>> Asta Roseway: So I'm very excited to welcome Ingmar Riedel-Kruse, Assistant Professor at Stanford University. And he runs the Riedel-Kruse lab. And he will talk about interactive biotechnology and also about different platforms about -- sorry -- biotic games and also how to create like low-cost do-it-yourself kits with smartphones. Thank you very much. >> Ingmar Riedel-Kruse: Thank you for having me. So as the picture here indicates, one of the major themes in my lab that we're interested in is basically how can we make the microscopic world that we usually can see through a microscope actually interactive. We can look through a microscope but we can't touch, we can't actuate, and this is the kind of thing we want to enable in very different ways and for many different reasons as we'll show you in my talk. So let's start with these two pictures, which I guess are kind of familiar to you, but just asking the audience, what's the difference between those? Say some differences. >>: Tactile. >> Ingmar Riedel-Kruse: >>: One is an interface so a more successful interface. >> Ingmar Riedel-Kruse: >>: Okay, what else? One is probably labels. >> Ingmar Riedel-Kruse: >>: One is tactile. One doesn't. So -- The users are numbers. >> Ingmar Riedel-Kruse: They're different users, exactly. So essentially there's like 50 years difference between these two. In both cases we see computers and we see humans interacting with those. And as you appreciate these early computers primarily about number crunching, they weren't very effective by today's standards and they were hard to operate. By those days, these devices basically provide a human interactive experience that is kind of child play that is very powerful. And so 50 years of technological development made lots of things possible. If you now look into biotechnology, we can actually see what's going on there right now, see similarities to what is being electronics 50 years ago and kind of try to project where should we go with that in biotech space. And just to -- okay. Now the movies don't run. I don't know why. What you see here is as a microphytic chips -- can we get the movies? I tested it before, it didn't run, then it ran, now it doesn't run again. Okay, let me try to walk you through. So what you see here is basically a microphytic chip. It's like a network of little channels. It has valves in there so you can move fluids and little packages around. It's used for diagnostics, for example. So if you have a droplet of blood and you want to do diagnostics of understanding which kind of disease markers or other things you have you can imagine how these particles are moved around on this chip and are kind of processed. And there are many relationships to these early computers. They can be run in the lab by expert people. But they're not readily available for day-to-day use. So this technology gets better. There's something similar like Moore's Law to it. So can we basically get to a more human interactive experience with those ones as well. So, the first thing I want to tell you about is what we started with is the idea of making games these types of platforms. Even the first computers, one of the first things people did was making games to kind of show how you can interact with those machines. So what are biotic games? We're interested in machines that have two basic features. One is it should really allow a human to interact with these biological processes at a small scale. And you should really have something to do with modern biotechnology. What we don't mean is a SPU emulation or something more microscopic like cross-pullover which we could call ancient biotechnology. What you see here is a single-celled organism called paramecia. Relatively large. 250 microns. Very simple 2-D microphytic chip. These little speckles, these are the cells. And you see four electrodes. If you apply an electronic field, you can make those cells swarm along the field lines to do behavior called galvanotaxis. And here you see kind of a joystick or game pad where you actuate those electric fields and you can basically in real time on a computer screen see how these cells move. Now, if you put some virtual objects on top of it and integrate some tracking mechanism, you can play games with that. Like and the thing you just saw, it was about getting points by swimming through these studs. In this case you try to get a virtual soccer ball into a goal. And they could kind of envision saying basically this is a biology experiment or you could say this is a game. So in this game engine, so to speak, you can create many different games by implementing different types of skins on top of it making different rules and things. >>: What's your goal with this game? >> Ingmar Riedel-Kruse: goal or ->>: So the first -- you mean what is the end game What is your goal, the research goal? >> Ingmar Riedel-Kruse: The initial research goal was could we make games on this type of platform and even asking what would these games even look like. And before video games came around, no one knew what a video game was. And we've seen this tremendous evolution based on technology that led there. And so it's ->>: Is this something about you can see how they move. to teach people how these particular -- Are you trying >> Ingmar Riedel-Kruse: Yes, so there's lots of -- so the initial thing is let's make games, let's make an interactive experience and show that it can be done, secondary question what is this good for. And I come to things like informer, informer biology education. So that may be one application there. So here's again the setup it's very simple, open chip, Web cam and basically you project this on a screen. So this was kind of very early first thing that we built and kind of laid the paradigm of what a game could be like and that sort of platform. And since then we basically have gone quite further down the road and so the next system I want to tell you uses a different organism called Euglena. It's about 50 micrometers in size, a little bit smaller, it's green and photosynthetic, has a nice little red eye bud that uses to send to 3-D environment and flagella that propels itself through