Art on the cloud

Virtual nature tourism by Letta Shtohryn

Author: Daiva Repeckaite

‘I find it quite interesting that the transition [from face-to-face to digital communication] is uneasy for some people. For me it’s all the same,’ says contemporary artist Letta Shtohryn. Although her artistic practice suffered when three exhibitions she was to take part in were postponed, her working methods remained unchanged when communication moved online amid the COVID-19 pandemic. Already in 2019, three of her artist residencies were fully digital. 

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The unusual suspects

When it comes to technology’s advances, it has always been said that creative tasks will remain out of their reach. Jasper Schellekens writes about one team’s efforts to build a game that proves that notion wrong.

The murder mystery plot is a classic in video games; take Grim Fandango, L.A. Noire, and the epic Witcher III. But as fun as they are, they do have a downside to them—they don’t often offer much replayability. Once you find out the butler did it, there isn’t much point in playing again. However, a team of academics and game designers are joining forces to pair open data with computer generated content to create a game that gives players a new mystery to solve every time they play. 

Dr Antonios Liapis

The University of Malta’s Dr Antonios Liapis and New York University’s Michael Cerny Green, Gabriella A. B. Barros, and Julian Togelius want to break new ground by using artificial intelligence (AI) for content creation. 

They’re handing the design job over to an algorithm. The result is a game in which all characters, places, and items are generated using open data, making every play session, every murder mystery, unique. That game is DATA Agent.

Gameplay vs Technical Innovation 

AI often only enters the conversation in the form of expletives, when people play games such as FIFA and players on their virtual team don’t make the right turn, or when there is a glitch in a first-person shooter like Call of Duty. But the potential applications of AI in games are far greater than merely making objects and characters move through the game world realistically. AI can also be used to create unique content—they can be creative.

While creating content this way is nothing new, the focus on using AI has typically been purely algorithmic, with content being generated through computational procedures. No Man’s Sky, a space exploration game that took the world (and crowdfunding platforms) by storm in 2015, generated a lot of hype around its use of computational procedures to create varied and different content for each player. The makers of No Man’s Sky promised their players galaxies to explore, but enthusiasm waned in part due to the monotonous game play. DATA Agent learnt from this example. The game instead taps into existing information available online from Wikipedia, Wikimedia Commons, and Google Street View and uses that to create a whole new experience.

Data: the Robot’s Muse  

A human designer draws on their experiences for inspiration. But what are experiences if not subjectively recorded data on the unreliable wetware that is the human brain? Similarly, a large quantity of freely available data can be used as a stand-in for human experience to ‘inspire’ a game’s creation. 

According to a report by UK non-profit Nesta, machines will struggle with creative tasks. But researchers in creative computing want AI to create as well as humans can.

However, before we grab our pitchforks and run AI out of town, it must be said that games using online data sources are often rather unplayable. Creating content from unrefined data can lead to absurd and offensive gameplay situations. Angelina, a game-making AI created by Mike Cook at Falmouth University created A Rogue Dream. This game uses Google Autocomplete functions to name the player’s abilities, enemies, and healing items based on an initial prompt by the player. Problems occasionally arose as nationalities and gender became linked to racial slurs and dangerous stereotypes. Apparently there are awful people influencing autocomplete results on the internet. 

DATA Agent uses backstory to mitigate problems arising from absurd results. A revised user interface also makes playing the game more intuitive and less like poring over musty old data sheets. 

So what is it really? 

In DATA Agent, you are a detective tasked with finding a time-traveling murderer now masquerading as a historical figure. DATA Agent creates a murder victim based on a person’s name and builds the victim’s character and story using data from their Wikipedia article.

