Torchwood: in need of some backup

Multiple floors of an abandoned building
Image by Peter H from Pixabay

***SPOILER ALERT***

Disaster planning, that’s the Torchwood game. They are there to save the Earth whenever it needs saving from aliens (which is every week). Shame they blew it when it came to disaster planning for Torchwood itself!

We are coming

Torchwood is the BBC’s cult spin-off from Doctor Who. In the series, Children of the Earth, the world is threatened by the mysterious and brutal ‘456’ whose arrival is heralded when every child in the world simultaneously stops in their tracks and chants ‘We are coming’. The Torchwood team of Captain Jack Harkness, Gwen Cooper and Ianto Jones once more spring into action. Unfortunately, early on a little accident (we won’t say what so as not to spoil it) happens in their base buried under Cardiff. On the run and homeless for a while, they have only their wits in place of the normal hi-tech surveillance gadgetry. It’s so desperate at one point, they end up in an empty shell of a warehouse with only a sofa and the contents of their pockets with which to save the world!

Move it!

It’s such a shame that it comes to this when a little bit of disaster planning would have made it all so much easier to beat the aliens. A backup plan including a backup site is crucial in dealing with a disaster, whether earthquake or Martian hordes. Just because your home city has been hit by a tsunami or flattened to the ground by a meteorite doesn’t mean your company’s operations have to be disrupted.

Captain Jack knows all about disaster management of course. Kill him, and after a brief period of pain he jolts back to life and carries on as though nothing has happened. With some standard forward planning any organisation ought to operate just like that too.

The fact that when the disaster happens the Torchwood team have to come up with solutions on the fly shows that they not only had no backup, but hadn’t even thought about it. Tut tut!

If they had done some planning, what would have been their alternatives?

Cold war

The first alternative, for those organisations that need to survive a disaster is to have a ‘cold site’ ready. In fact this is what Torchwood defaulted to in their warehouse. Lucky Ianto remembered it! A cold site is just a backup location that can be moved in to. It doesn’t have software, data or even hardware ready, but at least everyone knows what to do and where to go. In time it can be up and running again. Clearly given their remit of saving the Earth against war-hungry aliens, Torchwood needed something better than that.

Getting warmer

At the other end of the disaster planning spectrum is the ‘hot site’. It is a fully functioning copy of your main operations building. All the hardware is there, the software is there and so is the data. Everything that happens at the main site IT-wise is copied at the hot site too. Lose your main site to a nuclear bomb and you just carry on almost seamlessly at the hot site. (It obviously has to be located somewhere else suitably far away, not just next door, or it too will be as radioactively hot as the original and be of little use). You can also have ‘warm sites’ of different degrees where for example you just have the hardware installed, or the data backups are only weekly rather than continuously.

Which kind of backup site is chosen depends on the organisation: what can it afford balanced against the costs of downtime (and how much down time the business can take and still survive). If it is critical to the survival of the planet, like Torchwood, then clearly you need to be at the warmer end of the backup scale!

Back to life

It’s a shame then that Torchwood’s IT management only focused on installing lots of fancy gadgets and ignored the more mundane side of things. If they had been a little more competent Jack and co might have sorted out the ‘456’ before it all got out of hand. Never mind. It all worked out OK in the end. Well, sort of.

– Paul Curzon, Queen Mary University of London (from the archive)

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Moon and Mind-Body Dualism

**spoiler alert**

Two identical  astronauts facing one another
Image by Mohamed Hassan from Pixabay (duplicated by CS4FN)

The least interesting thing about Duncan Jones is who his superstar father is. He stepped out of the shadow with a vengeance in directing one of the coolest films ever: Moon. It premiered at Sundance in 2009 to brilliant reviews and for me is a classic along the lines of the likes of Silent Running, Outland and 2001. If you are interested in artificial intelligence (which Jones obviously is) then you will undoubtedly love Moon.