the fluid. So this particular project we wanted to set up a system where we can play through a smartphone and where we also have a much more robust and reliable kind of game experience than what you saw in the previous one. So the education motivations behind this is if you look at other kind of areas, especially microtronics and robotics and also computers with video game, National Video Game Challenges, I'm always kind of envious because you see we have these beautiful toys that kind of engage kids and students to learn about these technologies, build something, have fun and intrinsically learn. And we really don't have that to that extent yet in biology. And so here again these cells that I just spoke about, these Euglena cells, swimming through the fluid. A little bit about their biophysics, so to speak. They have this iceberg and long flagellum and essentially they can roll or they do roll in a 3-D helical motion through the fluid, thereby with the ice pod sample through 3-D space, and then there's a feedback loop between the flagellum and this ice pod and this allows them to basically, for example, go to the light if the light is very dim, because they need light for photosynthesis. And walk away from the light if it's strong. We don't want to get sunburned and basically here we used the negative for phototaxis. And on this setup, on this phone setup, the kind of games that we implemented is a very similar setup before. Instead of electrodes we have LEDs now and light is much easier to control in many aspects. And so what you see through the differences of the game I showed you before, it's in color. So we made some advancement there, which you may not appreciate is not these cells live for a couple of days in this chamber. You almost get a plug-and-play experience. You turn the thing on, you can play and turn it off again. And we also already integrated a number of things that are educational, so you see scale here, you see the velocity down here of any sort of cell that basically swimming through this object. Right now this cell is tracked and you kind of see the real time velocity. You also see whatever cell is tracked you kind of see the cell enlarged. The idea is while you play with these things there's many subtle ways how you can convey the learner or the player as something that is relevant about biology. In which you would not get if you would play purely electronic version of that. So just to summarize again, so this is kind of this phone you can actually build it yourself with a 3-D printer simple electronics interact essentially in two different ways with the cells. One is tap on the screen with your finger, select the cell of interest and the other use a joystick to apply a light stimulus and make the cells move, and as we show new the next few slides there's three modalities of learning or education that we have in here. One is you can build the system yourself. You can do inquiry by really doing experiments, or you can just splay. So we tested this with a number of children at science fairs to see each different age groups what they get out of it when they draw. For example, an eight-year-old drawing with a X on it which these cells don't have. But clearly reflecting that the child realizes this is something living. We also had some test questions about like how big are these cells or how fast are they swimming which you could see from the game as I showed you before. What you generally find, around 11 years, the kids fully get that. Below, kids enjoy it but may not fully understand what's going on. And this actually nicely aligns with typical biology curricula in middle school when most of biology is taught. Here's basically the whole setup to build something like this. So you do some 3-D printing, have some very simple microphytics, make with simple tape and plastic, and very simple electronic circuit. The idea is built, learn these concepts in an integrated way. And here's another one to do more serious experiments. So, for example, instead of building the microscope you can also put this interrogation chamber on the phone directly on the school microscope which makes the whole thing cheaper and we made some ads where we can, for example, track individual cells on the light stimulus or measure a number of velocity traces and you can ask hypothesis through the cells, for example, swim fast when the light is on versus non. You can do the whole scientific method on a system like that. We also thought how can we integrate programming in there, programming an Android is a little bit hard. So we resided to scratch children programming language where we set up a simple model which is also shown here. This is the whole equation that shows the motion animation of these cells and you can basically program games on top of that or more serious experiments. So we're now in the process kind of engaging with teachers more directly and seeing how this could kind of flow in the school curricula or after school and hopefully in the long run has similar impact like, for example, Legal Mindstorms. Now let me go to a second project uses again the same organisms. >>: Such as to get -- don't teachers ask you about more serious research questions you could be doing with these cells, like what are they good for? What do they do? >> Ingmar Riedel-Kruse: >>: Do they do. Yes, so we actually -- Don't kids worry about that? >> Ingmar Riedel-Kruse: I think the question of cell dying worry adults more than children. So we had a number of teachers actually coming to our lab and showed them interviewed them on what they found valuable and whatnot. So some of the things the teachers really found very valuable is already just having a screen where multiple people could look at it and just pointing on a cell and tracing it. Some teachers were less excited about the game aspect. Some teachers feel games are good for learning. Others feel it's not there, right? So it really now is this the question how to really bring this to the classroom and how to make it meaningful for the teachers. It's really the next step. >>: [Indiscernible] or something useful as opposed to speed. you teach them anything about what