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Which clippings match 'Neuroscience' keyword pg.1 of 2

Engaging learners through uncertain rewards

"Uncertainty may be an important component of the motivation provided by learning games, especially when associated with gaming rather than learning. Three studies are reported that explore the influence of gaming uncertainty on engagement with computer– based learning games. In the first study, children (10–11 years) played a simple maths quiz. Participants chose their preferred reward for a correct answer prior to seeing each question. They could either receive a single point or toss an animated coin to receive 2 points for heads or none for tails. A preference for the uncertain option was revealed and this increased during the quiz. The second study explored the discourse around learning when pairs of participants (13–14 years) competed against the computer in a science quiz. Progress depended on the acquisition of facts but also on the outcomes of throwing dice. Discourse was characterised by a close intermingling of learning and gaming talk without salient problematic constructions regarding fairness when losing points due to gaming uncertainty. A final experiment explored whether, in this type of game, the uncertainty provided by the gaming component could influence players' affective response to the learning component. Electrodermal activity (EDA) of 16 adults was measured while they played the quiz with and without the element of chance provided by the dice. Results showed EDA when answering questions was increased by inclusion of gaming uncertainty. Findings are discussed in terms of the potential benefits of combining gaming uncertainty with learning and directions for further research in this area are outlined."

(Howard–Jones, P. A. and S. Demetriou, 2009)

1). Howard–Jones, P. A. and S. Demetriou (2009). "Uncertainty and Engagement with Learning Games." Instructional Science: An International Journal of the Learning Sciences 37(6): 519–536.

2). Paul Howard–Jones, 2014, radio programme, BBC Radio 4 – The Educators, episode 5 of 8, first broadcast: 10 September 2014.



2009 • acquisition of facts • affective response • BBC Radio 4 • chance • chance outcome • coin toss • compelling engagement • competitioncomputer games • computer-based learning games • dopamine • educational neuroscience • educational psychologyeducational research • effective teaching • Electrodermal Activity (EDA) • fairnessgamblinggame-based learninggamificationgamifying learning and teaching • gaming uncertainty • learning and reward • learning and successlearning engagement • learning games • magnetic effect • memorymotivational needsneuroscience • neuroscience and education • our ability to learn • Paul Howard-Jones • prize • reward system • risk-taking • roulette wheel • running score • Skevi Demetriou • skill • sleep • The Educators (radio series) • throwing dice • transcranial electrical stimulation • uncertain options • uncertain rewards • uncertaintyvideo games


Christa Van Raalte
26 APRIL 2014

Virality: Contagion Theory in the Age of Networks

Tony D. Sampson (2012). "Virality. Contagion Theory in the Age of Networks. University of Minnesota Press.


2013 • age of networks • Alexander Galloway • antivirus industry • Antonio Negri • assemblage theory • biological knowledge of contagion • biological meme • biological metaphor • Bruno Latour • category clutter • clash of cultures • communication theory • concerns over too much connectivity • contagion • contagion theory • contagious affects • contagious assemblagescontagious desire • contagious events • contagious phenomena • contagiousness of phantomscritical position • crowd behaviour • cultural studiesdiversity • document classification • Emile Durkheimempathy • Eugene Thacker • Gabriel TardeGilles Deleuze • global cultures • global financial crisis • hybrid states of constant flows • hybridity • imposing identities • imposing oppositions • imposing resemblancesinformation exchangeinformation flowinformation theoryintangibility • limiting analysis • mass culture • mass empathy • media archeology • media studies • media theorist • medical metaphor • Michael Hardt • microbe • microbial contagion • microsociology • mindless acceptance • mindless imitation • modernism • molecular • molecular epidemiology studiesmolecule • nature of being • network analysis • network culture • network cultures • network science • network society • network theory • networked informationnetworks • neurological metaphor • neurosciencenodes and connections • non-imitation • non-linear ontology • online social spaces • ontological worldview • over categorisation • overcategorise • physical social spaces • purity • regressive listener • reliance on representational thinkingrepresentational thinkingrepresentational thinking expressed in analogiesrepresentational thinking expressed in metaphors • resist contamination • resuscitating • revolutionary contagion • social and cultural domains • social behaviour of networking • social bodies • social media • social relationalities • socialisation • sociological event • sociological studies • sociology • sociology of networks • solidarity within crowds • somnambulist • spontaneous revolution • stoic behaviour • subject indexing • terrorismTheodor Adorno • Tony Sampson • viralviral love • viral networks • virality


Simon Perkins
12 FEBRUARY 2013

The 2013 Kinetica Art Fair: Illusion and Reality

Kinetica Art Fair 2013, February 28th – March 3rd 2013, Ambika P3, 35 Marylebone Road, NW1 5LS, London, UK

"The Kinetica feature exhibition and events programme is themed on 'Illusion and Reality' and the thin veil that divides what is real and perceived. The exhibition will focus on perceptions of reality, with works by 19 international artists exploring the many dimensions of illusion. The exhibition aims to challenge ideas on what is real, perceived or imagined, and focuses on transformation, metamorphism, visual paradox, vibration, nature, the subliminal and the subconscious.

