1,721,012 research outputs found

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    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

    Proceedings of the 2-nd Workshop on Games-Human Interaction (GHITALY 2018) co-located with AVI 2018, the 14th International Working Conference on Advanced Visual Interfaces.

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    The 2nd Workshop on Games-Human Interaction (GHItaly18), held jointly with AVI 2018 (International Working Conference on Advanced Visual Interfaces), maintained its original spirit. Its aim was twofold. The first goal was to offer a common ground for scholars and practitioners either working on the topic or interested in approaching it. The second, long term goal was to establish a meeting venue to be held on a regular basis for researchers in a field that is still too underestimated in Italy, and that still presents high fragmentation also at international level. Of course, the intended scope of the workshop is not limited to a national event. Rather, the hope is to extend the international participation, to support wider collaboration in research activities and project

    Variations on the Author

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    “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

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    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

    Dispelling the Myths Behind First-author Citation Counts

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    We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more sophisticated methods

    Author Index

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    koamabayili/VECTRON-author-checklist: VECTRON author checklist

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    We have done our best to complete the author checklist relating to the use of animals in the hut study. Note that the objective for the hut study was to evaluate the IRS treatment applications for residual efficacy against Anopheles mosquitoes, including the local An. coluzzii mosquito population. Cows were only used to attract mosquitoes into the huts and no tests were carried out directly on the cows. The author checklist is intended for use with studies where experiments are carried out on animals, which is why we have had such difficulty in completing this for the hut study, as many of the questions do not relate to how the cows were used

    Procedural Content Generation Techniques applied to Game Design and Development (Keynote Speech)

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    In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation of contents, performed using algorithms and/or heuristics that are ‐ generally ‐ designed specifically for the game under development. PCG can be exploited to produce different contents, depending on the video game genre and on the peculiarities of the specific game, with the positive effects of reducing development time and increasing randomness of content and/or gameplay. In this invited speech, we will present the researches on PCG conducted in the PONG (Playlab fOr inNovation in Games) laboratory of the Department of Computer Science at University of Milan in the last years. We have exploited PCG potentialities with different approaches: -) ”classical” PCG for content creation: we have focused our attention on the proposal of procedural-based tools aimed at an optimization of the design process of levels and/or large virtual worlds. In particular, we have shown how PCG can be efficiently applied for the interactive generation of levels for Platformer games, exploiting also the relation between levels structure and musical rhythms. From the experimental evaluation, the resulting levels were considered fun to play, and the design tool allowed a satisfying control on the final desired level of complexity. We have also applied PCG for the generation of imaginary worlds for fantasy video games. We have based the procedural generation on an approximated simulation of the physical phenomena at the basis of the evolution of our planet, starting from the placement of physical elements like mountains, oceans, etc., and then adding inhabited areas to the map. In this stage, the tool has been designed in order to consider specific places created using tools to interactively help the production of narrative structures for stories to include in games. -)PCG based on evolutionary algorithms: we have focused our research on novel methods to exploit the characteristics of Genetic Algorithms (GAs) in the generation of game contents. In particular, we have presented an algorithm to explicitly address the need to introduce more variety and unpredictability in the monsters inside MMOs, in order to avoid that the players consider the game repetitive and less enjoyable after a long period of time spent playing. The main idea was to characterize each monster specie present in the game through its genome, and to generate new species by recombining their chromosomes, which represent a set of physical characteristics and skills. Each monster was represented by a chromosome composed by 53 genes, and the recombination process evaluates also the probability for the new monster to actually survive in the habitat in which it is born. More recently, we have presented a method for the automatic generation of realistic layered materials, based on the application of a GA. We have shown how a GA can be applied efficiently to evolve the parameters of a Bidirectional Scattering Distribution Function (BSDF), in order to generate different versions of a target material presenting a moderate amount of perceptual differences
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