What’s most interesting about Duncan is that he finished off his degree in Philosophy by writing a dissertation on Artificial Intelligence. He obviously wasn’t quite so in to snappy titles then as now though as he called it: “How to kill your computer friend: an investigation of the Mind / Body problem and how it relates to the hypothetical creation of a thinking machine.”

What is the mind-body problem all about? Well, it’s probably one of the deepest problems computer scientists, along with philosophers, psychologists and neurobiologists, are grappling with. Its roots date back at least as far as Plato and it has been keeping philosophers in business ever since. It boils down to the question of whether our mind is a physical thing or not, and if not how can our mind affect the physical world at all. Descartes believed they were separate but interacted through the pineal gland – a pea sized gland in the brain. (He was wrong about the pineal gland incidentally. It actually produces melatonin which amongst other things controls sleep patterns). Descartes also thought that only humans, not animals, had both pineal glands and minds (He was wrong about that too, though I’m being a bit harsh on him, making him sound like a bit of a loser – he was pretty smart really, one of the greatest thinkers ever – honest.) A more interesting part of Descartes’ theory of mind and body dualism is that he suggested that the body works like a machine. That is of course where computer scientists get interested.

Fascinating an argument as that over dualism is, it was all a bit, well philosophical, until computers became a practical reality, that is. Suddenly it turned into an important question about what it is possible to engineer. Forget about the AI question of whether a computer can be intelligent. Dualism moves us on to worrying about whether a computer can ever have a mind. Could a computer ever become conscious and have a “self”? No one knows. No machine does either, right now.

After finishing his degree, Duncan actually flirted with studying for a PhD on Artificial Intelligence but packed it in to focus on film directing instead. He seems to have done an awful lot of searching for his “self” before finding his passion as a Director. Luckily for us though he has continued to explore the same philosophical themes in Moon.

It all concerns Sam Bell, who is left alone working at a base on the far side of the moon. He has only a robot called Gerty to keep him company on his three year stint. After an accident he comes across a doppelganger of himself. Is it the real him, or a clone the company have somehow created…? Is his “self” just losing the plot or is there more to his “self” than meets the eye?

Art as film can clearly be just as good a medium as a PhD thesis for exploring the philosophy of computation!

Oh and if you are really interested and didn’t hear from all the media fuss at the time, we will leave you to Google who his father is for yourself. This may be the first article ever written about Duncan Jones that doesn’t tell you!

– Paul Curzon, Queen Mary University of London (from the archive)

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Robot runners

The first ever half marathon allowing humanoid robots to run against humans was held in Beijing this weekend (April 2025). 12,000 humans ran the event alongside 21 robots…and for now the humans definitely are the winners.

A robot called Tiangong Ultra, was the robot winner, one of 6 robots that managed to finish. It completed the half marathon in just over 2 hours, 40 minutes. The fastest human, for comparison, finished in 1 hour 2 minutes and Jacob Kiplimo, of Uganga holds the half-marathon world record at 56 minutes 42 seconds set in Feb 2025 in Barcelona. The first world record from 1960 being 1 hour 7 minutes. The robots, therefore, have a long way to go.

The robots struggled in various ways (see video link below) reminiscent of human runners such as over-heating and finding it hard to even keep standing (though for humans the latter usually only happens towards the end, not on the start line as with one robot!). While humans need to constantly take water and nutrients, the winning robot similarly needed several battery changes. It’s winning performance was put down to it copying the way that human marathon runners run by Tang Jian, chief technology officer from the Beijing Innovation Centre of Human Robotics who built it. It also has relatively long legs which also is certainly an advantage to human runners (given it had mastered standing in the first place on such long legs).

Totally autonomous marathon running is relatively difficult for a machine because it takes physical ability, including dealing with kerbs, rough road surfaces and the like but also navigating the course and avoiding other runners. In this race the robots each had a team of human ‘trainers’ with them, in some cases giving them physical support, but also for safety (though one took out its trainer as it crashed into the side barriers!)

So the robots still have to make a lot of progress before they take the world record and show themselves to be superhuman as runners (as they have already done in games including chess, go, poker, jeopardy and more). Expect the records to tumble quickly, though, now they have entered the race.

