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Scholars interested in communication theory, media theory, and multimodality will discover new ideas within this text by current philosophers, while scholars of sensory studies will learn how their field can be extended to communication and media.
Most of the time people perceive using multiple senses. Out walking, we see colors and motion, hear chatter and footsteps, smell petrichor after rain, feel a breeze or the brush of a shoulder. We use our senses together to navigate and learn about the world. In spite of this, scientists and philosophers alike have merely focused on one sense at a time. Nearly every theory of perception is unisensory. This book instead offers a revisionist multisensory philosophy of perception. Casey O'Callaghan considers how our senses work together, in contrast with how they work separately and independently, and how one sense can impact another, leading to surprising perceptual illusions. The joint use of multiple senses, he argues, enables novel forms of perception and experience, such as multisensory rhythms, motions, and flavors that enrich aesthetic experiences of music, dance, and gustatory pleasure.
Explores the theory and practice of games-based learning, promoting the development and adoption of best practices. Provides a combination of theoretical chapters as well as practical case studies.
Multisensory Experiences: Where the senses meet technology takes you on a journey that goes from the fundamentals of multisensory experiences, through the relationship between the senses and technology, to what the future of those experiences may look like, and our responsibility in it.
We perceive and understand our environment using many sensory systems-vision, touch, hearing, taste, smell, and proprioception. These multiple sensory modalities give us complementary sources of information about the environment. This book explores how we develop the ability to integrate our senses.
Video games have become an increasingly ubiquitous part of society due to the proliferation and use of mobile devices. Video Games and Creativity explores research on the relationship between video games and creativity with regard to play, learning, and game design. It answers such questions as: - Can video games be used to develop or enhance creativity? - Is there a place for video games in the classroom? - What types of creativity are needed to develop video games? While video games can be sources of entertainment, the role of video games in the classroom has emerged as an important component of improving the education system. The research and development of game-based learning has revealed the power of using games to teach and promote learning. In parallel, the role and importance of creativity in everyday life has been identified as a requisite skill for success. - Summarizes research relating to creativity and video games - Incorporates creativity research on both game design and game play - Discusses physical design, game mechanics, coding, and more - Investigates how video games may encourage creative problem solving - Highlights applications of video games for educational purposes
This entry in the BEA Electronic Media Research Series, born out of the April 2017 BEA Research Symposium, takes a look at video games, outlining the characteristics of them as cognitive, emotional, physical, and social demanding technologies, and introduces readers to current research on video games. The diverse array of contributors in this volume offer bleeding-edge perspectives on both current and emerging scholarship. The chapters here contain radical approaches that add to the literature on electronic media studies generally and video game studies specifically. By taking such a forward-looking approach, this volume aims to collect foundational writings for the future of gaming studies.
This book is a practical guide to multisensory stimulation that will help children and adults with sensory perceptual issues or cognitive impairment. Underpinned by up-to-date research and theory, it contains ideas that can be applied to communication, play, leisure and recreation, therapy and education. This handbook will appeal to primary professionals from a wide range of disciplines including education, health and social care.