105 research outputs found

    Animal welfare and food safety: danger, risk and the distribution of responsibility

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    Increased animal welfare may pose risks for public health, such as increased bacterial, viral or parasitic infections or an increased level of environmental contaminants in the food product. Examples include Campylobacter in organic boilers, Toxoplasma in pigs and poultry meat and Mycobacterium paratuberculosis in milk. Concerning environmental contaminants it is known that free-foraging laying hens will produce eggs that contain higher dioxin levels than hens kept in cages. Furthermore, outdoor chickens are considered to play an important role in the case of Avian flu outbreaks. This review indicates that it is possible to tackle each of the issues mentioned. Risk management is not only a responsibility of the government, but also should be divided amongst the participants in the food chain, including the consumer. To this end it is important that transparency about risks be maintained and optimal communication employed

    How much control is enough? Optimizing fun with unreliable input

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    Brain-computer interfaces (BCI) provide a valuable new input modality within human- computer interaction systems, but like other body-based inputs, the system recognition of input commands is far from perfect. This raises important questions, such as: What level of control should such an interface be able to provide? What is the relationship between actual and perceived control? And in the case of applications for entertainment in which fun is an important part of user experience, should we even aim for perfect control, or is the optimum elsewhere? In this experiment the user plays a simple game in which a hamster has to be guided to the exit of a maze, in which the amount of control the user has over the hamster is varied. The variation of control through confusion matrices makes it possible to simulate the experience of using a BCI, while using the traditional keyboard for input. After each session the user �lled out a short questionnaire on fun and perceived control. Analysis of the data showed that the perceived control of the user could largely be explained by the amount of control in the respective session. As expected, user frustration decreases with increasing control. Moreover, the results indicate that the relation between fun and control is not linear. Although in the beginning fun does increase with improved control, the level of fun drops again just before perfect control is reached. This poses new insights for developers of games wanting to incorporate some form of BCI in their game: for creating a fun game, unreliable input can be used to create a challenge for the user

    Warmte- en CO2-productie van trager groeiende vleeskuikens

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    In this report the heat and carbon dioxide (CO2) production of slow growing broilers is estimated

    User Experience Evaluation in BCI:Mind the Gap!

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    Generally brain-computer interface (BCI) systems are evaluated based on the assumption that the user is trying to perform a specific task in the most efficient way. BCI for entertainment yields interesting applications for both patients and healthy users. Then the purpose is to create positive experiences that enrich our lives. To evaluate such systems, the user experience needs to be taken into account to understand how a system can satisfy these needs. This paper points at the gap in user experience evaluation currently in BCI research, and shows how user experience evaluation could benefit BCI, through increased user acceptance, enjoyment, BCI task performance, enhanced human-computer interaction, and improved selection of suitable mental tasks in a given context

    Experiencing BCI control in a popular computer game

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    Brain–computer interfaces (BCIs) are not only being developed to aid disabled individuals with motor substitution, motor recovery, and novel communication possibilities, but also as a modality for healthy users in entertainment and gaming. This study investigates whether the incorporation of a BCI in the popular game World of Warcraft (WoW) has effects on the user experience. A BCI control channel based on parietal alpha band power is used to control the shape and function of the avatar in the game. In the experiment, participants , a mix of experienced and inexperienced WoW players, played with and without the use of BCI in a within-subjects design. Participants themselves could indicate when they wanted to stop playing. Actual and estimated duration was recorded and questionnaires on presence and control were administered. Afterwards, oral interviews were taken. No difference in actual duration was found between conditions. Results indicate that the difference between estimated and actual duration was not related to user experience but was person specific. When using a BCI, control and involvement were rated lower. But BCI control did not significantly decrease fun. During interviews, experienced players stated that they saw potential in the application of BCIs in games with complex interfaces such as WoW. This study suggests that BCI as an additional control can be as much fun and natural to use as keyboard/mouse control, even if the amount of control is limited

    Comparison of antipsychotic drug use in children and adolescents in the Netherlands before and during the COVID-19 pandemic

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    This study aims to describe the patterns and trends in antipsychotic prescription among Dutch youth before and during the corona virus disease 2019 (COVID-19) pandemic (between 2017 and 2022). The study specifically aims to determine whether there has been an increase or decrease in antipsychotic prescription among this population, and whether there are any differences in prescription patterns among different age and sex groups. The study utilized the IADB database, which is a pharmacy prescription database containing dispensing data from approximately 120 community pharmacies in the Netherlands, to analyze the monthly prevalence and incidence rates of antipsychotic prescription among Dutch youth before and during the pandemic. The study also examined the prescribing patterns of the five most commonly used antipsychotics and conducted an autoregressive integrated moving average (ARIMA) analysis using data prior to the pandemic, to predict the expected prevalence rate during the pandemic. The prescription rate of antipsychotics for Dutch youth was slightly affected by the pandemic, with a monthly prevalence of 4.56 [4.50-4.62] per 1000 youths before COVID-19 pandemic and 4.64 [4.59-4.69] during the pandemic. A significant increase in prevalence was observed among adolescent girls aged 13-19 years. The monthly incidence rate remained stable overall, but rose for adolescent girls aged 13-19 years. Aripiprazole, and Quetiapine had higher monthly prevalence rates during the pandemic, while Risperidone and Pipamperon had lower rates. Similarly, the monthly incidence rates of Aripiprazole and Olanzapine went up, while Risperidone went down. Furthermore, the results from the ARIMA analysis revealed that despite the pandemic, the monthly prevalence rate of antipsychotic prescription was within expectation. The findings of this study suggest that there has been a moderate increase in antipsychotic prescription among Dutch youth during the COVID-19 pandemic, particularly in adolescent females aged 13-19 years. However, the study also suggests that factors beyond the pandemic may be contributing to the rise in antipsychotic prescription in Dutch youth