Of course, a robot does not need to run on 2 legs at all, apart from due to our human centred preferences. Whilst it is a great, fun challenge for robotics researchers that helps push forward our understanding, it is plausible that the future of robotics is in some other form of locomotion: centipede-like perhaps with hundreds of creepy crawly legs, or maybe we will settle on centaur-like robots in the future (four legs being better than two for stability and speed). After all evolution has only settled on 2 legs because it has to work with what came before and standing upright is a way to free up our hands to do other things…so if designing from scratch why not go for 4 legs and 2 arms.

So the future of robot marathons is likely to involve a large number of categories from centipedal all the way down to humanoid. Of course, expect robot Formula 1 for wheeled self driving robots too in any future robot olympics. Will other robots ever enjoy watching such sport? That remains to be seen.

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Anne-Marie Imafidon’s STEMettes

Anne-Marie Imafidon: Image by Doc Searls, CC BY 2.0 https://creativecommons.org/licenses/by/2.0, via Wikimedia Commons

Anne-Marie Imafidon was recently awarded the Society Medal by the British Computer Society for her work supporting young women and non-binary people of all ages into Science, Technology, Engineering and Maths (STEM) careers.

Born and raised in East London, Anne-Marie became the youngest girl to pass A-Level Computing at the age of 11 and she was only 20 when she passed a Master’s degree in Maths and Computer Science from Oxford University! She went on to work in industry but realised there was a big problem in how few women there were both studying STEM subjects and so taking up careers, despite there being no good reason why they shouldn’t enjoy such subjects and careers.

Using her entrepreneurial skills, and industry contacts, she decided to do something about it. In 2013 she therefore founded STEMettes a social enterprise (a business aiming to do good for society rather than just make money like most companies). It aims to inspire and support young women and non-binary people in STEM now extended to STEAM so including the arts as well. Since then it has reached over 73,000 young people. They do this by running all kinds of events like programming hackathons solving real world problems in teams, STEAM clubs, panel sessions where women share and non-binary role people act as models sharing their experiences and advice, school trips to STEAM offices, run courses in programming and cyber security, run competitions and lots.

Anne-Marie has campaigned tirelessly for equity in the tech workplace, raising the profile of under-represented groups in industry and commerce so is a really deserving winner of the BCS award that recognises people who have made a major contribution to society.

– Jane Waite and Paul Curzon, Queen Mary University of London

This is an extended version of an article that first appeared on our Teaching London Computing Site.

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The CS4FN Easter Egg Hunt

Image by Susanne from Pixabay

Easter eggs can be chocolate but they are also hidden treasures to be found in games, websites, other software (and now even Lego sets). Especially for Easter we have hidden an Easter Egg in one of our diversity linked pages. Can you find it? Enjoy the hunt! (But if you do find it don’t give it away and spoil the fun for others. Just be quietly pleased at how clever you are!)

The term Easter Egg was coined after Warren Robinett hid the message “Created by Warren Robinett” in the Atari game, Adventure, that he created. He did it as part of a plan he hatched to protest against the Atari policy of the time of not crediting the developers of their games – supposedly so their best people wouldn’t get poached by rivals!! The real purpose of the game was to find a hidden chalice, but the hidden message could be found if the player’s avatar (a square block) stopped over one specific pixel (“the gray dot”) in one specific place in the game.

It was only found (by a player) after Warren had left the company (he hadn’t let on to the management what he had done even when he resigned). Originally the company scrambled to try to re-release the game without the message, but given how expensive that would have been to do, instead they turned it into a feature to whip up more excitement around their games and started to hide similar surprises in other games from then on, calling them Easter Eggs.

The Easter Egg was born.

Start your hunt for our Easter Egg here at our diversity portal.

As an aside, the wonderful book, Ready Player One by Ernest Cline is based on a plot around finding Easter Eggs. It is a must read for anyone interested in 1980s technology, easter eggs and what a metaverse might one day be actually like to live in. All computer scientists should read it (and only then watch the film which is good, but not as good.)


