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…