This makes the backstory a central aspect to the game. It is carefully crafted to explain the context of the links between the entities found by the algorithm. Firstly, it serves to explain expected inconsistencies. Some characters’ lives did not historically overlap, but they are still grouped together as characters in the game. It also clarifies that the murderer is not a real person but rather a nefarious doppelganger. After all, it would be a bit absurd to have Albert Einstein be a witness to Attila the Hun’s murder. Also, casting a beloved figure as a killer could influence the game’s enjoyment and start riots. Not to mention that some of the people on Wikipedia are still alive, and no university could afford the inevitable avalanche of legal battles.

Rather than increase the algorithm’s complexity to identify all backstory problems, the game instead makes the issues part of the narrative. In the game’s universe, criminals travel back in time to murder famous people. This murder shatters the existing timeline, causing temporal inconsistencies: that’s why Einstein and Attila the Hun can exist simultaneously. An agent of DATA is sent back in time to find the killer, but time travel scrambles the information they receive, and they can only provide the player with the suspect’s details. The player then needs to gather intel and clues from other non-player characters, objects, and locations to try and identify the culprit, now masquerading as one of the suspects. The murderer, who, like the DATA Agent, is from an alternate timeline, also has incomplete information about the person they are impersonating and will need to improvise answers. If the player catches the suspect in a lie, they can identify the murderous, time-traveling doppelganger and solve the mystery!

De-mystifying the Mystery 

The murder mystery starts where murder mysteries always do, with a murder. And that starts with identifying the victim. The victim’s name becomes the seed for the rest of the characters, places, and items. Suspects are chosen based on their links to the victim and must always share a common characteristic. For example, Britney Spears and Diana Ross are both classified as ‘singer’ in the data used. The algorithm searches for people with links to the victim and turns them into suspects. 

But a good murder-mystery needs more than just suspects and a victim. As Sherlock Holmes says, a good investigation is ‘founded upon the observation of trifles.’ So the story must also have locations to explore, objects to investigate for clues, and people to interrogate. These are the game’s ‘trifles’ and that’s why the algorithm also searches for related articles for each suspect. The related articles about places are converted into locations in the game, and the related articles about people are converted into NPCs. Everything else is made into game items.

The Case of Britney Spears 

This results in games like “The Case of Britney Spears” with Aretha Franklin, Diana Ross, and Taylor Hicks as the suspects. In the case of Britney Spears, the player could interact with NPCs such as Whitney Houston, Jamie Lynn Spears, and Katy Perry. They could also travel from McComb in Mississippi to New York City. As they work their way through the game, they would uncover that the evil time-traveling doppelganger had taken the place of the greatest diva of them all: Diana Ross.

Oops, I learned it again 

DATA Agent goes beyond refining the technical aspects of organising data and gameplay. In the age where so much freely available information is ignored because it is presented in an inaccessible or boring format, data games could be game-changing (pun intended). 

In 1985, Broderbund released their game Where in the World is Carmen Sandiego?, where the player tracked criminal henchmen and eventually mastermind Carmen Sandiego herself by following geographical trivia clues. It was a surprise hit, becoming Broderbund’s third best-selling Commodore game as of late 1987. It had tapped into an unanticipated market, becoming an educational staple in many North American schools. 

Facts may have lost some of their lustre since the rise of fake news, but games like Where in the World is Carmen Sandiego? are proof that learning doesn’t have to be boring. And this is where products such as DATA Agent could thrive. After all, the game uses real data and actual facts about the victims and suspects. The player’s main goal is to catch the doppelganger’s mistake in their recounting of facts, requiring careful attention. The kind of attention you may not have when reading a textbook. This type of increased engagement with material has been linked to improving information retention.In the end, when you’ve traveled through the game’s various locations, found a number of items related to the murder victim, and uncovered the time-travelling murderer, you’ll hardy be aware that you’ve been taught.

‘Education never ends, Watson. It is a series of lessons, with the greatest for the last.’ – Sir Arthur Conan Doyle, His Last Bow. 

A multi-disciplinary life

Winner of the National Book Council’s award for Best Novel Loranne Vella has enjoyed an eclectic career, spanning literature, teaching, translation, and theatre, then circling back to literature again. But as Teodor Reljić discovers, her journey across creative modes had its roots at the University of Malta.  