    Comparison of antipsychotic drug use in children and adolescents in the Netherlands before and during the COVID-19 pandemic

    Get PDF
    This study aims to describe the patterns and trends in antipsychotic prescription among Dutch youth before and during the corona virus disease 2019 (COVID-19) pandemic (between 2017 and 2022). The study specifically aims to determine whether there has been an increase or decrease in antipsychotic prescription among this population, and whether there are any differences in prescription patterns among different age and sex groups. The study utilized the IADB database, which is a pharmacy prescription database containing dispensing data from approximately 120 community pharmacies in the Netherlands, to analyze the monthly prevalence and incidence rates of antipsychotic prescription among Dutch youth before and during the pandemic. The study also examined the prescribing patterns of the five most commonly used antipsychotics and conducted an autoregressive integrated moving average (ARIMA) analysis using data prior to the pandemic, to predict the expected prevalence rate during the pandemic. The prescription rate of antipsychotics for Dutch youth was slightly affected by the pandemic, with a monthly prevalence of 4.56 [4.50-4.62] per 1000 youths before COVID-19 pandemic and 4.64 [4.59-4.69] during the pandemic. A significant increase in prevalence was observed among adolescent girls aged 13-19 years. The monthly incidence rate remained stable overall, but rose for adolescent girls aged 13-19 years. Aripiprazole, and Quetiapine had higher monthly prevalence rates during the pandemic, while Risperidone and Pipamperon had lower rates. Similarly, the monthly incidence rates of Aripiprazole and Olanzapine went up, while Risperidone went down. Furthermore, the results from the ARIMA analysis revealed that despite the pandemic, the monthly prevalence rate of antipsychotic prescription was within expectation. The findings of this study suggest that there has been a moderate increase in antipsychotic prescription among Dutch youth during the COVID-19 pandemic, particularly in adolescent females aged 13-19 years. However, the study also suggests that factors beyond the pandemic may be contributing to the rise in antipsychotic prescription in Dutch youth

    Genetic Evidence for a Causal Role of Serum Phosphate in Coronary Artery Calcification:The Rotterdam Study

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    BACKGROUND: Hyperphosphatemia has been associated with coronary artery calcification (CAC) mostly in chronic kidney dis-ease, but the association between phosphate levels within the normal phosphate range and CAC is unclear. Our objectives were to evaluate associations between phosphate levels and CAC among men and women from the general population and assess causality through Mendelian randomization. METHODS AND RESULTS: CAC, measured by electron-beam computed tomography, and serum phosphate levels were assessed in 1889 individuals from the RS (Rotterdam Study). Phenotypic associations were tested through linear models adjusted for age, body mass index, blood pressure, smoking, prevalent cardiovascular disease and diabetes, 25-hydroxyvitamin D, total calcium, C-reactive protein, glucose, and total cholesterol: high-density lipoprotein cholesterol ratio. Mendelian randomiza-tion was implemented through an allele score including 8 phosphate-related single-nucleotide polymorphisms. In phenotypic analyses, serum phosphate (per 1 SD) was associated with CAC with evidence for sex interaction (Pinteraction =0.003) (men β, 0.44 [95% CI, 0.30– 0.59]; P=3×10−9; n=878; women β, 0.24 [95% CI, 0.08– 0.40]; P=0.003; n=1011). Exclusion of hyperphos-phatemia, chronic kidney disease (estimated glomerular filtration rate &lt;60 mL/min per 1.73 m2) and prevalent cardiovascular disease yielded similar results. In Mendelian randomization analyses, instrumented phosphate was associated with CAC (total population β, 0.93 [95% CI: 0.07–1.79]; P=0.034; n=1693), even after exclusion of hyperphosphatemia, chronic kidney disease and prevalent cardiovascular disease (total population β, 1.23 [95% CI, 0.17– 2.28]; P=0.023; n=1224). CONCLUSIONS: Serum phosphate was associated with CAC in the general population with stronger effects in men. Mendelian randomization findings support a causal relation, also for serum phosphate and CAC in subjects without hyperphosphatemia, chronic kidney disease, and cardiovascular disease. Further research into underlying mechanisms of this association and sex differences is needed.</p
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