1,720,981 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
Evaluation of serious gaming on mobile platforms in an art historical context
Die vorliegende Diplomarbeit beschäftigt sich mit dem Thema der Wissensvermittlung im Feld der Kunstgeschichte in Form eines Spiels.Besonderes Augenmerk wird dabei auf mobile Plattformen gelegt, wie sie in Form aktueller Smartphones (Android, iPhone, etc.) mittlerweile zahlreich zur Verfügung stehen. Im ersten Teil der Arbeit wird die Definition und die Geschichte spielerischen Lernens näher beleuchtet.Dabei wird aufgezeigt, dass diese Form der Wissensvermittlung eine lange Tradition hat und Spiele die Möglichkeit bieten viel mehr als nur Spaß zu vermitteln. Unter dem Namen Serious Games fasst man heutzutage alle Spiele zusammen, die neben dem Spaß am Spiel einen Mehrwert jeglicher Art bieten, sei es in Form von Lernspielen, Erziehungsspielen, aber auch kritischen Spielen die zum Nachdenken anregen. Spiele haben dabei den Vorteil einen Motivationsfaktor zu schaffen, mit dem es möglich ist neue Zielgruppen anzusprechen, die ansonsten vielleicht nicht erreichbar wären. Besonders im Umgang mit kunstgeschichtlichem Wissen ist es bisweilen schwierig neue Personenkreise zu begeistern und für Lernaufgaben zu motivieren.Vor diesem Hintergrund wurde im Rahmen dieser Arbeit das mobile Spiel ARTournament als Prototyp entwickelt, mit dem Ziel Wissen in verschiedenen Themengebieten der Kunstgeschichte zu vermitteln. Das Spiel betritt dabei gezielt das Feld der Casual Games, das den wachsenden Bereich der Spiele "für zwischendurch" beschreibt. Das Spiel wurde der Öffentlichkeit in Form einer Applikation für Android Smartphones zugänglich gemacht und nach einem Testzeitraum die Nutzungsmuster ausgewertet. Im abschließenden Teil der Arbeit wird erläutert wie das Spiel aufgenommen wurde und welche Lernerfolge erkennbar waren. Basierend auf den gesammelten Erfahrungen werden abschließend Empfehlungen für zukünftige Weiterentwicklungen gegeben und ein möglicher Ausblick zur weiteren Entwicklung von Serious Games gezeigt.This master thesis deals with the topic of knowledge transfer in the field of art history by means of a game. Special attention was given to mobile systems which are meanwhile numerously available in form of several smartphone platforms (Android, iPhone, etc.). The first part of the work focuses on the definition and the history of playful learning.It is shown that this form of knowledge transfer has a long tradition and provides much more opportunities than simply having fun. Nowadays the term Serious Games concludes all types of games which provide additional value of any form besides entertainment, be it in form of learning games, or educational games but also critical games that intend to encourage a different way of looking at things. Games offer the advantage that their intrinsic motivational elements allow them to reach new audiences which otherwise maybe never could have been reached.Especially when dealing with topics of art history it is difficult to delight new target groups and motivate them for learning tasks.Based on this background in the course of this work the mobile game ARTournament was created as prototype with the objective of transferring knowledge in different fields of art history. The game enters specifically the area of Casual Games which describes the growing domain of games being played in short bursts in between times. The game was published in form of an application for Android smartphones and after a public test run the usage patterns have been analysed. In the final part of the work it is explained how the game was accepted and which learning success could be observed. Based on these experiences finally some suggestions for future improvements are made and a short outlook on the further development of Serious Games is given.<br /
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
Serious heritage games : playful approaches to address cultural heritage
Digitale Spiele sind neben Literatur, Filmen und anderen Medien zweifellos ein fixer Bestandteil unserer Kultur. Die heutige Generation der "Digital Natives" passt sich der Interaktivität und Geschwindigkeit digitaler Spiele an und verändert dadurch ihre Denkmuster. Lernende wollen keine passiven Beobachter mehr sein, vielmehr werden sie zu aktiven Teilnehmern. Spiele waren immer leistungsfähige Werkzeuge zur Wissensvermittlung. Der Begriff "Serious Games" (etwa "ernsthafte Spiele") verbreitet sich schnell als neue Möglichkeit Wissen in einer spielerischen Umgebung zu generieren. Im Gegensatz zu gängigen Lernspielen behandeln Serious Games Themen, die im gängigen Unterricht nicht (oder nur am Rande) behandelt werden. In den letzten Jahren wurden viele außergewöhnliche Themen in Serious Games behandelt. Hingegen wurde die Verwendung von Spielen für das Lehren kultureller und kulturhistorischer Fakten weitgehend außer acht gelassen. Um diese Forschungslücke zu füllen, beschäftigt sich die vorliegende Dissertation mit digitalen Spielen, die sich mit Themen des kulturellen Erbes auseinandersetzen. Im Rahmen der Dissertation wurden zwei "Serious Heritage Games" implementiert und evaluiert, die das Verständnis für unser kulturelles Erbe fördern sollen. Ersteres, ICURA, vermittelt Informationen über immaterielles kulturelles Erbe und fördert das Verständnis für kulturelle Regeln und Verhaltensweisen eines bestimmten Landes. Das zweite Spiel, ThIATRO, kommuniziert kunsthistorische Konzepte und soll das Interesse des Spielers oder der Spielerin an Kunst und Kultur stärken. Auf diesem Wege werden neue Möglichkeiten der Wissensvermittlung untersucht, die das kulturelle Interesse Jugendlicher und Erwachsener gleichermaßen wecken sollen. Wir präsentieren weiters aktuelle Forschungsergebnisse zur effektiven Integration spielerischer Elemente in digitalen Lernszenarien. Dadurch hoffen wir digitale Spiele als akzeptierte Kulturform integrieren zu können und die falsche Annahme, dass Spiele keinerlei kulturelle oder soziale Funktion erfüllen, zu überwinden.There is no doubt that digital games are part of our culture as much as books, movies and other forms of media. Today's generation of "digital natives" see video games as an integral part of their lives and have adjusted their brains to the interactivity and speed of new media.Learners have changed from being passive observers to active participants. In fact, games have always been a powerful mediator for learning and the novel field of serious gaming is getting more and more established in general public and provides new ways of communicating knowledge within a game-like environment. We can see that over the last years many non-traditional topics have been covered within serious games. The use of games to support cultural heritage purposes has been less well considered. To fill this gap in research, this PhD thesis investigates the the usage of serious games for cultural heritage purposes. We have designed and evaluated two serious heritage games that foster an understanding of cultural heritage. The first one, ICURA, is targeted at intangible artifacts of cultural heritage and fosters an understanding of contemporary culture, language, rules of behavior and etiquette of a specific country. The second one is called ThIATRO and communicates concepts of art history to raise the interest in museums and cultural heritage in general. By this means, we investigate new ways to raise children's and adults' interest in their cultural heritage and present research about effective ways to integrate game elements into cultural heritage learning scenarios. We hope that this PhD thesis may help to overcome the common misconception of games being perceived to solve no cultural or social function and to establish games as an accepted form of culture
Author-wise bibliometric analysis based on entropy.
Author-wise bibliometric analysis based on entropy.</p
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