Generally positive reivews from Kirkusreviews which also provides a list of similar books.
This book
is an interesting read. I borrowed the book from the local library and took it
along with me on a long weekend / biking holiday. Then did a re-read when I got
home as there were snippets throughout the book requiring further attention.
The book’s
premise is the challenge the world as we perceive it, through our senses. There are
chapters diving deeper into each sense – taste, smell, vision, hearing, touch
including the ‘meta sensory’ perceptions of time, pain and emotion. Then 3
consolidating chapters on virtual reality, augmented reality and new senses.
The
introduction opens with details of the fringe activity of bio-hackers. People
who connect themselves to electrical / digital circuitry to add a new sense
(e.g. an embedded compass) or augment a sense. The concept of ‘reading’ what
happens in our brains to ‘writing’ what it may be saying, is also introduced.
In short, we are on the difficult and complex journey towards being able to
unravel the impulses in our brain, and translating them to control exterior
devices. Of use, especially for people unable to use their limbs or unable to
communicate.
In the
chapter on taste, the hunt for ‘another’ taste beyond salty, sweet, sour,
bitter and unami is detailed. Scientist postulate there is a ‘fat’ taste,
a’calcium’ taste and a taste for ‘fullness’. The idea being that the body will
intuitively seek foods which it is missing and through taste, eat foods high in
the absent elements. Overall, a really good overview of how we taste and the
history of research on finding out how we taste.
The next
chapter focuses on smell. In particular, the ways smell brings up memories. The
chapter details therapies used with dementia patients. Using significant
smells, patients are encouraged to articulate their memories triggered by
certain smells. Of note is the cultural / generational significance of certain
smells. As will all aspects of life, the smells we are exposed to when we are
young, are predicated by our life experiences.
The vision
chapter provides details of attempts to augment vision for people who have lost
sight. State of the art therapies are introduced and the long process of
developing practical application for theories and the refining of visual
prosthetics makes for an interesting read. Various prototypes are described and discussed.
Hearing
chapter provides details on the work undertaken to try to ‘read’ how the brain
handles language. If ‘reading’ can be worked out, then ‘writing’ to it may also
be deduced.
In the
chapter on touch, surgeons using ‘robotic’ arms are used to illustrate the role
of tactile senses in navigating our world.
The chapter
on time is somewhat intriguing. It details the movement towards making a clock,
that will measure time for 10,000 years.
The pain
chapter undertakes to try to understand if emotional pain is similar to
physical pain. Why do we suffer from ‘broken hearts’?
Following
on, the chapter on emotion explores the cultural desensitisation in some
cultures to expressing emotions. How does each culture ‘feel’? Cross cultural
studies are detailed with emphasis on comparing how Eastern and Western cultures 'feel'.
The two
chapters on virtual reality and augmented reality detail the latest research
into these areas. Examples are provided of how virtual / augmented reality has been used to assist American troops with pre-preparation for the realities of overseas postings into stressful environments or to assist with recuperation from post-traumatic stress following deployment.
The final
chapter is on ‘new senses’, returning the book’s trajectory to where it started
at the beginning. The example used is the inclusion of ‘electro-magnetic’
detection into human sensations portfolio.
It might be some time before any of the above technologies infiltrate the educational sector. The challenge is the cost of developing these technologies and the context specificity of much of human learning. Virtual reality and augmented reality have been around for over a decade, but what we have seems to be only small applications into education. As with other innovative technologies, the research and development dollars are in the commercial, health and military sectors. Slowly, the technologies filter to education which tends to not have the R & D $$ to support large scale and expensive developments. Granted R & D takes place in the university sector, often building prototypes useful for learning as a by-product of applications for other sectors. However, some way yet for VR and AR to become mainstream in all sectors of education.
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