29 research outputs found

    A population-based nationwide study of cruciate ligament injury in Sweden, 2001-2009: Incidence, treatment, and sex differences

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    Background: A few national cruciate ligament (CL) registers have been initiated with operative surveillance and outcome monitoring. No nationwide study describing CL injury has ever been done. Purpose: To study the incidence and characteristics of patients diagnosed with cruciate ligament injury in Sweden. Study Design: Descriptive epidemiology study. Methods: Data for all patients with a diagnosed CL injury between 2001 and 2009 were identified from the National Swedish Patient Register. Risk analysis and specific incidences were calculated according to age, sex, geographic region, and surgery. Results: A total number of 56,659 patients with CL injury were included in the study, and the overall incidence of CL injury in Sweden was 78 per 100,000 persons. Sixty percent of the patients were male. The mean age was 32 years (range, 1-98 years), and 50% of the cohort was younger than 30 years. There was an increased rate of injury among female patients younger than 20 years as compared with male patients in that age group. Among patients with CL injury, 36% underwent reconstructive surgery, with one-third of these performed within 1 year after injury. Among patients who underwent surgery, 59% were male; the mean age was 27 years (range, 5-89 years). Conclusion: This study defines the incidence of CL injury and also demonstrates sex differences in which men were more likely to sustain a CL injury, although female patients were injured at an earlier age. The findings in this study corroborate the results from recent surgical registers. Clinical Relevance: No data have hitherto been published including all patients with CL injury, treated both surgically and nonsurgically. Such baseline epidemiologic data are crucial to be able to validate and judge the generalizability of results from procedure registers and clinical studies. © 2012 The Author(s)

    Supporting team coordination on the ground: requirements from a mixed reality game

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    We generate requirements for time-critical distributed team support relevant for domains such as disaster response. We present the Radiation Response Game to investigate socio-technical issues regarding team coordination. Field responders in this mixed-reality game use smartphones to coordinate, via text messaging, GPS, and maps, with headquarters and each other. We conduct interaction analysis to examine field observations and log data, revealing how teams achieve local and remote coordination and maintain situational awareness. We uncover requirements that highlight the role of local coordination, decision-making re- sources, geospatial referencing and message handling

    Invisible Belfast:Flat ontologies and remediation of the post-conflict city

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    [in]visible Belfast was a research-driven indie alternate reality game (ARG) that ran for 6 weeks during the spring of 2011 in Belfast and was subsequently adapted, 5 years later into a fictional documentary for BBC Radio 4. The ARG is a participatory and dispersed narrative, which the audience play through. The text expands outward across both physical and digital platforms to create a mystery for the players using everyday platforms. The ARG is a product of media convergence and at its heart transmedial, defined by its complexity and modes of participation. The fictional radio documentary which remediated the ARG into a more simple linear structure, but possibly a more complex narrative form, retells parts of the story for new audiences. The premise of [in]visible belfast – the game and later the documentary – is itself an adaptation of writer Ciaran Carson’s novel The Star Factory (1997): a postmodern adventure through the complex psychogeography of Belfast. A trail through the labyrinthine text, which paints the history of Belfast in poetic prose. This article will map the concept’s journey from novel to game to radio, contextualising its development within its political and urban landscape and charting the remediation of the narratives as they fold out across multiple media and complex story arches. The article will draw together ideas from previous publications on ARG, transmediality and complex textualities from the authors and reflect on the textual trajectories that the remediation of the narrative has taken from the original book, through the ARG, into the radio documentary. Building upon recent approaches from environmental philosopher Tim Morton and games theorist Ian Bogost, the authors argue that Belfast’s history propels medial adaptations of a particular kind, characterised by a ‘flat’ ontology of space and time and a sort of diffuse and dark urban experience for designers/producers and players/listeners

    Jamography: How to document and reference design jams in academia

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    In this chapter, we propose that academic papers on ephemeral development events, such as game jams and hackathons, pay more attention when providing identifiable details of the events, or have a dedicated reference section (‘jamography’) detailing the referenced events in an identifiable manner in order to improve transparency and sustainability of the publications. Game jams are organised in a global context, and depite the similarities of jams, important differences can be noted in terms of how jams are implemented, what their formats are, and what culture and context are surrounding them. Furthermore, game jam names are not always unique. This means that, when identifying game jams in an academic study, one can find it impossible to tell two events apart. Since the game jams topic is an emerging and still poorly documented area in research, it is hard to know what kind of game jams are being discussed. Apart from this, whereas game jams are ephemeral, vanishing as soon as they are completed, documentation is key - website references do not always suffice. In this chapter, we propose and argue the key information and format.Peer reviewe
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