these cells actually do? Could >> Ingmar Riedel-Kruse: So you can teach them, for example, they respond to light. Already the concept that cells have an organelle that sees light, so to speak, and can respond to it and also have a closed feedback loop that you always go with the light. That's an important concept. Another thing ->>: Serious part of me just wants to know more about these. Okay. >> Ingmar Riedel-Kruse: Good. So in the second project, we basically use the same cells but tried a different set of stimuli. Again it's light but it's light from above. So we have much more programmability as you will see now. So this is a touch screen. What you see here are the cells swimming, and whatever you draw on the touch screen is directly projected on these cells. We draw a circle in blue light. The cells avoid this blue light and you can essentially trap a cell here and another cell there. So just loop this. So watch out for this cell here. It's kind of swimming then it hits the light and turns around. So it's actually also much more natural stimulus than what I showed you before. Before here you didn't see the stimulus while the other one with the joystick, some light maybe from the side it's not always directly recognizable. So what's the setup behind that? It's essentially a normal projector with a slightly different object, optics to make it small and you have standard microscope with camera to feed it back into the touch screen and also have an eyepiece, a regular -- so you can also really see not only the cells but also what you project. And here what this movie is showing actually you can do it on a different length scale by zooming out. Again you can see how the cells go away from this blue light and start assembling on these other areas. So it is what the machine looks like. This is the view through the eyepiece where you see the cells here and you also see what you draw. And this becomes later as you will see. So now you can do a number of things with it, for example, simple science activities we can ask what colors do they respond to so users can choose different colors, for example, red or green, noticing the cells whenever they encounter that sort of light they don't respond. But if there's a blue light, they do respond. Very simple example of scientific inquiry, activity, and you can make games on it. For example, there's this apple and you somehow need to feel the motion of the cell, such that it gets to the apple. different directions. Tried to make them bounce in So we had this system then tested and multiple times in a sample say tech museum. The setup is essentially like this big touch screen here and then next to it the setup which is open so people can look inside and also the eyepiece. So we had people coming and basically just we were watching from the distance what people would do. And I want to walk you through a few examples. So what usually happens is people come to the touch screen start drawing. It's a very natural thing. After a while they realize that there's something swimming in the back whatever they're swimming they're moving it's actually responding to the things that you draw. Here you see an example where a person within two minutes of this whole thing is an image sequence of two minutes where a person kind of initially trapped one cell and then made a little maze and tried to get the cell out of the maze. So we can argue that we enable the museum visitor to make the microphytic circuit within two minutes without having ever done it before and doing the self-guided experiment. And what's also very interesting kind of having this eyepiece and the touch screen, if there were multiple people, usually only one person can operate one thing. So one person started looking through the eyepiece while the other one was drawing, and of course they were recognizing that when one person is drawing you see in the eyepiece and people started talking to each other and made kind of guessing games like you draw I guess what you do and so forth. And which kind of really led to prolonged engagement on the set up and people spending three minutes and more on there, which really what you kind of want in a museum. Which again is something which we are really used to from physics like hands on and things and active museums but not that many in biology. Apart from petting zoos, for example. Just to show you another example here, this is in collaboration with the exploratorium, where we use the exact same system but we use Kinect as an input device where Kinect uses, detects your body and then projects that one into the mike scope. What this leads to is that, first of all, you kind of project the cells in your kind of own big space. You as a person meet the cells there, but at the same time if you look through the eyepiece you see a little person dancing inside the microscope. That's actually something that especially children very much respond to. And so here you see kind of like with this frame how you can also trap cells and move cells around. So I think this really gets at a level where we could really have a two-way experience between a human and a microscopic organism both in our scale and their scale and we kind of now are developing exploring like what are the best ways to implement these kind of activities and what does it really mean philosophically for us. And the final thing I want to tell you, and that sort of way, what you've seen so far is kind of seeing ourselves. But if you take like a million of these Euglena cells and put them essentially in a closed petri dish, which is about this size, and put light from below, you get so-called bioconvection patterns where the cells when they're swimming up and the cells accumulate at the top of the surface but the fluid gets denser and this dense fluid actually sinks down and drags the cells along with it and swim up again. You kind of very get dynamic patterns. What you can do, for example, if you have an initial as the movie shows you homogenous distribution, you show pattern on it. You see something like initially like a photograph almost. And then it develops further and more and more complex patterns. And though this is