1,720,985 research outputs found
GHItaly18: Game-human interaction in research
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 projects. GHItaly18 extended the scope of GHItaly17 (held in conjunction with CHItaly17 in Cagliari) by focusing on the aspects related to the design and development of visual interfaces, a highly relevant issue for creating an engaging and satisfactory user experience in deeply multidimensional artefacts such as video games. Moreover, as for the former edition, the application range of video games that the workshop invited to explore had to be intended in its broadest sense: both entertainment and applied finalities
MAP-MIND: An Offline Algorithm for Optimizing Game Engine Module Placement in Cloud Gaming
Online gaming has seen a significant surge in popularity, becoming a dominant form of entertainment worldwide. This growth has necessitated the evolution of game servers from centralized to distributed models, leading to the emergence of distributed game engines. These engines allow for the distribution of game engine modules (GEMs) across multiple servers, improving scalability and performance. However, this distribution presents a new challenge: the game engine module placement problem. This problem involves strategically placing GEMs to maximize the number of accepted placement requests while minimizing the delay experienced by players, a critical factor in enhancing the gaming experience. The problem can be formulated as an Integer Linear Programming (ILP) model, which provides an optimal solution but suffers from high computational complexity, making it impractical for real-world applications. To address this challenge, this paper introduces two novel heuristic algorithms, MAP-MIND and MAP-MIND*. The MAP-MIND algorithm demonstrates superior performance, achieving near-optimal delay and more than 92%GEM request acceptance in the worst heterogeneous scenarios. The MAP-MIND* algorithm, while slightly under-performing MAP-MIND in terms of delay, proves to be significantly faster, making it a viable alternative for real-world applications with equal GEM request acceptance. The tradeoff between the two algorithms offers a flexible approach to GEM placement, balancing performance and computational efficiency
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
Proceedings of the 1st Workshop on Games-Human Interaction (GHITALY 2017) co-located with CHItaly 2017, the 12th Edition of the biannual Conference of the Italian ACM SIGCHI Chapter. CEUR Vol. 1956
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
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