scholarly journals Improving Online Accessibility for Individuals with Photosensitive Epilepsy

2021 ◽  
Author(s):  
Laura South

Content with flashes, bright colors, and repeated patterns can cause seizures and migraines when viewed by people with photosensitivity. Exposure to seizure-inducing content is a serious risk in online environments, as evidenced by documented instances of people with photosensitivity being exposed to seizure-inducing material while playing video games or using social media.My thesis focuses on improving online safety and accessibility for people with photosensitivity by measuring the prevalence of seizure-inducing content online, developing new tools for detecting seizure-inducing content, and constructing a broad framework for protecting against seizure-inducing content at the level of content creators, platforms, and content consumers. Through this work, I hope to help build a better understanding of the current state of photosensitive risk online and contribute new solutions for mitigating seizure-inducing content with minimal adverse effects on the browsing experience for users with photosensitivity.

2020 ◽  
Vol 37 (2) ◽  
pp. 69-77
Author(s):  
Judy Payne ◽  
Jonathan Fryer

Confusion has long existed between knowledge management (KM) and information management (IM). To the uninitiated, the difference between KM and IM is unclear – largely because there are no universally accepted definitions of ‘knowledge’ and ‘information’. But the confusion is not limited to the uninitiated. KM and IM specialists argue over the meaning of explicit and tacit knowledge, over the difference between information and data, and over the difference between codified knowledge and information. Why? And does any of this matter? This article explores the confusion between KM and IM by reflecting on the origins, development and current state of the two disciplines. The words we use to think and talk about KM and IM directly influence the way we practise KM and IM: and in some contexts, confusion between KM and IM has serious adverse effects on understanding and practice. The solution might lie in closer future development of the two disciplines – as long as practitioners appreciate that KM and IM are distinct but complementary, we talk to each other, and we pay attention to the words we use.


Author(s):  
David Jurgens ◽  
Roberto Navigli

Annotated data is prerequisite for many NLP applications. Acquiring large-scale annotated corpora is a major bottleneck, requiring significant time and resources. Recent work has proposed turning annotation into a game to increase its appeal and lower its cost; however, current games are largely text-based and closely resemble traditional annotation tasks. We propose a new linguistic annotation paradigm that produces annotations from playing graphical video games. The effectiveness of this design is demonstrated using two video games: one to create a mapping from WordNet senses to images, and a second game that performs Word Sense Disambiguation. Both games produce accurate results. The first game yields annotation quality equal to that of experts and a cost reduction of 73% over equivalent crowdsourcing; the second game provides a 16.3% improvement in accuracy over current state-of-the-art sense disambiguation games with WordNet.


Author(s):  
Barbara Chamberlin ◽  
Ann Maloney ◽  
Rachel R. Gallagher ◽  
Michelle L. Garza

Concerns over rising obesity rates and increased sedentary lifestyles are fueling interest in ways to increase physical activity, including video games. Videogames that encourage physical activity, called active video games or exergames, have the potential to increase daily physical activity and provide recommended vigorous activity. As a result, they may play an important role in the home, schools, after-school and community programs for contributing to weight loss, social interaction, family goal setting, and academic achievement. Here, the authors review the current state of research on exergames, make recommendations on best uses for implementing them in a variety of settings, and provide examples of how exergames have been used in a variety of settings.


2021 ◽  
Vol 9 (1) ◽  
pp. 20-31
Author(s):  
Alex Gekker ◽  
Daniel Joseph

Abstract This paper explores Disco Elysium’s first major expansion, “Working Class Update” as emblematic of the potential fracture between the game’s themes and its politics of production and distribution. Our central claim is that in this update, the studio has reacted to the audience’s appreciation for the game’s labor themes within broader dissatisfaction with the industry’s otherwise exploitative practices, yet was constrained by the contemporary dynamics of said industry. First, we examine Disco Elysium’s radical political orientation and the platformized political economy of digital game distribution through ZA/UM’s origins within the Estonia-specific ICT scene. Second, we describe the current state of videogames distribution, in critical dialog with Dyer-Witheford and De Peuter’s concept of a “game of multitude.” We show the limits and contradictions of Disco Elysium to enact radical political stance in a grow-ingly consolidated and platform-dependent video games market. Finally, through a qualitative empirical analysis of the community’s responses to the Worker’s Class Update on Reddit and Steam, we examine the game’s fit into the above-mentioned framework through key themes of dissonant development, tactical games and software commons.