It’s not every year that the National Book Council dishes out its annual Best Novel Award to a work of time-hopping speculative fiction. But that’s exactly what happened last December, when Loranne Vella won the award for her novel Rokit (Merlin Publishers), which details the journey of Petrel, a Croatian youth who travels to Malta in search of his family roots, only to find an island ravaged by climate change. 

‘With Rokit, Loranne Vella distinguished herself with another prize-winning novel that crosses genre boundaries between adult and young adult fiction,’ wrote National Book Council Chairman Mark Camilleri. 

Such a dense and knotted work suggests hard creative labour, which Vella confirms, pointing out that the novel took five years to put together. But one shouldn’t assume that Rokit was all that commanded Vella’s attention in those years, nor that writing is her only chosen pursuit. In fact, she says the process left her hankering to return to performance. 

‘I was interested in merging my two artistic passions and experimenting with various possibilities,’ Vella says, explaining how this want led to the Barumbara Collective in 2017, ‘which focuses on collaboration with artists from different spheres.’

As it happens, Vella being awarded the Book Council prize directly coincided with a Barumbara Collective project—the multi-disciplinary performance Verbi: mill-bieb ’il ġewwa. 

Loranne Vella

And while Verbi certainly had a role to play in refreshing Vella’s creative muscles in the here and now, it also channelled key elements of her past experience. The Barumbara Collective is only the latest iteration of Vella’s involvement in the performing arts. The still-active Aleateia Theatre Group was her first and most significant project, beginning as a student project in 1992 and resulting in a generous number of experimental performances held at the Valletta Campus Theatre throughout the nineties and noughties. Vella performed, trained other actors, and documented the group’s progress. 

The Barumbara project brought more deep-seated memories back to the fore. ‘With Verbi, I wanted to involve university students from the Department of Digital Arts and the Department of Theatre Studies, seeing how the project was an interdisciplinary one where visual arts, performance and literature come together in one performative installation. I can truly say I was amazed by the hard work done by the students who collaborated. Their enthusiasm reminded me of myself as a student back in the 90s.’

Vella’s own student enthusiasm did not come as immediately as all that, however. While she is now secure in her three-pronged role as writer, performer, and translator (also acknowledging her former role as a lecturer), forging an early path as a student meant first squinting through the fog. 

‘It took me quite a while to figure out which were the right subjects for me,’ Vella confesses. ‘Before ‘91, I had spent a year struggling as a BCom student. This course was definitely not for me, contrary to what my teachers and counselor advised me at the time. Before that, I had registered for the one-year-long Foundation Course at university, intended for students like me who couldn’t make up their mind… for a while I was even considering Law…’ 

It was then that Vella learned about the Theatre Studies Programme, though a couple of years still had to pass for her to take the leap. 

‘I guess I finally decided to choose what I was interested in, rather than think too much about what my future profession or career should be.’ The choices in question were Theatre Studies and English, subsequently opting to specialise in Theatre until she finished her MA in 2000. 

‘Everything about me, since then, revolves around these two disciplines: theatre and literature.’

These pursuits became an active part of student life for Vella, who loves to turn her passions into more tangible projects. Vella collaborated with fellow Aleateia member Simon Bartolo in establishing Readers & Writers, a literary journal which featured original prose, poetry, and literary criticism. Running for five editions, the journal sowed the seeds for Vella’s future literary output. 

‘I was still writing in English back then. It took me almost ten years to start writing stories again, this time in Maltese.’

The breakthrough came in 2004, when Vella began writing the first chapters of what would eventually become Sqaq l-Infern, the first volume of the It-Triloġija tal-Fiddien, together with Simon Bartolo. Like Rokit, the trilogy would be published by Merlin Publishers, and it managed to hit a fresh nerve in the local literary circuit. 

