Glossary
Searchable terminology from accessibility, web standards, and related fields.
6660 terms — page 115 of 333
- Executive Function (EF, Executive Functioning)
- A set of higher-order cognitive processes that enable planning, organizing, initiating tasks, sustaining attention, managing time, regulating emotions, and adapting to new situations. Executive functi…
- Executive Function (Executive Functioning, Cognitive Control, Executive Control)
- A set of cognitive processes that enable goal-directed behavior, including planning, working memory, attention, inhibitory control, and cognitive flexibility. Executive functions allow individuals to …
- Executive function (Executive functioning, Cognitive control)
- A set of higher-order cognitive processes that enable goal-directed behaviour, including planning, working memory, attention control, task switching, inhibition of inappropriate responses, and flexibl…
- Exercise Accessibility (Fitness Accessibility, Accessible Physical Activity)
- The design of exercise environments, equipment, programs, and technologies to be usable by people with disabilities. Exercise accessibility encompasses both physical spaces (accessible gyms, adapted t…
- Exergame (Exercise game, Active video game, Fitness game)
- A video game that requires physical movement or exercise as the primary interaction mechanism, combining gameplay elements like scoring, levels, and achievements with physical activity. Accessible exe…
- Exergame (Exercise Game, Active Video Game, Exergaming)
- A video game that requires physical movement or exercise as the primary input mechanism, combining gameplay with physical activity. Exergames have been developed for consoles, virtual reality systems,…
- Exergame (Exercise Game, Exergaming, Active Video Game)
- A video game that requires physical activity beyond traditional handheld controller manipulation, combining gaming with exercise. Exergames use motion sensors, cameras, balance boards, or other input …
- Exergames (Exertion games, Active video games, AVGs)
- Video games designed to require physical exertion — whole-body movement, resistance, or sustained aerobic activity — as the primary input modality. Exergames span consumer titles (e.g., Wii Fit, Ring …
- Exergaming (Exercise Gaming, Active Gaming, Exergames)
- A category of digital games that require physical movement or exercise as the primary means of interaction, combining gameplay with physical activity. Exergames use motion sensors, pressure pads, came…
- Exif (Exchangeable Image File Format, EXIF)
- A standard metadata format embedded within image files (JPEG, TIFF, and others) that stores information about how an image was created, including camera model, date, GPS coordinates, and orientation. …
- Existential OCD
- A non-standardized but clinically recognized subtype of Obsessive-Compulsive Disorder (OCD) characterized by obsessions about the nature of reality, consciousness, free will, mortality, or the fate of…
- Exoskeleton (Robotic Exoskeleton, Wearable Exoskeleton)
- A wearable mechanical or robotic device that fits around a part of the body — typically the hand, arm, or leg — and provides powered movement assistance, resistance, or guided motion. In rehabilitatio…
- Expanded Core Curriculum (ECC)
- A specialized curriculum for blind or visually impaired (BVI) students that supplements traditional academics with skills that sighted students typically learn through observation. The ECC covers nine…
- Experience Sampling Method (ESM, Ecological Momentary Assessment, EMA)
- A research methodology that collects data about participants' experiences, behaviors, and states in real time and in natural settings through repeated brief surveys or prompts delivered at predetermin…
- Experience sampling method (ESM, Ecological momentary assessment, EMA)
- A research methodology that captures participants' experiences, behaviours, and psychological states in real time as they go about their daily lives, typically through repeated brief surveys triggered…
- Experience-Based Co-Design (EBCD)
- A participatory methodology originally developed in UK health services research that treats people's lived experience - their 'emotional touch-points' of confusion, frustration, or insight - as the co…
- Experiential Accessibility (Experience-Centric Accessibility)
- An approach to accessibility that goes beyond removing barriers to ensure disabled people can have equitable, meaningful experiences with technology—not just functional access. In the context of exper…
- Experiential Layer Accessibility
- The dimension of VR accessibility concerned with the quality, comfort, and safety of the VR experience for disabled users. This includes physical comfort (avoiding pain, exhaustion, and motion sicknes…
- Experiential Learning Theory (ELT)
- An educational theory emphasizing the value of hands-on experiences and reflection in learning. Developed by David Kolb, it posits that effective learning occurs through a cycle of concrete experience…
- Experiential Transcoding
- An approach to web page transcoding that restructures content based on actual user behaviour rather than relying solely on source code analysis or predefined heuristics. By analysing how sighted users…