46 research outputs found

    EU Kids Online 2020: technical report

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    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

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    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

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    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

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    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

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    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
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