46 research outputs found
EU Kids Online 2020: technical report
This report describes in detail the methodology used for the EU Kids Online IV project (see the description of the four phases of the project in the next section). Within this project, a large-scale survey of children aged 9–17 from 19 European countries was conducted. The data were collected between autumn 2017 and summer 2019 from 25,101 children by national teams from the EU Kids Online network. This report provides information about the nature of the project, how the questionnaire was developed, sampling and data collection, ethical issues, data management and weighting. The information in this report should enable dataset users to understand the logic and nature of the survey. For dataset users, we also recommend using the ‘Data Dictionary’ (available at eukidsonline.net), a related document that systematically maps all the information related to the data in the dataset. Moreover, Annex 2 of this report provides concise key guidelines for dataset users. We highly recommend using these short guidelines during work with the EU Kids Online 2020 dataset. Annex 3 contains a description of the key variables. Full questionnaires and their national forms are available at eukidsonline.net
a challenge for current therapeutic strategies
Background The defects in DNA repair genes are potentially linked to
development and response to therapy in medulloblastoma. Therefore the purpose
of this study was to establish the spectrum and frequency of germline variants
in selected DNA repair genes and their impact on response to chemotherapy in
medulloblastoma patients. Methods The following genes were investigated in 102
paediatric patients: MSH2 and RAD50 using targeted gene panel sequencing and
NBN variants (p.I171V and p.K219fs*19) by Sanger sequencing. In three patients
with presence of rare life-threatening adverse events (AE) and no detected
variants in the analyzed genes, whole exome sequencing was performed. Based on
combination of molecular and immunohistochemical evaluations tumors were
divided into molecular subgroups. Presence of variants was tested for
potential association with the occurrence of rare life-threatening AE and
other clinical features. Results We have identified altogether six new
potentially pathogenic variants in MSH2 (p.A733T and p.V606I), RAD50
(p.R1093*), FANCM (p.L694*), ERCC2 (p.R695C) and EXO1 (p.V738L), in addition
to two known NBN variants. Five out of twelve patients with defects in either
of MSH2, RAD50 and NBN genes suffered from rare life-threatening AE, more
frequently than in control group (p = 0.0005). When all detected variants were
taken into account, the majority of patients (8 out of 15) suffered from life-
threatening toxicity during chemotherapy. Conclusion Our results, based on the
largest systematic study performed in a clinical setting, provide preliminary
evidence for a link between defects in DNA repair genes and treatment related
toxicity in children with medulloblastoma. The data suggest that patients with
DNA repair gene variants could need special vigilance during and after courses
of chemotherapy
Older Adults and Voice Interaction: A Pilot Study with Google Home
In this paper we present the results of an exploratory study examining the
potential of voice assistants (VA) for some groups of older adults in the
context of Smart Home Technology (SHT). To research the aspect of older adults'
interaction with voice user interfaces (VUI) we organized two workshops and
gathered insights concerning possible benefits and barriers to the use of VA
combined with SHT by older adults. Apart from evaluating the participants'
interaction with the devices during the two workshops we also discuss some
improvements to the VA interaction paradigm
Game-theoretic Models of Web Credibility
Research on Web credibility assessment can significantly benefit from new models that are better suited for evaluation and study of adversary strategies. Currently employed models lack several important aspects, such as the explicit modeling of Web content properties (e.g. presentation quality), the user economic incentives and assessment capabilities. In this paper, we introduce a new, game-theoretic model of credibility, referred to as the Credibility Game. We perform equilibrium and stability analysis of a simple variant of the game and then study it as a signaling game against naive and expert information consumers. By a generic economic model of the player payoffs, we study, via simulation experiments, more complex variants of the Credibility Game and demonstrate the effect of consumer expertise and of the signal for credibility evaluation on the evolutionary stable strategies of the information producers and consumers
VR Accessibility in Distance Adult Education
As virtual reality (VR) technology becomes more pervasive, it continues to
find multiple new uses beyond research laboratories. One of them is distance
adult education -- the potential of VR to provide valuable education
experiences is massive, despite the current barriers to its widespread
application. Nevertheless, recent trends demonstrate clearly that VR is on the
rise in education settings, and VR-only courses are becoming more popular
across the globe. This trend will continue as more affordable VR solutions are
released commercially, increasing the number of education institutions that
benefit from the technology. No accessibility guidelines exist at present that
are created specifically for the design, development, and use of VR hardware
and software in distance education. The purpose of this workshop is to address
this niche. It gathers researchers and practitioners who are interested in
education and intend to work together to formulate a set of practical
guidelines for the use of VR in distance adult education to make it accessible
to a wider range of people.Comment: 7 pages, 1 figur