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Hint – we think you will never see it without some help.

A Sea Hero Quest to understand our navigation skills

Video games can be a very successful way to do citizen science, getting ordinary people involved in research. Sea Hero Quest is an extremely successful example. It involves a boy setting out on a sea quest to recover his father’s memories, lost when he suffers from dementia. The hundreds of thousands of people joining the quest have helped researchers better understand our ability to navigate.

The Sea Hero Quest project was led by Deutsche Telecom, working with both universities and Alzheimer’s Research UK. The first mass-market game of its kind, it has allowed researchers to explore navigation and related cognitive abilities of people throughout their lives. The game has 75 levels, each with different kinds of task in different environments, and has been played by millions of people around the world for over a 100 years of combined game time. The amount of data collected is vast and would have taken researchers centuries to collect by traditional means, if possible at all.

For example, an international team including researchers from UCL, the University of Lyon and the University of Münster used the game to explore how the place people grew up affects their ability to navigate. As well as more general data from around 400,000 people across the world, they also used the data specifically from people who had completed all levels of the game. This amounted to around ten thousand adults of all ages.

They found that people are best at navigating in situations similar to where they grew up (where they lived at the time of playing the game had no effect). So, for example, people who grew up in an American grid-like city such as Chicago, were better at navigating in grid-based levels. Those who grew up in cities such as Prague in Europe, where the streets are more wiggly and chaotically laid out, were better at levels needing similar navigation skills. Throughout, the researchers found that those that grew up in the countryside were better at navigating overall as well as specifically in more unstructured environments.

Sea Hero Quest shows that games designers, if they can create fun but serious games, can help us all help researchers…It is often said that playing video games is bad for growing brains but it also shows that the way we design our cities affects the way we think and can be bad for our brains!

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Robert Weitbrecht and his telecommunication device for the deaf

Robert Weitbrecht was born deaf. He went on to become an award winning electronics scientist who invented the acoustic coupler (or modem) and a teletypewriter (or teleprinter) system allowing the deaf to communicate via a normal phone call.

A modem telephone: the telephone slots into a teletypewriter here with screen rather than printer.
A telephone modem: Image by Juan Russo from Pixabay

If you grew up in the UK in the 1970s with any interest in football, then you may think of teleprinters fondly. It was the way that you found out about the football results at the final whistle, watching for your team’s result on the final score TV programme. Reporters at football grounds across the country, typed in the results which then appeared to the nation one at a time as a teleprinter slowly typed results at the bottom of the screen. 

Teleprinters were a natural, if gradual, development from the telegraph and Morse code. Over time a different simpler binary based code was developed. Then by attaching a keyboard and creating a device to convert key presses into the binary code to be sent down the wire you code type messages instead of tap out a code. Anyone could now do it, so typists replaced Morse code specialists. The teleprinter was born. In parallel, of course, the telephone was invented allowing people to talk to each other by converting the sound of someone speaking into an electrical signal that was then converted back into sound at the other end. Then you didn’t even need to type, never mind tap, to communicate over long distances. Telephone lines took over. However, typed messages still had their uses as the football results example showed.

Another advantage of the teletypewriter/teleprinter approach over the phone, was that it could be used by deaf people. However, teleprinters originally worked over separate networks, as the phone network was built to take analogue voice data and the companies controlling them across the world generally didn’t allow others to mess with their hardware. You couldn’t replace the phone handsets with your own device that just created electrical pulses to send directly over the phone line. Phone lines were for talking over via one of their phone company’s handsets. However, phone lines were universal so if you were deaf you really needed to be able to communicate over the phone not use some special network that no one else had. But how could that work, at a time when you couldn’t replace the phone handset with a different device?