kind of a nice complementary system to the previous one because here you kind of almost don't see the cells but you really get a collective phenomena that involves millions of cells. It's phototactic behavior. This one is also easy to build because it's essentially a petri dish and the cells live in there for a couple of weeks. Okay. So this one's kind of our museum's, museum interactive explorations, and now I want to tell you something about how we can make biology experiments available over the Web. And one of the main motivations of that is there are many students across the world that need to do, would like to do biology experiments. And depending on how good your school is situated or how dangerous maybe even the organism is, there's lots of experiments you can do. The question is could we facilitate students to work from any sort of electronic device over the Web to do biology experiments. And we can. And we use again this paradigm that I showed you before with these four LEDs and basically looking at the phototactic behavior of the Euglena cells. And this is essentially the website. It has one big live view of the camera, which is seeing yourselves move. You have this joystick here, this joystick you control the direction of the light. And you have an external view, camera view on to the microscope. So here if you watch closely you see the different LEDs turn on and off, which is kind of important to give remote user a sense of what they're actually doing. If you follow closely now, for example, the joystick points down here. So this LED is on and you see how the cells move downwards. If you look for a while you realize not all cells are the same, some respond more, some less, different sizes. Generally image, video data is very rich. Beyond the experiment cells respond to light there's more to be discovered and analyzed in these types of movies. So this is simple paradigm of kind of a cloud lab, online lab, but it's very good for us because again these organisms are very stable and we can long-term culture them and really provide a platform for the end user is almost as robust as a standard electronic one. And so in order to assess the utility for that for education, I have a strong collaboration with Paulo Blikstein, Professor of Education in Stanford. And went to San Francisco middle school, a teacher who teaches multiple classes. Within different days, a number of students basically using our system and not only doing experiments but also trying to analyze the data and then doing some modeling experience, modeling activity around that. So that's essentially what the class looks like. It's pretty tough to fit in a 50-minute class. Something we do experiment analyze it and model it. And then do pre and post test which are you also needed to do because you do research. But essentially that's the layout. So first about the experiments for the students. So there are different ways students can actually do experiments in a cloud, either every student does an experiment on their own or you do a front classroom experiment where one student is basically doing it on the wall and all students are basically participating. What happened is that schools have firewalls, bandwidth limitations all sorts of things which eventually led us to gravitate more towards the model where there's one setup in the front of the class but we would envision in the long run when school's better suited for these kind of things that every student at the same time can run their experiments in parallel. So then the students after this experiment, they would look at their data. Basically scrolling through the movie and analyzing how many cells did respond to light, do they really line -- we made some post image processing where from one single imagine you can recognize which direction the cells are swimming. So, again, the main questions that stand around this the cells are light responsive you move away from light. We implemented modeling environment. So modeling is something that I think is still lagging in middle school compared to other science activities in my mind. And how does one even bring or enable a student to model these kind of complex cells. And what we resided to is building an emulation where we basically see this little box here. Implemented full 3-D physics of this cell and the student was taught to kind of find the parameter set, three parameters where this cell would actually match the swimming trace here and in purple and this purple trace is due to a single cell that has been tracked. And the three parameters that the student had to align was the swimming speed, how fast it was around its own axis and remember it only has one eye spot, rolling velocity really has an effect and how strongly it responds to light and students were basically kind of fiddling back and forth with these parameters and trying to get a good fit. And in the future we can think of many more sophisticated ways of how you really teach and engage children in modeling. What a post test revealed importantly the children learned the content and the other thing is that the students liked the activity, they felt agency and they felt that performance was successful. And also got very good feedback from the teachers as well who said this was one of the better classrooms. Children were much more alert. If you kind of now think what are the pros and cons of normal hands-on biology experiments. So certainly the logistics are much easier like the teacher doesn't have to bring in all the microscopes and wrestle with the organisms. Of course, on the other hand suddenly you lose a certain tactility you have if the child turns knobs on a microscope. And I think ultimately you need to do both in tandem. Certain things it's really done well online and you can really have the student focus and experiment design and doesn't have to worry about hands and skill but in other cases you really want to have that one as well. Okay. So what's the long-term vision of that. How would that scale in the future? So what you see here is basically a multiple of these microscope setups. So image is not very good but essentially it's a camera here. The objective