Edwin Blake's research covers ICT for Development and Games and Virtual Environments
My research focuses on People and our relation to Computers. It looks at the the use of Information and Communications Technology (ICT) for socio-economic development, known as ICT4D. It also covers various aspects of interactive systems, including the fields of Virtual Environments (VE's), Computer Games and Visualization.
There are interesting areas of overlap between the fields and I think that my research would interest anyone who wants to develop insights and practical skills about how we can use computers effectively. On the whole I adopt the approach of building applicable systems and then reflecting on the implications: a method that is also known as Experimental Computer Science.
During 2010 I would particularly like to investigate two areas ICT4D and Games / VE's, but I would encourage prospective masters and doctoral students who are interested in related topics within the general areas outlined above to discuss possibilities with me: a really passionate interest is important. Funding from a number of sources and bursaries for South African students are available for these projects. In certain cases we can raise funds for SADC students and in ICT4D there is some funding for PhD students from Africa generally.
This project is well funded by Dutch, Commercial and SA Government funders. It would involve site visits and possible travel to neighbouring countries to demonstrate replicability of the work.
Mobile and wireless rural communication

In remote rural areas in our country a new kind of network design might be the answer to giving access to the internet --- networks which do not require a centralized provider of the infrastructure. There are two complementary options:
- Wireless mesh networks — these are ad hoc peer-to-peer type networks which may not be fully connected.
- Data mules (or message ferrying) — to connect isolated networks it may be necessary to carry data physically.
Methods for Software Design in Developing World Situations
How can we develop software for rural and disadvantaged communities? This research builds on previous work that set out to develop and deploy useful systems for these kinds of users. We build systems that will enable us to have a useful and sustainable impact.
Mobile-Phone Banking
The ubiquity of cell phones makes them attractive platforms for safe financial and other commercial services. The South African government is promoting the notion of “Banking the Unbanked” and ICT can assist in this. Currently the cash based economy makes people vulnerable to crime and suffers from the physical bottleneck of having to get large sums of cash to collection points. Initiatives to use cell phones for funds transfer currently rely on support staff to handle queries from the semi-literate users. We can reduce costs by providing more suitable interfaces. This project will be carried out in cooperation with the innovative banking firm WIZZIT.
Mobile location aware data capture and presentation
In this area we investigate the use of converged mobile phones/Personal Digital Assistants (PDA's) for location aware data capture and guides. I would like to continue with further follow up studies on our very successful project, the CyberTracker. This project enabled animal trackers to use a PDA and GPS system to record field observations; it made their expertise available to science and improved their position. One possible extension we are considering is to allow section rangers to view and query the location of animals and other field observations interactively on a handheld device (via WiFi or GPRS). This device would be aware of the location of the ranger and will allow operations previously only possible on the workstations at the base offices. By implementing this section rangers would be able to stay in the field without the need to go back to the office. The work would involve field trips.
Communication Access for Deaf People

The aim of this project provide Deaf users with a practical way of communicating in their own language, South African Sign Language, and at the same time highlight policy impediments to the widespread adoption of such a solution. The key question is: Can camera equipped cell phones as well as handheld and personal computers be used to provide an effective low-cost and natural communication tool for Deaf people who use sign language? This project is being done in cooperation with the Bastion of the Deaf in Newlands, Cape Town, and with Deaf Community of Cape Town (DCCT) — a grassroots NGO run by Deaf people to serve the needs of the historically disadvantaged Deaf community in Cape Town as well as SLED (Sign Language Education and Development — www.sled.org.za).
Flow in Computer Games
How would we characterize a really engaging or enjoyable game? We already have a reasonable approach to measuring that sort of thing in Virtual Environments (see Presence below). A strict definition of Presence however attempts to ignore the contents of the experience: which is precisely what is central in a game! Building on the idea of an Optimal Experience or Flow Experience by Csikszentmihalyi we want to explore what a measure of "Presence + Content" would be in games.
We look in the first instance at the genre of Sandbox Games — games that have open-ended worlds, through which there is no one single, correct pathway. Sandbox games are known for their status as contexts for creative player expression, with multiple solution paths (their quality is judged according to their ability to deliver such an experience). Examples of such games include Civilization III, Grand Theft Auto series, Sim City, etc.
Presence and Virtual Environment Applications
Collaborative Virtual Environments (CVEs) provide new possibilities for communication and collaboration, with a lot of potential and enhancements for the way we work and exchange information. For such systems to be successful they must provide participants with a high sense of presence; giving them a sense of ‘being there’ in the place specified by the virtual environment rather than just seeing images in the lab.
We are interested in the extent that virtual environments can elicit real emotional responses from participants. We believe that this aim makes for an interesting “hard problem” on which to focus our ambitions. In this work you are likely to build a CVE and then evaluate its effectiveness. You may also try to advance the theory of Presence in terms of underlying causes or in terms of measurement techniques.
A particular application of interest is the use of VE for HIV/AIDS support and storytelling (see below).
Authoring and Design of Computer Games and Virtual Environments
I am interested in the design issues raised by Multi-Player Mobile Games, especially in using good design to overcome limitations such as latency and small screen size. More generally we have worked on designing interactive Games and VEs. We have already developed some successful ways of tacking this problem but there is scope for additional research on paradigms for supporting artists and graphic designers in this task. This project can range form addressing quite technical issues in terms of programming paradigms to more user orientated research.
Use of Realism
A reflection on the use of realism in games and virtual reality. This is particularly relevant because our work focuses on the role of content and on low-cost solutions. Both aspects call into question the need for perceptual realism as the primary focus of a Virtual Reality experience. We will consider the degree to which notions of realism evolve (so that what was perceived as realistic at one time becomes crude and artificial later on) and the extent to which an experience is labelled realistic depends on the extent of user presence independent of objective measures of perceptual fidelity to reality.
Cultural Heritage
Develop specific applications of Virtual Environments in Cultural Heritage and develop virtual museum exhibitions and other application of VR technology for education and entertainment. Museums need the capability of conceiving and developing virtual exhibitions themselves to have creative control and reduce costs. Furthermore digital content can be easily be broadcast to other museums and countries for the appreciation by a wider audience.
The aim is to produce effective low-cost tools for exhibition and conservation of cultural heritage. Lowering costs allow museums to own the tools and creative control. The virtual tools will complement South Africa's oral tradition in passing on history. A rich museum experience will increase awareness and reflection on South African Culture in its living context. The local community will be able contribute and value their cultural heritage. In the long term this should ensure its preservation.
HIV/AIDS Support
Develop the HIV/AIDS support environment. The current environment is designed to provide information support to people living with HIV. It provides information on coping strategies and diet. The environment is designed for extension and an interesting research issue is related to the ability of VE's to change people's sexual behaviour (particularly risky behaviour).