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Tata Institute of Social Sciences (TISS) in Mumbai is distinguished by its commitment to field-based learning and research. It has been at the forefront of the development of the social sciences and social work education in India for seventy-five years. TISS has benefited from the continuity of leadership and widely shared core values. It has a longstanding commitment to partnering with communities throughout India, and its fieldwork projects develop realistic solution to seemingly intractable social problems.
This chapter explores the actual reading event. It considers what kinds of pleasure readers seek from book reading and rereading (in different settings and at different times), and the ways in which an e-book does or does not deliver such satisfactions. Examining aspects such as tactile dimensions of embodied reading, the role of the material object, convenience and access, optimisation and customisation, and narrative immersion, it contextualises original findings with recent empirical research on screen reading and offers insights on how, where, and when intimacy, sense of achievement, and the feeling of being ‘lost in a book’ can be found in e-reading. Pleasures such as immersion and sense of achievement appear to be impeded by digital for some readers but facilitated for others. The chapter further examines how an e-book can be framed as an incomplete book (frequently as ‘content’ or ‘story’ and hence the ‘most important part’) without losing its power to satisfy.
This chapter examines Lucian’s manipulation of images of geographical authority in his True Histories, with particular reference to his representation of human and other bodies immersed in their environments. It look first at the tension between detached geographical observation and images of bodily immersion or entanglement with particular landscapes both in imperial Greek literature more broadly, and also in Lucian’s work, where that theme has a particular prominence. That point is illustrated first through discussion of Lucian’s On the Syrian Goddess, which returns repeatedly to images that challenge the idea of a clear dividing line between bodies and their environments, and also between observer and participant status. The second half of the chapter then traces the contrast between detached observation and corporeal immersion through the True Histories, especially in the scenes in the stomach of the whale, from 1.30–2.20, arguing that Lucian in this text undercuts notions of detached geographical authority in ways that are closely related to his comical undermining of various other kinds of intellectual and social pretension in his other works.
Videogames once seemed like they would have a part to play in the future of the book – the natural evolution of literary practice onto more expressly interactive digital platforms. Today, despite numerous compelling examples of videogames that support literary engagement, the comparison can seem strange, clichéd, banal, and beside the point. This chapter attempts to reset the comparison of videogames and literature for the present moment of digital culture. First, it presents a brief history of critical perspectives on videogames as literature. Second, it reflects on the contemporary status of and challenges to videogaming’s literary aspirations following recent shifts in the industry’s design priorities and monetization practices. This chapter does not present an argument regarding the status of games as literature. Rather, its goal is to describe the urgent work of literary studies in continuing to rethink digital gaming in the unfolding digital age.
The dual language development of dual language immersion (DLI) students, although often examined at the domain level (e.g., listening or reading), remains understudied for more specific skills (e.g., word, sentence, or discourse). This study examines the eleven-month progression of oral language skills in a picture description task in two languages (French and English) for early-elementary (Transitional Kindergarten through first grade) DLI students (N = 42). Using Bayesian methods, which estimate parameters using both the data and prior information, we describe French and English growth patterns as measured by learning progressions whose focus is on language features at the word, sentence, and discourse levels. For French oral language, we found evidence of meaningful positive linear growth for all language features, whereas for English oral language, meaningful linear positive growth was only detected for sophistication of topic vocabulary. Overall, coming from a French-speaking household was associated with steeper French oral language trajectories, but coming from an English-only household did not specifically impact English oral language trajectories. In both languages, grade level influenced the trajectories of some—but not all—features. We conclude with theoretical and practical implications, advocating for a language progression approach in instruction and research on bilingualism.
The present study asked if bilinguals who are immersed in their nondominant language are more likely to know some words only in their nondominant language.
Method:
The either-language scoring benefit (ELSB) reflects how many more points bilinguals get when credited for pictures named regardless of which language is used. We asked if the ELSB varies with self-rated proficiency level of the nondominant language in young English-dominant (n = 68) compared to Spanish-dominant (n = 33) bilinguals, and in older English-dominant (n = 36) compared to Spanish-dominant (n = 32) bilinguals. All bilinguals were immersed in English (in the USA) at the time of testing.
Results:
Spanish-dominant bilinguals showed a larger ELSB than English-dominant bilinguals (in both young and older groups), but simple correlations showed that the degree of Spanish dominance was associated with a higher ELSB only in young bilinguals. Additionally, the ELSB was larger for bilinguals with more years of immersion and for more balanced bilinguals, whether measured by naming scores or self-rated balance (in both age groups). Nearly half (n = 14/33) of the young bilinguals who said they were Spanish-dominant scored higher in English than in Spanish, and on average these participants had similar naming scores in English and Spanish.