here and then this little chamber. We see the tubes where basically we have organisms in larger culture chambers and basically from time to time flush organisms into these chambers thereby having systems that can run scenes autonomously over weeks. Then we build out a cloud system where we have multiple of these machines and have corresponding user management where how do you queue people and give preferences, for example, for teacher or student one of those. If the machine is broken for whatever reason how do you drive people to a better machine. So with any sort of cloud system, you need to somehow maintain it and kind of monitor what's going on. We have that. But it's a special aspect here to the biology that you don't see in any normal electronic computation lab, and that's the organisms themselves that may for some reason not respond as well be dead whatever. For example, if you see the middle machine not that many cells. We basically implemented a framework where each of these machines every couple of hours runs a simple experiment and then with object tracking kind of recognizes how many cells there are, are they responding. And if the machine is not properly working people would not be routed to this one and we would get an alert to kind of fix it. So kind of really getting to this point where the end user kind of can log on and gets routed to something that gives a good experience. If we think about cost and scale-up, so the whole technology behind it, as you saw in the talk before, it's a very simple microscope, very simple chip. You can run the whole machine with a Web cam and Raspberry Pi, if you put it together a setup costs maybe $250. If you think you have many of those, have someone to maintain it you can think on average costs maybe $250 per year to maintain a single machine. And experiment essentially takes a minute. If you track all these numbers, what you come up with is one of these machines in principle can run half a million experiments a year. That means of course running day and night but people can access it from all over the world. The visual experiment is less than a cent. So it's something where you can think of, for example, addressing five million students and you guess that every year go to a similar kind of grade level. Basically really supplying sort of biology experiments at scale and at low cost. And so that's something we're now thinking of how do we scale this up and make this happen. And, of course, we also varied -- not varied, concerned about generality. Thought light from the site, you can use stimuli like you saw from before, like projecting from above. And use different organisms. What you see, for example, these are Euglena cells, and boardwalks, microorganisms, multi-cell ball. If you shine light this, it actually moves to the light while Euglena moves away from the light. And in different organism, you see follow closely how these cells generate hydrodynamic flow fields from other cells around. Lots of things to be discovered and to be scene. And one of the tricky things if you want to bring these things stable online is again a maintenance question like which type of organisms lend themselves well for being robust and don't need too much logistics in our end in terms of maintenance. So finally I want to tell you about an earlier cloud lab project which is an interesting contrast, because it's working on a different length and time scale and also is not as scaleable as the first one, but, on the other hand, maybe have more utility for students actually building setups like those themselves. And the system involves petri dishes and organism physarum that has a chemotaxis response. Focus on this one. It's a petri dish about this size. And yellow you see the organism and red it's indicated where robot basically puts food particles the whole movie lasts over a day. It's a much slower experiment and here an image is taken at about every ten minutes. And what you can see is that this yellow organism essentially follows this trail of food. And you always see like branches a little bit out but essentially grows, initially grows everywhere then finds the food moves along the food trail and the experiment essentially works like this that the student logs in every couple of hours, programs this to the robot for a few more segments of the food trail and comes back a few hours later and sees how the organism has responded. The system itself we built out of Lego. Built a pipetting robot have a flatbed scale below that basically takes images of multiple of these dishes. So here's the interface where you can basically select your experiment and you can route it to a particular one. You see a petri dish and then you program essentially this food trail by just drawing a line and telling beforehand what's the time difference between those. And these are the robots that execute these experiments. And what's interesting now is that we have these robotics classes in school and after school programs that now students could also build robots like that and then get this whole megatronics education also more into the life sciences. So then after the robot has executed it, the images placed in a database and you can come back and see what you've done. So, again, this is the robot. This is basically the pipette which is all made out of Lego except enormous range, pretty low cost. Here this is the standard acquisition, three standard machines each having six of such dishes, there's important to us to try to understand the technology if you have multiple machines in parallel each with multiple experiments how do you route and synchronize all of that. So that's actually what this kind of schematic is showing here you have multiple of these machines each of them running multiple experiments. On the other hand you have the user. And this setup is actually very different from the real time Euglena lab you saw before because before the Euglena, what it is is a user checks out a experiment owns it for a minute does the experiment and then gets put off again. While here all these machines operate autonomously, the user only puts input into a database and machines query what they