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A curb cut. The curb cut effect is the phenomenon of disability-friendly features being used and appreciated by a larger group than the people they were designed for. The phenomenon is named for curb cuts – miniature ramps comprising parts of sidewalk – which were first made for wheelchair access in particular places, but were also welcomed by people pushing strollers, carts or luggage.
Psychology Today content and its therapist directory are found in 20 countries worldwide. [3] Psychology Today's therapist directory is the most widely used [4] and allows users to sort therapists by location, insurance, types of therapy, price, and other characteristics. It also has a Spanish-language website.
A curb cut , curb ramp, depressed curb, dropped kerb , pram ramp, or kerb ramp is a solid (usually concrete) ramp graded down from the top surface of a sidewalk to the surface of an adjoining street. It is designed primarily for pedestrian usage and commonly found in urban areas where pedestrian activity is expected.
This is an accepted version of this page This is the latest accepted revision, reviewed on 19 February 2025. Repetitive gambling despite demonstrable harm and adverse consequences Medical condition Problem gambling Other names Ludopathy, ludomania, degenerate gambling, gambling addiction, compulsive gambling, gambling disorder Specialty Psychiatry, clinical psychology Symptoms Spending a lot ...
The curb cut is a related structural innovation. Other examples are standing frames , text telephones , accessible keyboards , large print , braille , and speech recognition software . Disabled people often develop adaptations which can be personal (e.g. strategies to suppress tics in public) or community (e.g. sign language in d/Deaf communities).
Models of disability are analytic tools in disability studies used to articulate different ways disability is conceptualized by individuals and society broadly. [1] [2] Disability models are useful for understanding disagreements over disability policy, [2] teaching people about ableism, [3] providing disability-responsive health care, [3] and articulating the life experiences of disabled people.
Particularly for freemium titles, where players can opt to spend real-world money for in-game boosts, extinction is undesirable so the game is designed around a near-perpetual compulsion loop alongside frequent addition of new content. [4] Compulsion loops in video games can be established through several means.
In their 2000 article, Nass and Moon attribute their observation of anthropocentric reactions to computers and previous research on mindlessness as factors that lead them to study the phenomenon of computers as social actors. Specifically, they observed consistent anthropocentric treatment of computers by individuals in natural and lab settings ...