Conclusions:
Either-language scoring benefits bilinguals with higher proficiency level in the nondominant language, which is more likely in bilinguals with extended immersion in the nondominant language, who also tend to be more balanced bilinguals, and for young adult bilinguals who may be in the process of a switch in which language is dominant.
Chapter 16 presents an overview of the most common language teaching approaches. Presented on a spectrum from grammar-based to naturalistic, these approaches are compared and contrasted based on learner, teacher, syllabus, and programmatic factors. Rationale and challenges of transitioning between teaching approaches are presented alongside suggested activities for professional development.
Chapter 2 focuses on how and why target language input is important for language learners. Authors discuss several different types of input and how it has been found to contribute to second language development. Research-backed approaches for integrating more target language into classrooms of all languages, levels, and ages are presented for teachers to implement in their lessons.
In this chapter, we reinforce the book’s aim to shed light on changes inflicted on language, cognition, and the brain rather than to focus on advantages and disadvantages of being bilingual. To obtain a more realistic picture of bilingualism, its assets (i.e., what is easier), and its difficulties (i.e., what is taxing and leads to high consumption of mental resources), we have drawn on research from various disciplines. We conclude the book by identifying complexity as the major issue for research on bilingualism. The complexity problem is fundamental to definitions of bilingualism and the characterization of bilingual participants in empirical studies, leading to discussions about its assessment as a dichotomous or continuous variable. Considering bilingualism as an experience and how such experience impacts overall language development, cognition, and the brain at different levels are related to usage-based approaches of examining bilingualism as well as a concern regarding confounding and moderating variables. The shift for designing research in the field of bilingualism seems to necessarily be more interdisciplinary in nature than in the past.
While there are a few older examples of fantasies that create secondary worlds imaginatively separate from the Earth we know, such building projects became increasingly prevalent during the twentieth century. World-building is seen as one of the quintessential activities of contemporary Fantasy. Consequently, this chapter considers what fantasies, their creators and their audiences gain from imagining new worlds. It begins by examining J. R. R. Tolkien’s arguments about the importance of consistency and immersion in sub-creation, while also considering alternative views articulated by writers including Michael Saler, André Breton and H. P. Lovecraft. After drawing out the wide applicability of the world-building metaphor in conversation with work by Farah Mendlesohn, the chapter explores the metaphor’s limitations by looking at examples drawn from Michael Moorcock and Fredric Jameson. The second part of the chapter explores a wide range of world-building techniques using case studies that include Margaret Cavendish’s The Blazing World, E. R. Eddison’s The Worm Ouroboros, Mervyn Peake’s Gormenghast series, Nghi Vo’s The Empress of Salt and Fortune, Fantasy television, Planescape: Torment and Elden Ring.
This chapter provides an overview of the variety of contemporary digital comics.
Digital comics encompass diverse objects, both online and offline, ranging from print comics that are digitized to webcomics that resist print publications and have greater affinities with video games or animation. The chapter regroups these different formats into three main categories; it reconstructs the history of digital comics, isolating four partially overlapping phases connected to the evolution of digital culture. It traces the similarities and divergences between digital and print comics, identifying their formal specificities and contextualizing them in the analog/digital debate; and discusses their different characteristics in terms of immersion and agency. Finally, it reflects on the relationship between digital media and participatory practices on the one hand, and comics preservation on the other, elaborating on the issue of copyright infringement.
In doing so, the chapter offers a multidisciplinary and comprehensive account of the heterogeneous nature and stratified history of digital comics.
Just as the story of an epic poem is woven from characters and plot, so too the individual similes within an epic create a unique simile world. Like any other story, it is peopled by individual characters, happenings, and experiences, such as the shepherd and his flocks, a storm at sea, or predators hunting prey. The simile world that complements the epic mythological story is re-imagined afresh in relation to the themes of each epic poem. As Deborah Beck argues in this stimulating book, over time a simile world takes shape across many poems composed over many centuries. This evolving landscape resembles the epic story world of battles, voyages, and heroes that comes into being through relationships among different epic poems. Epic narrative is woven from a warp of the mythological story world and a weft of the simile world. They are partners in creating the fabric of epic poetry.
Learner engagement is the foundation for effective training. This chapter describes two design principles for creating engaging augmented reality-based recognition skills training. The Immersion Principle describes ways in which training designers can create a sense of learner presence in the training through cognitive and physical engagement. The Hot Seat Principle describes a strategy to increase engagement by making the learner feel a sense of responsibility for training outcomes. This is particularly useful for team and small group training. The discussions of both principles include examples, theoretical links, and implications for people designing augmented reality training.