need to do and then do multiple things in parallel. So two very different modes of operandi. And what's important is in biotech space we get one more high throughput equipment for pharma and research in the fourth and you can imagine how you use this high throughput highly parallelized equipment to run many experiments in parallel. While the one scientist runs 10,000 experiments in one run, what about 10,000 students running one experiment each. And so I used this setup in a class at Stanford, graduate level class that I taught, where the students essentially run experiments over 10 weeks. You see examples where students test for the organism, responds more to -- kind of distinguish between lots of food versus little food and how strong it can follow, and the student would analyze the data, measure fractile growth speed and make some models. And here is another example of a little more simplified robot where you kind of for example program in 24 well plates, as you see here, food color gradients, something that's very easy to do, if it's colorful you cannot think about more colorful mixes. And we also can do is more complicated experiments where you use bacteria that you induce certain gene expressions that lead to colors. And so what this can really show students is how -- give a feel for what industrial robot's actually doing and how robots can actually facilitate experiments. Take the label off the person and enable you to think more about programming and experimental design rather than physical labor and hands on skill. So kind of division where all this leads to these kind of cloud labs, talked quite a bit about education and you heard about Moonks [phonetic] and other things like those. Another project we're studying is working with physicists, a small select group of people that we allow give access to our cloud labs. They can run experiments based on their own choosing and try to come up with research questions and make models around that. Other more long-term vision is of course really high throughput equipment on these kind of machines, on these kind of infrastructures. Both for research and education. And we can also think about citizens designs, for example, what happens in case you don't know when you turn to our project we are tens of thousands people help solve biologically relevant problems. What if you enable -- I mean regular people to design their own experiments and thereby contribute to the scientific endeavor. So to kind of now step a little bit. Conceptually. What I talked about is interactive biology, like we want to enable people to do experiments in a very convenient way and what do we need for that? We always need, of course, some biology. We need some sensor and some actuator. And if you want to interface that with our standard electronic world we'd like to have a digital input and output. You can think of interactive biology where you don't have that, but as you saw, for example, if you want to build cloud labs or whatever we need to kind of interface with these digital infrastructures that we're so heavily used to. And so if you are kind of connect something to the decision realm then you can make a close relationship or comparison to other chips we know, CPUs, GPUs, so forth, where you can say you have an input and something magically happens, digital output. And the same thing happens here, except there's a biological process in the middle that is noisy, has other properties. For that reason we call this sort of setup biotic processing unit, BPU. We can also ask what's a performance metric of such a BPU of any sort of system. Like you know how fast the CPU clocked all these things how many operations can it do, what would it mean for a system like that. And you could, for example, say, if you look back at this, early system we have this projector and camera, you could say let's assume we have a certain projector on the camera HD, there's a certain amount of information processed through there and use that as a measure. But that's not a good one. Because if you have no biology in between, all you'll get is meaningless stuff out of it. It can't be the answer, can't be good measure. We need to take those into account. The way we really know about it is really ask any question if you as a provider a stimulus, how much of a response do you see. If you provide a stimulus, don't see any response, you are essentially watching a movie. What's the feedback you get and the capture this is actually mutual information. So information theoretical perspective, basically from the response that you see how much can you learn about your stimulus and the more there is presumably the more you can interact or the more people can interact at the same time. And just to make this a little more concrete. So for example if you have two LEDs takes about ten seconds for a cell to show a visible response. One bit within ten seconds you can say within ten seconds which of the light has been on. If you have four LEDs then you already have two bits. If you now think about this projectile system where we can show things from above, have multiple cells in certain sub areas, you can actually get to higher levels. On the other extreme, if you think back to the physarum system where we took an image every 10 minutes typically the growth rate on that log scale is 20 minutes get to a much lower bit rate. If you now ask yourself if you want to, for example, a certain a number of children, biology experiments or researchers to do certain experiments, when I ask which system should you build, you can use these kind of quantitative measures to say this is the kind of power of investigation you have. Okay. So two final slides I want to talk about. So when you first had our games out there, some people asked like this is ethical to play with living organisms. I don't know if the audience wants to respond to that in any sort of way. >>: Do the paramecium know they're playing games. >>: Ingmar Riedel-Kruse: No, because they're not sanctioned right. But what prompted us is going to Biosis at Stanford and wrapping this issue and basically coming up with a number of possible objections one could have. So there's, of