range of conditions can be monitored at home. Smartphones can process the information and transmit it to healthcare professionals and/or patients. Using e-health, conditions can be monitored continuously providing real-time monitoring of the condition and its treatment.
For the full potential of e-health to be realised electronic health records need to be linked to other information, like images and text. This combined knowledge then needs to be distributed through a cloud service, so that a patient or doctor can see it immediately. Genetic profile and socio-economic factors can also be included to provide improved diagnoses and health predictions. In addition, approaches such as data mining offer exciting research opportunities. Data mining can help identify more effective treatments, improve drug safety, reduce risk, and better public health systems. E-health can improve how diseases develop and disabilities are spread throughout different populations.
Assistive technology can be provided through an intelligent healthcare device. These devices include a dispenser that might text you to remind you to take your pills — especially useful for patients with memory problems. If the patient does not take their medication after multiple reminders, the system could automatically alert a family member or carer. This could prove a lifesaver for patients with depression or dementia. Through relatively simple technology, patients can take care of themselves at home, reducing the burden on hospitals.
At the University of Ulster we have been researching e-health solutions for decades. It ranges from cloud computer systems for ‘big’ healthcare data to home-sensor based reminder systems for Alzheimer’s patients. We have also worked with designers to embed sensors into clothing designed to help older people become more active outdoors. Our focus has been to developed new algorithms (computer programmes that do a specific task) to analyse data collected by a system of devices. What we learn from these algorithms can be used to adapt the environment to take better care of the patient. Such feedback is essential to make the technology seamlessly integrate with a patient’s needs and preferences. Feedback could either be through an audio prompt or transmit an alert to a carer indicating that assistance is required. The research opportunities are endless.
In Malta, the University of Malta is well placed to leverage research opportunities for local solutions. Key components are already in place in several faculties, where the focus on Communications and Intelligent Computer Systems is particularly relevant to Malta, with a number of ongoing e-health research projects.
E-health provides business opportunities for the private sector. It can take academic research and use it to develop new technologies, deploy it, or manage it. For example in Northern Ireland there has been a huge interest in developing these business opportunities by creating awareness among investors. This investment can bring improved health and well-being, while supporting economic development. Such developments could be relevant to Malta which is similar to Northern Ireland in having a geographically peripheral location within Europe, an integrated healthcare system, and a technically skilled workforce. Due to its objective of establishing a regional hub for a knowledge-based and ICT-enabled economy, SmartCity Malta could be well placed to bring together the research expertise of the University of Malta and businesses. Together they could advance Malta’s healthcare for everyone.
Prof. Sally McClean is a Professor of Mathematics at the University of Ulster (Belfast, Northern Ireland), and participated in the 2013, Workshop in Information and Communication Technology (WICT) organised by the Faculty of ICT at the University of Malta.
How do you cook the perfect steak?
Fillet is the best cut. Trust me. It’s worth the money.
Use molecular gastronomy to take advantage of decades of researching how meat changes with heat. Science indicates that the best cooking temperature is around 55˚C, and definitely not above 60˚C. At a high temperature, myofibrillar (hold 80% of water) and collagen (hold beef together) proteins shrink. Shrinking leads to water loss. In the water lies the flavour.
To cook the fillet use a technique called sous vide. It involves vacuum wrapping the beef and keeping it at 55˚C in a water bath for 24–72 hours. This breaks down the proteins without over heating. The beef becomes tender but retains flavour and juiciness.
Take the beef out. It will look unpalatable. Quickly fry it on high heat on both sides to brown it. The high heat triggers the reduction of proteins or the Maillard reaction. Enjoy with a glass of your favourite red.
The School of Games
In ancient times games played an integral role in society. Whilst in today’s hyperlinked world, games have evolved into complex, sophisticated mechanisms that enthral millions. Now, however, games are dismissed as trivial, and of no real value. But is this really the case? Cassi Camilleri meets the research team gamED from the University of Malta to find out.
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.