With the application of virtual reality (VR), tailored interventions can be created that mirror the traumatic experiences of veterans with post-traumatic stress disorder (PTSD). Visual elements can be mimicked, and auditory and other senses stimulated. In doing so, the degree of immersion can be adjusted to optimize the therapeutic process. Objectively measuring the sensory immersion is key to keep subjects within their personal window of tolerance. Based on this information the therapist can decide manipulate the sensory stimulation embedded in the treatment.
Objectives
The objectives of this study are to explore the different immersive design aspects of VRET that can be modified to influence the experienced presence in veterans with PTSD, and to discuss possible methods of measuring the emotional response facilitated by immersive design aspects and experienced presence.
Methods
Four design aspects are discussed: system, sensory cues, narrative and challenge. We also report on a user experiment in three veterans that informed on quality and depth of immersion.
Results
Believability of the neutral virtual environment was important for maintaining the veterans’ presence within the VR experience. The immersive design aspects that were personalized and supportive in the narrative of the veteran such as music and self-selected images appeared to have a strong influence on recall and reliving of the traumatic events.
Conclusions
Finally, in order to increase the therapeutic effect in veterans with PTSD, the highlighted design aspects should be recognized and tailored to maximize immersion in virtual reality exposure therapy.
As a new immigrant to Canada, Marie-Paule Lory lived the popular “Canadian experience,” including learning and working with English-speaking researchers. Her vision of multilingualism in Ontario is to address the "threat" to the sustainability of the French language while taking the risk of changing teacher practices in multilingual classrooms.
Ever since their seventeenth-century origins, Baptists have represented an array of theological, racial, ethnic, ideological, and political backgrounds and have traversed a number of social, theological, and ecclesiastical roads. The first Baptists came out of the dissenting tradition in England; the persecution they experienced during their early history in America helps explain their enduring support for the separation of church and state. Baptists make the Bible central to their practice, an emphasis central to their disputes over slavery, gender, and sexuality. They value the theological notion of the “priesthood of the believer.” Baptists hold that only people who can publicly profess their Christian conversion can be candidates for baptism. They have varied on who can take the Lord’s Supper; many Baptist churches practice open communion, but some do not. A central tenet of Baptist governance is the autonomy of the local church.
The immersion principle in multimedia learning is that immersive virtual environments promote better learning when they incorporate multimedia design principles. In short, immersive media do not necessarily improve learning but effective instructional methods within immersive virtual environments do improve learning. The goal of effective instructional design in immersive virtual environments is to promote processes of selecting, organizing, and integrating information. Psychological presence – the subjective experience of “being there” – is an affective affordance of learning in immersive learning environments that can motivate learners to engage in deeper learning. The chapter also describes boundary conditions of immersive virtual environments, including the potential for instructional design to cause extraneous cognitive load and impose high metacognitive demands on learners. Multimedia learning principles developed based on research with less immersive media may generalize to learning in immersive environments.
This article offers a new interpretation of Apuleius’ story of Cupid and Psyche. Most scholars have previously offered a second-time reading of this story, according to which the reader reaches Book 11 and then looks back at Psyche's story of fall and redemption as a parallel for Lucius’ life. Following Graverini's and other scholars’ emotional approach to the Metamorphoses, I argue that the ecphrasis of Cupid's palace within the story of Cupid and Psyche includes multiple re-enactments of the novel's prologue. These re-enactments invite the reader to undertake a first-time and immersive reading of this story, which focusses on Psyche's experience of Cupid and her reaction to his epiphany. In its use of immersion, this article draws from recent developments in cognitive narratology and pushes scholars of Apuleius to focus on the reader's immersive and emotional response in order to reassess the value of a second-time reading of the Metamorphoses.
The collective mind often attributes the image of a modern Latin classroom to a teacher writing on a chalkboard in front of students eagerly memorising the declensions in silence. However, as part of their search for innovative and effective practices, Latin instructors have consistently expanded their gaze beyond the traditional parameters of rote memorisation for at least since the pioneering efforts of W.H.D. Rouse, looking to more innovative models presented by novel methods for inspiration and to the halls of predecessors in hopes of fostering a more engaging learning environment. Upon close comparative study between the modern pedagogical methods in Latin classrooms and the perspective of Renaissance scholar Petrarch, this study identified a commonality between the two: emphasis on dialogue between different members of the classroom and personal interpretations of preceding authors’ works for a better opportunity of comprehending the content. Grounded in the philosophies of the Socratic method, Petrarch claimed that an important element of the tradition of pedagogy finds expression in dialogues, imitation, and the significance of fully comprehending the topic in pursuit of wisdom. Likewise, many institutions of the U.K. and the United States, strengthened by the emergence of dialectic assessment applications during the Covid-19 Pandemic, are working towards a new norm in place. After conducting an in-depth interpretation of primary and secondary sources regarding Petrarch's pedagogy, as well as research of its modern developments and the applications, the comparison suggests a new direction for the Classics community to consider going forward.