course, the question of animal welfare, like do we hurt something, do we cause pain, there's kind of a general question respect for life if you play with this organicism it's something disrespectful to single cell organisms whatever that means. We also got some from online responses we took YouTube videos where people are commenting and those are some of the comments we found from there can characterizing, some people saying this is playing good you should not do. Some people say this looks yucky. Some may say this is slippery slope. Maybe who would be the single celled organisms later you do it with mice that may not be okay don't go there. Some people say this is trivial pursuit taxpayer money should we spend money on this couldn't you do something better with your time. Question about public safety, basically kill a virus, generates it and gets released in the public. Do we generate games that are good games, that are joyful for the player not frustrate kind of. The other questions which are kind of more longer fetched but if you think about scientific discovery games, if things are discovered, who owns the discovery, things like that. So it's about some of the major themes, have the relationship in kind of many bioethical debates. So we sat down and said let's make a few recommendations, kind of setting boundaries of what we want to do here to err on the safe side. The obvious one is don't cause obtain or harm, nonessential organisms, the cells single cell when you put pizza in the oven you kill yeast similar complexity don't think about that. We could certainly turn to the public and say why are we doing this and that's why I give talks here. We have a mission to kind of engage people and teach, find new ways of teaching about biology and biotechnology, especially since it's an area that more increasingly influences our life. We should show respect for life. It's always a good question what does this exactly mean. If you think about playing with your dog, kind of throw the stick and the dog brings the stick back you have a positive relationship. Or you could make a game with two dogs fighting something we don't really like and think of how to incorporate that. You should also have respect for the players who make games that in the end you think there's some positive outcome for that person. So those are kind of some recommendations and published an ethics paper on that. And so I started my talk with some relationships between computer science and biotechnology. And here's a graph which makes the point there's some sort of 50-year gap, if you want to say so between the two. There was kind of the early foundations of computer science like quantum mechanics can be maybe matched up as being the discovery of DNA structure. What we call the golden years and then eventually there was the transistor, integrated circuits, which we now have in biology, right? And you can basically fit a line through it and say 50 years and we can also say when did the first video games come up what did we do here. We write on the slope what we are doing. So that ends my talk. So the main thing I want to highlight would be interested in providing an interactive experience between micro scope human and microscopic organism. We're building a number of our systems, learned a lot, a lot to be said how do you make stable and robust technology and lots of applications focused on education which I think it's a rather straightforward one because if you want to bring a million single experiments and a million students a experiment is simple easier to achieve than bringing a very complicated experiments to ten specialized scientists but the types of technologies in the end should relate to each other. That concludes my talk, and thank you for your attention. [applause] >>: Comment more on the citizen science aspect like two prominent examples was [indiscernible] and also astronomy. So what do you envision. >>: Ingmar Riedel-Kruse: So the general idea is could you not only have people involved in data analysis, and problem solving but maybe even in data collection and experimental design. And so the Turner Project, which was on this one slide by Richard Daus at Stanford, is already doing this to significantly extend where people basically design R and A structures and they submit the design and then these designs will synthesize and test whether they fold properly. It's getting people more and more involved in that part of that research as well. Another example would be we would see a lot with the cell phones, for example, goes to the wild and take images of birds and other things and basically help with the data collection. >>: What is the reason that they want to do different light frequencies. >>: Ingmar Riedel-Kruse: The Euglena respond most to blue. So, first of all, UV the blue light is more energy intensive. But it's also a little bit cheating because if you crank up the red light extremely high these projectors have some sort of spectrum they would also avoid that. So what really chose to do something that gives a very clear distinct experience to the user where the blue gives a very strong response and the other ones do not. Again, it's a little bit it's mainly cheating because you should not mislead the user saying they don't respond to red light at all. >>: Does it have any effect, though. >>: Ingmar Riedel-Kruse: What do you mean "effect" then? So if you have very strong light for long time make it UV damage, for example, to the cell. May heat up and really depends on what exactly is going on. >>: Are you thinking of standing like open up to different stimuli that will just be lights. >>: Ingmar Riedel-Kruse: So you saw the chemical stimulus with the robot in the very first game that I showed where we had like this electrical stimulus. So we tried to do more and more organism more stimuli but the thing is that the light is very easy to handle stimulus because very easy to switch on and off and these cells Euglena cells are not easy to handle. So we would really like to branch out but the more complicated stimuli organism is the more complicated the technology gets. Any more questions? Thanks again. [applause]