Robert Weitbrecht solved the problem after being prompted to do so by deaf orthodontist, James Marsters. He created an acoustic coupler – a device that converted between sound and electrical signals –  that could be used with a normal phone. It suppressed echoes, which improved the sound quality. Using old, discarded teletypewriters he created a usable system Slot the phone mouthpiece and ear piece into the device and the machine “talked” over the phone in an R2D2 like language of beeps to other machines like it. It turned the electrical signals from a teletypewriter into beeps that could be sent down a phone line via its mouthpiece. It also decoded beeps when received via the phone earpiece in the electrical form needed by the teleprinter. You typed at one end, and what you typed came out on the teleprinter at the other (and vice versa). Deaf and hard of hearing people could now communicate with each other over a normal phone line and normal phones! The idea of Telecommunications Device for the Deaf that worked with normal phones was born. However, they still were not strictly legal in the US so James Marsters and others lobbied Washington to allow such devices.

The idea (and legalisation) of acoustic couplers, however, then inspired others to develop similar modems for other purposes and in particular to allow computers to communicate via the telephone network using dial-up modems. You no longer needed special physical networks for computers to link to each other, they could just talk over the phone! Dial-up bulletin boards were an early application where you could dial up a computer and leave messages that others could dial up to read there via their computers…and from that idea ultimately emerged the idea of chat rooms, social networks and the myriad other ways we now do group communication by typing.

The first ever (long distance) phone call between two deaf people (Robert Weitbrecht and James Marsters) using a teletypewriter / teleprinter was:

“Are you printing now? Let’s quit for now and gloat over the success.”

Yes, let’s.

– Paul Curzon, Queen Mary University of London

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Super-plant supercapacitors

Aloe vera plant
Image by Marco from Pixabay

There are a whole range of plants that have been called superfoods for their amazing claimed health benefits because of the nutrients they contain. But plants can have other super powers too. For example, some are better at absorbing Carbon Dioxide to help with climate change, others provide medicines, or can strip our pollutants out of the air or soil. But one, Aloe Vera, is a super-plant in a new way. It can now store electricity that could be used to power portable devices – by plugging them into the plant.

Capacitors are one of the basic electronic components, like resistors and transistors, that electronic circuits are built from. They act a bit like a tiny battery, building up charge on a pair of surfaces with an insulator between so that charge cannot move directly from one to the other. Electrons build up on one plate, storing energy. When the capacitor is discharged that energy is released. They have a variety of uses including evening out power supplies. A supercapacitor is just a capacitor that can store a lot more energy so is a little like a tiny rechargeable battery, though releases the energy faster and can be charged and discharged many more times.

Various teams around the world have explored the use of aloe vera in supercapacitors. A team of researchers, led by Yang Zhao from Beijing Institute of Technology, has succeeded in creating a supercapacitor made completely from materials extracted from the plant (apart from one gold wire). The parts were made by heating a part of the leaf of the plant, and by freezing its juice. The advantage of this is that the supercapacitor is biodegradable unlike traditional ones made from oil-based synthetic materials. It also makes them biocompatible in that they can be inserted into aloe vera and similar plants without doing them harm and potentially make use of electricity generated by the plant. Her team has inserted these tiny capacitors inside other plants including cacti and aloe vera plants to show this idea works in principle.

So plants can be superheroes and aloe vera more than most: it looks nice on your window cill, you can make soap from it, it supposedly has medicinal value, it is being used in research to remove pollutants from the air and soon it could provide you with electricity too. So next time you are lost in a cactus filled wilderness make sure you have aloe vera capacitors with you so you can charge your gadgets while waiting to be rescued.

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The wrong trousers? Not any more!

A metal figure sitting on the floor head down
Image by kalhh from Pixabay

Inspired by the Wallace & Gromit film ‘The Wrong Trousers’, Johnathan Rossiter of the University of Bristol builds robotic trousers. We could all need them as we get older.

Think of a robot and you probably think of something metal: something solid and hard. But a new generation of robot researchers are exploring soft robotics: robots made of materials that are squishy. When it comes to wearable robots, being soft is obviously a plus. That is the idea behind Jonathan’s work. He is building trousers to help people stand and walk.

