1,721,002 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
Dispelling the Myths Behind First-author Citation Counts
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
Towards explainable prediction of player frustration in video games.
Frustration is a key concept in retaining a player interest in both commercial and applied games. In a HCI context, frustration is often seen as a purely negative phenomenon. However, for games to be interesting some amount of frustrating has to be present. As such, dynamically adjusting game elements to ensure optimal frustration levels can be a valuable way to increase player retention. A first step towards such a system is an accurate classifier of frustration. To date, most attempts at frustration classification use models that are relatively hard for a human to understand. In this paper an attempt will be made at creating an explainable predictor of player frustration. To accomplish this, the frustration-aggression theory was used to identify a number of key components that determine the severity of a frustrated response. 135 participants were asked to play a series of Pac-Man levels while being asked about the frustration components. Gameplay features, participant behaviour and participant responses were gathered and used as a dataset to train a number of random forest classifiers. The classifiers were trained to predict player frustration, with accuracy ranging from 66.3% to 83.1% depending on the amount of frustration classes used. Accuracy dropped significantly when excluding participant responses on frustration component questions from the dataset. Furthermore, feature importance analysis revealed the overwhelming importance of the Repeated Failures component, as well as the relatively low importance of all in-game variables. These results suggest that the currently used variable set might not accurately represent the components of frustration. A possible avenue for future research could be the discovery of accurate metrics for these internal component perceptions
Mixed-initiative story co-creation with TaleMaker
Most storytelling games bring people together to co-create stories. However, they often require considerable creative effort and skills from all players, possibly discouraging less resourceful participants and impairing stories' quality. Moreover, most stories created within these games are usually only kept in players' minds rather than on storage, despite being a valuable and original asset, with a large potential for the narrative research community. We address these challenges with a novel mixed-initiative approach aimed at supporting a group of players to incrementally co-create a story, one sentence at a time. Our method features a hand generator that offers a unique set of tokens (words) to each player in each turn. This generator carefully combines tokens relevant to the ongoing story, to each individual player, to the group as a whole and random. We implemented this method in TaleMaker, a multiplayer online game that stimulates playful co-creation of a story. TaleMaker gives players considerable creative freedom to compose their sentences, combining a gentle structural steering with the wisdom of the group to determine the best direction for the story. The collected output of TaleMaker consists of annotated stories, with slots (e.g. action, character, location) filled with words associated with a WordNet synset. From a preliminary evaluation, players reported that TaleMaker effectively stimulated story authoring, and perceived TaleMaker-created stories of considerable quality. In addition, a first analysis of the collected tokens confirms that players mostly collected story-related tokens, rather than those randomly offered. Computer Graphics and Visualisatio
The TaleMaker database of mixed-initiative co-created stories
Several datasets of stories and text have been proven useful for a variety of research fields. Yet, many of these datasets have suffered from the burden of being manually authored and/or annotated, affecting their size and potential to grow. To overcome this problem, we propose a novel database of stories collected from TaleMaker, an online multiplayer game that facilitates the playful co-creation of a story in order to eliminate the tedious task of authoring and annotating a dataset of stories. TaleMaker's database relational schema provides a simple story representation, in which stories are named and clearly annotated. A story is composed of a sequence of plot points, each with several slots (e.g. action, character, location) filled with sense-annotated tokens (words) associated with a WordNet synset. In this paper, we describe in detail the database schema of TaleMaker's stories repository. In addition, we suggest some of the potential applications of this repository of stories, including fostering research in fields such as story generation, narrative world generation, and word sense disambiguation. Computer Graphics and Visualisatio
koamabayili/VECTRON-author-checklist: VECTRON author checklist
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
- …
