These eyeglasses contain special filters for absorbing excess blue light from digital devices. Eyewear companies claim they help to improve sleep, reduce eye strain and lower your risk for eye disease.

But should you get a pair for yourself or your child? Given there is currently no scientific evidence suggesting blue light from screens damages your eyes, there really is no need to purchase blue light-blocking glasses, says Samantha Feldman, M.D., a pediatric ophthalmologist at the Krieger Eye Institute.


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It is important to understand that it's how you use your digital devices, not blue light itself, that can cause eye strain. "Maybe you're not wearing the correct glasses, or you're not positioned well at the computer, or the light on the screen or in the room is too bright or too dim, or you're not taking enough breaks," Feldman says.

Determining the appropriate amount of screen time for children can be challenging for parents. The American Academy of Pediatrics recommends no screen time for kids until they are 2 years old (except for video chatting) and no more than one hour of screen time for children ages 2 to 5.

"Although there is no evidence that blue light damages the eyes, the increasing amount of near work on screens may be putting susceptible children at risk for other problems like dry eyes and progressive myopia," says Feldman.

With this in mind, and utilizing our decades long experience with fitting children in the Footmates and Tsukihoshi footwear brands, we have developed unique "Sizing Tools" for Footmates and Tsukihoshi.

Development of pRF eccentricity and size in face and word regions. a pFus-faces (red) and pOTS-chars (blue) on the left ventral temporal lobe in representative child and adult participants. Black lines: boundaries of visual field maps. b Mean pRF eccentricity in pFus-faces (red) and pOTS-chars (blue) in children and adults, units are degrees of visual angle. Children are in light colors. c Mean pRF size in pFus-faces (red) and pOTS-chars (blue) in children and adults, units are degrees of visual angle. b, c Error bars: standard error across participants of an age group. Colored circles: individual participant data. Left pOTS-chars: 12 children, 22 adults; Right pOTS-chars: 8 children, 21 adults. Left pFus-faces: 11 children, 18 adults; Right pFus-faces 14 children, 18 adults

Biases in fixation patterns on faces and words mirror pRF development. a Average maximum fixation density maps produced from 12 children and 11 adults during a free-viewing recognition task are overlaid on an example face (top row) and pseudoword (bottom row) stimulus. Fixation density patterns in adults are more centrally placed on faces and words than in children. b The mean ratio of fixations in children made outside of an adult-like zone defined as the region where 70% of adults or greater fixated on the stimulus. The dashed line at 0.3 denotes the expected adult value. White: median; box: 25th and 75th percentiles; whiskers: range; circles: outliers; C: children; A: adults; red: unfamiliar faces; blue: pseudowords. c Vectors describing the bias in child fixation densities for all face (red) and pseudoword (blue) stimuli relative to the center of adult fixation densities for each stimulus. Each vector is the bias for a particular stimulus. Black Gaussian center represents the centrally-biased adult fixation densities. t-tests evaluate if the angular distance of vectors from the null quadrant are significantly different from zero. The null quadrant is defined as the lower left quadrant for faces and lower right for words (see Methods)

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In children who received a second dose of FLULAVAL QUADRIVALENT or the comparator vaccine, the incidences of solicited adverse reactions following the second dose were generally similar to or lower than those observed after the first dose.1

In clinical trials with FLUARIX QUADRIVALENT in adults, the most common solicited local adverse reaction was pain and the most common systemic adverse reactions were muscle aches, headache, and fatigue. In children 6 through 35 months of age, the most common solicited local adverse reactions were pain and redness and the most common systemic adverse reactions were irritability, loss of appetite, and drowsiness. In children 3 through 17 years of age, the solicited local adverse reactions were pain, redness, and swelling. In children 3 through 5 years of age, the most common systemic adverse reactions were drowsiness, irritability, and loss of appetite. In children 6 through 17 years of age, the most common systemic adverse reactions were fatigue, muscle aches, headache, arthralgia, and gastrointestinal symptoms. (See Adverse Reactions section of the Prescribing Information for FLUARIX QUADRIVALENT for other potential adverse reactions and events)

