1,721,020 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
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
LabanLab: An Interactive Choreographical System with Labanotation-Motion Preview
This paper introduces LabanLab, a novel choreography system that facilitates the creation of dance notation with motion preview. LabanLab features an interactive interface for creating Labanotation staff coupled with visualization of corresponding movements. Leveraging large language models (LLMs) and text-to-motion frameworks, LabanLab translates symbolic notation into natural language descriptions to generate lifelike character animations. As the first web-based Labanotation editor with motion synthesis capabilities, LabanLab makes Labanotation an input modality for multitrack human motion generation, empowering choreographers with practical tools and inviting novices to explore dance notation interactively.Eurographics 2025 - Short PapersShort Paper
Parallel Dense-Geometry-Format Topology Decompression
Dense Geometry Format (DGF) [BBM24] is a hardware-friendly representation for compressed triangle meshes specifically designed to support GPU hardware ray tracing. It decomposes a mesh into meshlets, i.e., small meshes with up to 64 positions, triangles, primitive indices, and opacity values, in a 128-byte block. However, accessing a triangle requires a slow sequential decompression algorithm with O(T) steps, where T is the number of triangles in a DGF block. We propose a novel parallel algorithm with O(logT) steps for arbitrary T. For DGF, where T ≤ 64, we transform our algorithm to allow O(1) access. We believe that our algorithm is suitable for hardware implementations. With our algorithm, a custom intersection shader outperforms the existing serial decompression method. Further, our mesh shader implementation achieves competitive rasterization performance with the vertex pipeline. Finally, we show how our method may parallelize other topology decompression schemes.Eurographics 2025 - Short PapersShort Paper
Multi-Objective Packing of 3D Objects into Arbitrary Containers
Packing problems arise in numerous real-world applications and often take diverse forms. We focus on the relatively underexplored task of packing a set of arbitrary 3D objects-drawn from a predefined distribution-into a single arbitrary 3D container. We simultaneously optimize two potentially conflicting objectives: maximizing the packed volume and maintaining sufficient spacing among objects of the same type to prevent clustering. We present an algorithm to compute solutions to this challenging problem heuristically. Our approach is a flexible two-tier pipeline that computes and refines an initial arrangement. Our results confirm that this approach achieves dense packings across various objects and container shapes.Eurographics 2025 - Short PapersShort Paper
3D Gabor Splatting: Reconstruction of High-frequnecy Surface Texture using Gabor Noise
3D Gaussian splatting has experienced explosive popularity in the past few years in the field of novel view synthesis. The lightweight and differentiable representation of the radiance field using the Gaussian enables rapid and high-quality reconstruction and fast rendering. However, reconstructing objects with high-frequency surface textures (e.g., fine stripes) requires many skinny Gaussian kernels because each Gaussian represents only one color if viewed from one direction. Thus, reconstructing the stripes pattern, for example, requires Gaussians for at least the number of stripes. We present 3D Gabor splatting, which augments the Gaussian kernel to represent spatially high-frequency signals using Gabor noise. The Gabor kernel is a combination of a Gaussian term and spatially fluctuating wave functions, making it suitable for representing spatial high-frequency texture. We demonstrate that our 3D Gabor splatting can reconstruct various high-frequency textures on the objects.Eurographics 2025 - Short PapersShort Paper
Approximate and Exact Buoyancy Calculation for Real-time Floating Simulation of Meshes
In this paper, we present methods for simulating floatation of bodies represented by triangular meshes. The primary challenge in creating such a simulation is determining the buoyant force and its reference point. We propose 5 algorithms, 3 approximations and 2 exact methods, that enable the real-time calculation of buoyant forces. Each algorithm is based on rigorous physical and mathematical principles, performing calculations directly on the triangular mesh rather than its approximation. Finally, we test the accuracy and efficiency of these algorithms through simple examples.Eurographics 2025 - Short PapersShort Paper
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