The exhibition includes a huge interactive light sculpture from Dutch artist Titia Ex, an exoskeleton hybrid of man–animal–machine by Christiann Zwanniken and a giant three dimensional zoetrope by Greg Barsamian.

The boundaries between reality and illusion will be explored in a series of live performances using the Musion holographic projection system, and features an international line–up including the award–winning audiovisual collective Origamibiro ; a fusion of 3d imaging and quantum mechanics in danceroom Spectroscopy ; a hypnotic audiovisual experience from Simulacrum ; and multi–sensory Polish collective INIRE. The Musion Academy will present a further series of captivating performances including Analema Group, AV3, IEOIE and Paul Prudence.

Key figures and eminent pioneers in the fields of new media art and neurosciences have been invited to participate in a daily programme of Talks, which also features presentations by experimental artists exhibiting at the Fair."

(Kinetica Museum, UK)



2013 • 3D imaging • Alistair Burleigh • Analema Group • Aphra Shemza • Ariel Avraham • audiovisual collectiveaudiovisual experience • AV3 • Chris Levine • Christiaan Zwanikken • Christian Ristow • David John Rosewell • David Ogle • Delfin Ortiz • Dianne Harris • exhibitionexoskeleton • Gregory Barsamian • holograph • holographic projection • hypnotic • IEOIE • illusionillusion and reality • INIRE • Ivan Black • Kinetica Art Fair • Laurent Debraux • light artlight sculpturelive performanceLondon • Ludwig Wilding • Madi Boyd • man machine • metamorphism • multi-sensory • neurosciencenew media art • Okhaos Creations • OrigamibiroparadoxPaul Prudenceperceptionperceptions of reality • Pierrick Sorin • quantum mechanicsrealityreality and illusion • Roseline de Thelin • Simon Gudgeon • simulacrum • spectroscopy • subconscious • subliminal • The Musion Academy • Tim Lewis • Titia Ex • transformationUKvibrationvisual paradox


Simon Perkins

Neurocinematics: The Neuroscience of Film

"This article describes a new method for assessing the effect of a given film on viewers' brain activity. Brain activity was measured using functional magnetic resonance imaging (fMRI) during free viewing of films, and inter–subject correlation analysis (ISC) was used to assess similarities in the spatiotemporal responses across viewers' brains during movie watching. Our results demonstrate that some films can exert considerable control over brain activity and eye movements. However, this was not the case for all types of motion picture sequences, and the level of control over viewers' brain activity differed as a function of movie content, editing, and directing style. We propose that ISC may be useful to film studies by providing a quantitative neuroscientific assessment of the impact of different styles of filmmaking on viewers' brains, and a valuable method for the film industry to better assess its products. Finally, we suggest that this method brings together two separate and largely unrelated disciplines, cognitive neuroscience and film studies, and may open the way for a new interdisciplinary field of 'neurocinematic' studies."

(Uri Hasson, Ohad Landesman et al.)

Hasson, U., Landesman, O., Knappmeyer, B., Vallines, I., Rubin, N. and Heeger, D. (2008), Neurocinematics: The neuroscience of films. Projections: The Journal for Movies and Mind 2, 1–26.


Barbara Knappmeyer • brain • brain activity • cognitive control • cognitive film theory • cognitive neuroscience • computational neuroscience • David J. Heeger • directing style • eye movement • eye-trackingfilm editingfilm industryfilm studies • film viewing • fMRI • functional magnetic resonance imaging • Ignacio Vallines • inter-subject correlation • inter-subject correlation analysis • interdisciplinary field • ISC • motion picture sequences • movie content • movie watching • Nava Rubin • neurocinematic studiesneurocinematicsneuroscience • neuroscience and film • neuroscience of film • Ohad Landesman • perception • Projections (journal) • psychophysics • quantitative neuroscientific assessment • similarities • social neuroscience • spatiotemporal responses • styles of filmmaking • Uri Hasson • viewerviewingvisionvisual perception


Simon Perkins
20 MARCH 2012

The importance of metaphor and narrative to our habits of mind

"Fiction – with its redolent details, imaginative metaphors and attentive descriptions of people and their actions – offers an especially rich replica. Indeed, in one respect novels go beyond simulating reality to give readers an experience unavailable off the page: the opportunity to enter fully into other people's thoughts and feelings.

The novel, of course, is an unequaled medium for the exploration of human social and emotional life. And there is evidence that just as the brain responds to depictions of smells and textures and movements as if they were the real thing, so it treats the interactions among fictional characters as something like real–life social encounters."

(Annie Murphy Paul, 17 March 2012,



affirming experience • booksbrainbrain networksbrain science • cause and effect • cognitive mapcomplex problemscomputer simulationdepictiondescription • emotional life • empathetic individuals • empathyexperiencefictional charactersfrustration • great literature • habits of mind • hidden motives • imaginative metaphors • intentions • interacting instances • languageliterature • longings • mental image • mental state • metaphornarrativenarrative fiction • navigate interactions • neurosciencenovelsoff the page • people and their actions • psychologyreaders • reading novels • real thingreal-life • redolent details • rich replica • simulating reality • simulationsmell • social encounters • social interactionsocial interactionssocial lifesocial worldtexture • the complexities of social life • theory of mindthoughts and feelingswatching television • your brain


Simon Perkins

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