Aimed at young readers, the trilogy proved to be a ‘Harry Potter moment’ for the Maltese literary scene. Gr

La Signora Fogli (Drowning Lilies, Aleateia, 2005 Photo by Gilbert Guillaumier

aced with eye-catching covers by renowned illustrator Lisa Falzon, its mix of local folklore and coming-of-age yarn was met with excitement and healthy sales. The trio was completed by the novels Wied Wirdien (2008) and Il-Ġnien tad-Dmugħ (2009).

‘By the time the third volume came out, Fiddien had a huge following,’ Vella remembers, observing how the trilogy also marked her first shift from theatre to literature. Another influence on this decision was her move to Luxembourg to work as a translator at the European Parliament. The next step in her literary output came in the form of MagnaTMMater, a young adult work of dystopian science fiction published in 2011. 

But there was yet another step in the interim to all this—Vella’s stint as a lecturer. For five years, she taught at the University of Malta’s Department of Theatre Studies. ‘This gave me the satisfaction of examining this reality from the opposite side, working with students while keeping in mind the difficulties I had encountered myself.’

Vella had cut her pedagogical teeth much earlier. Right after graduating with a BA Hons in Theatre Studies, Vella taught Drama and English Literature at St Aloysius College. ‘Although I had not studied to become a teacher—it was the last profession I had in mind—I had the right background to teach these two subjects. After a few years at the college, I was teaching only the literature part of the English courses, and I also became responsible for directing the annual school concerts, which became bigger and more ambitious every year,’ Vella says, adding that her time as a teacher left her with many ‘proud moments’. 

‘The best of these was perhaps the mobilisation of almost the entire body of students to put up a large scale performance—with orchestra, choir, side-acts, chorus, intermezzo, and all.’

Vella is keen to credit her alma mater with the results of this varied career. She has no trouble stating that ‘everything is connected, and there is a clear connecting line between my years at university and everything else I’ve done since.’

Which begs the question:  what advice would she give to current University of Malta students, especially those interested in working in multiple disciplines? 

‘Be passionate about the courses you follow. Experiment, explore, be curious. Ask many questions and strive to find answers. Do not just study. Discover. And make that discovery your own.’ 

Finding the soul in the machine

Swiss artist, documentary filmmaker, and researcher Dr Adnan Hadzi has recently made Malta his home and can currently be found lecturing in interactive art at the University of Malta. He speaks to Teodor Reljic about how the information technology zeitgeist is spewing up some alarming developments, arguing that art may be our most appropriate bulwark against the onslaught of privacy invasion and the unsavoury aspects of artificial intelligence.

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MAKS: MFA Digital Arts

From the MFA in Digital Arts students at the Faculty of Media and Knowledge Sciences, this selection of works showcases how art can turn into research in varied areas, from the concept of re-appropriating gaze to the creation of false memories through photography and much more.

 

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Valletta’s Digital Layer

Matthew Mamo
Matthew Mamo

Dérive Valletta is an initiative by digital art student Matthew Mamo (supervised by Dr Vince Briffa) aimed at increasing the visibility of our capital city’s museums and cultural institutions using augmented reality.
Augmented reality has a host of possibilities to allow people to interact with art and through this art the city itself. Inspired by the work of Israeli artist Yaacov Agam, the digital visuals featured in Dérive Valletta require the user to move around the objects being scanned in order to view the content.
Possessing its own cohesive brand and identity, this initiative is ultimately intended to contribute towards the creation of a digital cultural infrastructure within Valletta prior to 2018. Being a digital layer laid over the real world there will be no negative impact on this UNESCO World Heritage Site’s unique built environment.
The brand’s aesthetics were kept minimalistic to create an identity that can be incorporated into Valletta in an unobtrusive manner while endowing the initiative with a contemporary image. Minimalism is reflected in the restrained colour scheme and use of clean sans-serif typefaces.

The research was undertaken as part fulfilment of an MFA in Digital Arts and 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”.