In clinical trials with FLULAVAL QUADRIVALENT in adults, the most common solicited local adverse reaction was pain and the most common solicited systemic adverse reactions were muscle aches, headache, fatigue, and arthralgia. In children 6 through 35 months of age, the most common solicited local adverse reaction was pain and the most common solicited systemic adverse reactions were irritability, drowsiness, and loss of appetite. In children 3 through 17 years of age, the most common solicited local adverse reaction was pain. In children 3 through 4 years of age, the most common solicited systemic adverse reactions were irritability, drowsiness, and loss of appetite. In children 5 through 17 years of age, the most common solicited systemic adverse reactions were muscle aches, fatigue, headache, arthralgia, and gastrointestinal symptoms. (See Adverse Reactions section of the Prescribing Information for FLULAVAL QUADRIVALENT for other potential adverse reactions and events)

On the stage, all privacy barriers are removed, meaning you now see all players without lighting them and your conversations are now public. Players sitting on the audience benches can see you and your conversations as well. It's a great way to introduce yourself to potential new friends but also to facilitate the act you're taking part in.

One by one we can see all the crew performing on the stage and the audience is delighted. Backstage, the Modest Dancer is stretching, ready to get on stage for their act. Visit the planning table (located on the top level backstage) before the final act begins. Help the Frantic Stagehand prepare the stage by activating the levers as instructed. Once done, the Forgetful Storyteller introduces the Modest Dancer for their act, but they are nowhere to be found. They seem to have a bit of stage fright and cannot perform; offer them support. Improvise with the Mellow Musician on the stage while the Modest Dancer regains confidence by playing a composition of your own for a few minutes. As the Modest Dancer finally comes back, use your expressions to put on a dancing routine with the Modest Dancer.

Everyone is called onto the stage for the last ovation and the Performer guide sees in the crowd a long-lost relative. As they head out to greet them, you bow to the crew and they vanish in 4 columns of light to conclude the adventure. The Performer Guide is ecstatic to see their twin sibling: The Ultimate Guide from the Season of Rhythm.

On a hill behind the Theater, you will find a lone Penguin waiting for you to wear like a mascot costume. Since there are wind walls all around the Village Theater it is a bit of a challenge to reach. Players have found a very specific flight path you can take to get there but if you run out of wings and hit the clouds you'll respawn near the Performance guide. Patience is the key to success. Once you wear the outfit you will keep it for as long as you want and return to the Village Theater to play, but as soon as you exit the area, the suit will be removed. Only the holder can see the costume, even though the friends you brought with you also wear it.

9 After they had heard the king, they went on their way, and the star they had seen when it rose went ahead of them until it stopped over the place where the child was. 10 When they saw the star, they were overjoyed. 11 On coming to the house, they saw the child with his mother Mary, and they bowed down and worshiped him.(G) Then they opened their treasures and presented him with gifts(H) of gold, frankincense and myrrh. 12 And having been warned(I) in a dream(J) not to go back to Herod, they returned to their country by another route.

Lark was the first open source software to help designers simulate non-visual light that entrains the human circadian system. The premise was simple: humans are wired for blue light-rich days and dark nights. Light exposure has been shown to impact sleep-wake cycles, alertness, productivity, and overall health and wellbeing.

Every light source and material used in indoor environments can either support or disrupt our circadian rhythm. Therefore, designers need to be able to visualize and quantify this interaction of light and biology for improved health outcomes. Lark helps architects, lighting designers, and researchers investigate circadian light metrics within a daylighting workflow rooted in the context of the built environment. The tool allows users to define the color of skies, glazing, and building materials based on spectral data and computes the impact of design strategies on the non-visual circadian light.

The success of these spectral lighting projects came through broad, multidisciplinary collaborations with daylighting specialists, architects, interior designers, computer vision experts, neuroscientists, sleep medicine specialists, lighting designers and manufacturers, biologists, nurses, UI designers, facilities engineers, spectrometer manufacturers, and neonatologists. be457b7860

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