2020 ◽  
Vol 3 (2) ◽  
Author(s):  
Sang Ayu Arta Suryantari ◽  
Ni Putu Tamara Bidari Sweta ◽  
Elvina Veronica ◽  
I Gusti Ngurah Bagus Rai Mulya Hartawan ◽  
Ni Luh Putu Ratih Vibriyanti Karna

Background: Melasma is an acquired chronic hyperpigmentation mostly affecting women. The pathogenesis of melasma is uncertain but it predominant related to ultraviolet (UV) exposure. Due to chronic and relapsing nature, melasma is challenging to treat. The current available treatment often has undesirable side effects and suboptimal results. The principal of treatment includes protect from UV radiation, inhibit melanin synthesize and increase pathway to remove melanin. Objectives: To define available treatments for melasma and determine advantages and disadvantages including topical, oral and procedural. Method: Medline, Cochrane library and PubMed database were searched for articles from January 2011 to June 2020. Only RCTs, comparative, prospective, retrospective and systematic reviews focusing on melasma treatments were extracted, analyzed and discussed. Results: We found 197 studies that met the inclusion and exclusion criteria with 2314 participants included in this review. The treatments included topical, oral and procedural. In several studies, hydroquinone alone or combination remains the most effective treatment for melasma. Oral and topical tranexamic acid have been found to be a useful adjuvant treatment in refractory melasma with minimal adverse effects. Procedural treatment such as chemical peels, laser and light-based therapies, and microneedling have a mixed and unpredictable result. Overall, the side effects tend to be mild and affect few of the subject.Conclusions: The current state of the evidence suggests that some treatments with multiple modalities have their respective advantages and disadvantages. The choice of treatment modality must be adjusted according to the type of melasma such as its severity, extent and location. A better understanding of melasma through the further research may improve the therapy options with the least adverse effects.


BMJ ◽  
2002 ◽  
Vol 324 (7346) ◽  
pp. 1159-1159 ◽  
Author(s):  
M. D Griffiths
Keyword(s):  

2012 ◽  
Vol 7 (1) ◽  
pp. 119-121
Author(s):  
Violeta Ivanov

The paper aims to analyze the current state of affairs with water resources in Moldova, the challenges it faces for its national human and economic development, having in mind that the water resources are quite limited in Moldova, which encounters pollution, degradation influenced by climate change and unwise human activity to their biodiversity and ecosystems, availability and accessibility. It also attempts to highlight the relationship between climate change and water resources in Moldova, which has adverse effects on both environment and people’s health, and raise significant hurdles to the international, regional and sectoral development.


2014 ◽  
Vol 19 (1) ◽  
pp. 56-59 ◽  
Author(s):  
Barbara Krahé

This commentary argues that, rather than providing an “exhaustive review,” Elson and Ferguson (2013) discuss a selective sample of empirical studies on violent video game use which corroborate their claim that there is no systematic evidence for a link between violent video game play and aggression. In evaluating the evidence, the authors portray a biased picture of the current state of knowledge about media violence effects. They fail to distinguish between aggression and violence and between everyday and clinical forms of aggression. Furthermore, they misrepresent key constructs, such as mediation, moderation, and external validity, to discredit methodologies used to assess aggression and media violence use. The paper moves the debate backward rather than forward, falling behind existing meta-analytic studies that consider a much wider and more balanced range of studies.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Kevin Lehnert ◽  
Anna Walz ◽  
Ryan Christianson

Purpose This paper aims to explore the emerging market of video game streaming and eSports to provide readers with an understanding of the nature and content of this quickly growing entertainment industry. eSports or eGaming is the playing of video games for competition and for spectators by professionals. Popular platforms, eGaming celebrities and revenue sources are introduced. Building upon this knowledge, the authors then show the opportunities marketers have to use this medium for branding, promotional and retailing purposes. Challenges to these aims are also discussed. Design/methodology/approach The eGaming and eSports industry is summarized by studying its evolution and current state. A thorough review of the players and their possible revenue sources is presented. Likewise, a survey of marketing-related tactics and challenges is discussed to help readers not only understand the field but also use the industry’s growth. Findings This paper provides valuable information to understand why this new market of video game streaming is rapidly increasing and what impact it will have on consumers, brands and marketing strategists. Originality/value This paper is unique in the sense that in one place it not only summarizes the advent and growth of an evolving field but also shows the opportunities that firms have to take advantage of this unique medium for connecting with customers. Firms are at the same time cautioned to consider increasing challenges with this new industry.


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4825
Author(s):  
Pablo Campo-Prieto ◽  
Gustavo Rodríguez-Fuentes ◽  
José Mª Cancela-Carral

Video games have proven useful in physical rehabilitation therapy. Accessibility, however, is limited for some groups such as the elderly or patients with Parkinson’s disease (PD). We explore the potential of fully immersive video games as a rehabilitation tool in PD patients. Four patients with mild-moderate PD (3 males:1 female, 53–71 years) participated in the study. Training consisted in two immersive virtual reality video gaming sessions. Outcomes were evaluated using System Usability Scale (SUS), Simulator Sickness Questionnaire (SSQ), Game Experience Questionnaire-post game (GEQ), an ad hoc satisfaction questionnaire and perceived effort. All participants completed the sessions without adverse effects (100%), without SSQ symptoms reported. Post-gaming SUS was >75% in both sessions (range 75–80%). Post-gaming GEQ scores were 3.3–4.0/4 in both sessions. Immersive virtual reality video gaming is feasible in patients with mild-moderate PD, with positive usability and patient satisfaction, and no adverse effects.


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