Being unable to get out of an armchair without help can be devastating to a person’s life. There are many conditions like arthritis and multiple sclerosis, never mind just plain old age, that make standing up difficult. It gets to us all eventually and having difficulty moving around makes life hard and can lead to isolation and loneliness. The less you move about, the harder it gets to do, because your muscles get weaker, so it becomes a vicious circle. Soft robotic trousers may be able to break the cycle.

We are used to the idea of walking sticks, frames, wheelchairs and mobility scooters to help people get around. Robotic clothes may be next. Early versions of Jonathan’s trousers include tubes like a string of sausages that when pumped full of air become more solid, shortening as they bulge
out, so straightening the leg. Experiments have shown that inflating trousers fitted with them, can make a robot wearing them stand. The problem is that you need to carry gas canisters around, and put up with the psshhht! sound whenever you stand!

The team have more futuristic (and quieter) ideas though. They are working on designs
based on ‘electroactive polymers’. These are fabrics that change when electricity
is applied. One group that can be made into trousers, a bit like lycra tights, silently shrink with an electric current: exactly what you need for robotic trousers. To make it work you need a computer control system that shrinks and expands them in the right places at the right time to move the leg
wearing them. You also need to be able to store enough energy in a light enough way that the trousers can be used without frequent recharging.

It’s still early days, but one day they hope to build a working system that really can help older people stand. Jonathan promises he will eventually build the right trousers.

– Paul Curzon, Queen Mary University of London (from the archive)

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The rise of the robots [PORTAL]


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Music-making mates for Mortimer

Drumming Robot after Mortimer
Image by CS4FN

Robots are cool. Fact. But can they keep you interested for more than a short time? Over months? Years even? Louis McCallum of Queen Mary University of London tells us about his research using Mortimer a drumming robot.

Roboticists (thats what we’re called) have found it hard to keep humans engaged with robots once the novelty wears off. They’re either too simple and boring, or promise too much and disappoint. So, at Queen Mary University of London we’ve built a robot called Mortimer that can not only play the drums, but also listen to humans play the piano and jam along. He can talk (a bit) and smile too. We hope people will build long term relationships with him through the power of music.

Robots have been part of our lives for a long time, but we rarely see them. They’ve been building our cars and assembling circuit boards in factories, not dealing with humans directly. Designing robots to have social interactions is a completely different challenge that involves engineering and artificial intelligence, but also psychology and cognitive science. Should a robot be polite? How long and accurate should a robot’s memory be? What type of voice should it have and how near should it get to you?

It turns out that making a robot interact like a human is tricky, even the slightest errors make people feel weird. Just getting a robot to speak naturally and understand what we’re saying is far from easy. And if we could, would we get bored of them asking the same questions every day? Would we believe their concern if they asked how we were feeling?

Would we believe their concern
if they asked how we were feeling?

Music is emotionally engaging but in a way that doesn’t seem fake or forced. It also changes constantly as we learn new skills and try new ideas. Although there have been many examples of family bands, duetting couples, and band members who were definitely not friends, we think there are lots of similarities between our relationships with people we play music with and ‘voluntary non-kin social relationships’ (as robotocists call them – ‘friendships’ to most people!). In fact, we have found that people get the same confidence boosting reassurance and guidance from friends as they do from people they play music with.

So, even if we are engaged with a machine, is it enough? People might spend lots of time playing with a guitar or drum machine but is this a social relationship? We tested whether people would treat Mortimer differently if it was presented as a robot you could socially interact with or simply as a clever music machine. We found people played for longer uninterrupted and stopped the robot whilst it was playing less often if they thought you could socially interact with it. They also spent more time looking at the robot when not playing and less time looking at the piano when playing. We think this shows they were not only engaged with playing music together but also treating him in a social manner, rather than just as a machine. In fact, just because he had a face, people talked to Mortimer even though they’d been told he couldn’t hear or understand them!

So, if you want to start a relationship with a creative robot, perhaps you should learn to play an instrument!

– Louis McCallum, Queen Mary University of London (from the archive)

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Watch the video Louis made with the Royal Institution about Mortimer

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