1,721,198 research outputs found
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Semi-Autonomous Avatars: A New Direction for Expressive User Embodiment
Computer animated characters are rapidly becoming a regular part of our lives. They are starting to take the place of actors in films and television and are now an integral part of most computer games. Perhaps most interestingly in on-line games and chat rooms they are representing the user visually in the form of avatars, becoming our on-line identities, our embodiments in a virtual world. Currently online environments such as “Second Life” are being taken up by people who would not traditionally have considered playing games before, largely due to a greater emphasis on social interaction. These environments require avatars that are more expressive and that can make on-line social interactions seem more like face-to-face conversations.
Computer animated characters come in many different forms. Film characters require a substantial amount of off-line animator effort to achieve high levels of quality; these techniques are not suitable for real time applications and are not the focus of this chapter. Non-player characters (typically the bad guys) in games use limited artificial intelligence to react autonomously to events in real time. However avatars are completely controlled by their users, reacting to events solely through user commands. This chapter will discuss the distinction between fully autonomous characters and completely controlled avatars and how the current differentiation may no longer be useful, given that avatar technology may need to include more autonomy to live up to the demands of mass appeal. We will firstly discuss the two categories and present reasons to combine them. We will then describe previous work in this area and finally present our own framework for semi-autonomous avatars
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
Towards a crowdsourced solution for the authoring bottleneck in interactive narratives
Interactive Storytelling research has produced a wealth of technologies that can be
employed to create personalised narrative experiences, in which the audience takes
a participating rather than observing role. But so far this technology has not led
to the production of large scale playable interactive story experiences that realise
the ambitions of the field. One main reason for this state of affairs is the difficulty
of authoring interactive stories, a task that requires describing a huge amount of
story building blocks in a machine friendly fashion. This is not only technically
and conceptually more challenging than traditional narrative authoring but also a
scalability problem.
This thesis examines the authoring bottleneck through a case study and a literature
survey and advocates a solution based on crowdsourcing. Prior work has already
shown that combining a large number of example stories collected from crowd workers
with a system that merges these contributions into a single interactive story can be
an effective way to reduce the authorial burden. As a refinement of such an approach,
this thesis introduces the novel concept of Crowd Task Adaptation. It argues that in
order to maximise the usefulness of the collected stories, a system should dynamically
and intelligently analyse the corpus of collected stories and based on this analysis
modify the tasks handed out to crowd workers.
Two authoring systems, ENIGMA and CROSCAT, which show two radically different
approaches of using the Crowd Task Adaptation paradigm have been implemented and
are described in this thesis. While ENIGMA adapts tasks through a realtime dialog
between crowd workers and the system that is based on what has been learned from
previously collected stories, CROSCAT modifies the backstory given to crowd workers
in order to optimise the distribution of branching points in the tree structure that
combines all collected stories. Two experimental studies of crowdsourced authoring
are also presented. They lead to guidelines on how to employ crowdsourced authoring
effectively, but more importantly the results of one of the studies demonstrate the
effectiveness of the Crowd Task Adaptation approach
Autonomous Secondary Gaze Behaviours
In this paper we describe secondary behaviour, this is behaviour that is generated autonomously for an avatar. The user will control various aspects of the avatars behaviour but a truly expressive avatar must produce more complex behaviour than a user could specify in real time. Secondary behaviour provides some of this expressive behaviour autonomously. However, though it is produced autonomously it must produce behaviour that is appropriate to the actions that the user is controlling (the primary behaviour) and it must produce behaviour that corresponds to what the user wants. We describe an architecture which achieves these to aims by tagging the primary behaviour
with messages to be sent to the secondary behaviour and by allowing the user to design various aspects of the secondary behaviour before starting to use the avatar. We have implemented this general architecture in a system which adds gaze behaviour to user designed actions
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