1,720,966 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
Stimulating adolescents' physical well-being by gamification: The design of a product-service combination called: Move on
This thesis describes the design of the product-service combination called Move on. Move on is designed to stimulate adolescents to be more physically active. This stimulation is done by gamification, which therefore can be considered as serious gaming product. This thesis starts with a literature analysis of the decreasing level of childrens’ physical well-being. Added to this analysis, is a literature research on the increased digitalization among children to see if there is a connection between their increased screen-time and the decreasing level of fitness. A relation between digitalization and emotional behavior, and digitalization and social relationships, has also been taken into account. It seems that there is no clear proof of the coherency between the increasing digitalization and decreasing physical activity. Which was a positive result, since the advantages of the digitalization could be taken into account when designing a product for children. After finding out that the adolescents, of all children, spend the most time stuck to their screens, the target group for the ideation phase was determined. A target group analysis and a market analysis eventually lead, together with the previous insights, to a full program of requirements and therefore the end of the design brief. The design brief created the base for the next phase: the synthesis phase. Within the synthesis phase of the product development, some concept directions were found. These concept directions lead to some iteration steps which eventually resulted in the embodiment phase of the Move on. The embodiment phase describes the final concept with regard to its materials, production method, and price estimation. An important part of the Move on, is that it is able to recognize the user motion. This motion will be converted to a reward, which the user can use in their favorite game. Since this motion recognition plays a big role in the product, a basic machine learning validation is executed. Data from walking and running sessions is used to actually predict if the user is walking or running. This validation succeeded with a hit rate value of 96 percent. The end of the thesis will describe recommended steps fur future development of the product, together with a project and a personal evaluation.Integrated Product Desig
X-eo: Researching & Designing for Rebellious play
This reports the graduation project aimed to investigate the occurrence of rebellious play through the X-eo prototype. Rebellious behaviour is often referred to as going against the norm and derives its value from breaking rules. Previous academic research (Gielen & Van Leeuwen, 2013), on the subject, has provided suggestions and techniques to design for this. However, there has been no clear or obvious conclusion as of yet, whether or how rebellious play can be promoted and supported through design.Therefore the brief for this graduation assignment was to “ re-think the bangerik & develop the Bangerik concept and investigate the occurrence of rebellious behaviour during play. As secondary goals; gain insights in designing and researching for rebellious play.”X-eo builds upon the bangerik concept developed during the compulsory DFI master‘s course Interactive Technology Design (ITD) during the 2013/2014 academic year at the faculty of IDE at the Delft University of Technology. Bangerik is an interactive free-flowing game that encourages children to be rebellious in a playful context. It consisted of a wearable worn on the wrist, where the goal of the game to raise their opponent‘s heart rate by scaring them and then steal their lives by tapping their wristband. The project is broken down into four distinct phases: Understand, Ideate, Make and Evaluate. Understand: The “understand“ phase was an immersion into the terminology behind the assignment through literature, an investigation of the original concept, online research of current rebellious concepts and potential technology that could be integrated into the final design to be tested at the end of the project. A definition of rebellious play was created and defined as “Where children can actively challenge what is in place and explore their behavioural boundaries, without having to face or endure any serious or lasting consequences“ This definition accompanied by a model of rebellious play was used to support the start of the ideate phase. The phase concluded with the establishment of research gaps to be investigated during the next stage of the project.Ideate: The “ideate“ phase consisted of 2 iterative design loops to find information that could not be obtained from traditional research methods such as literature reviews and interviews. Ideation focussed on the following research gaps, with prototypes created for each aspect and tested with children at a local school:How to play tag with Bangerik?How to attach something to the body?Where to place the tagging locations on the upper body?How to raise and lower heart rate during play and should this aspect remain in aspect?The video data from the testing sessions were analysed with the following conclusions established: The upper arms and chest are the most suitable tagging locations on the upper body. A garment is best to accommodate the tagging areas on the upper body. The heart rate aspect was a vital element and should be integrated into the final design. Feedback should be integrated into the final design to indicate when the players the heart rate is high and when they have lost a life. Make:The “make“ phase consisted of finalising the concept design and establishing aspects to be examined during the pilot study. Aesthetics, prototype behaviour and functions were finalised.From this point onwards the Bangerik concept evolved into the X-eo concept, a wearable garment tag game that offers the children the opportunities to steal lives from each other by raising other player’s heart rate. The tagging, heart rate and visual behaviour aspects of the concept were selected to be embodied into minimal viable prototypes for the pilot study. Evaluate: The “evaluate“ phase brought a close to the project with the prototypes being tested during the pilot study. The main focus for the pilot was whether the prototype provoked the occurrence of rebellious play behaviour and recommendations for design and research activities with the prototypes in the future. The following sub-questions were operationalised to determine conclusions to the overriding research questions:What strategies do the children implement during gameplay and are they rebellious?Do the children understand the visual feedback when their heart rate is high, when their lives are stolen, when they are out of the game and when their lives are reviving?A hierarchy of rules framework was created, so rebellious tendencies through the children‘s strategies could be identified and classified based on the rules they violated. In conclusion, rebellious behaviour was present during the testing session with all rules within the hierarchy framework being violated, with contextual and societal rules being the most popular. However it cannot be defined whether these behaviours were directly provoked due to the prototype, the context or the motivational state the children were in before completing the test. The hierarchy framework was a useful tool for classifying rebellious play behaviour. The report concludes with an evaluation of the research methodology applied, research & design recommendations and reflections with regards to conducting future research with the X-eo concept and on rebellious play behaviour.Design for Interactio
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
Children's mobile screen use: an intervening loyalty campaign
Nowadays, growing up is quite different from what it was before. Around the globe the larger part of children engage in inordinate time looking at screens (Bucksch et al., 2016). The smartphone enables children to have more screen time, leading to negative consequences. Nevertheless, children still prefer this type of entertainment due to the entertainment values they get from the use. This thesis examines how a loyalty campaign can intervene with a negative consequence of mobile screen use while utilizing the positive entertainment elements amongst children aged from six till twelve years.Fourteen problems of smartphone usage accompanied with their consequences are found by literature research. These problems are presented to parents to gauge their opinion on this objective data, forming a first design goal: “Design a playful loyalty campaign that stimulate the engagement of children in active play by utilizing the entertainment values of a smartphone, to spark ones creativity.” Interviews with children accompanied with their parents examines more details on the first design goal. What boundaries need to be set with regard to the context? Which entertainment values of digital play are important to children? What is the influence of the touchscreens’ low threshold usage on active play? And finally; What is the influence on a child’s creativity? As a conclusion to this research, a new design goal is formulated: “The tactilization and experience of digital entertainment. In order to bring a connection between digital and ‘real world’ concepts and make them accessible to children.” The following criteria to this goal form the basis of evaluation for the concepts:The concept should:- educate on the subject of food- be able to be played alone.- support playing together.- contain a part of simulation during the play. - involve the exploration and discover of new elements.- involve experimentation without social consequences.- create play which is mostly focussed on a central tangible/touchable object integrated with digital entertainment.- be able to be played during daytime.- does not involve any online contact with strangers- let children experience an unknown real world phenomena.- not be able to be played without a physically present object.- can be played without the use of a mobile device.- has a high level of collect-ability.- is valuable when only a few gifts are received by the user.- involves creating something. The result, called “Body Builders”, is a concept in which children learn about nutrients that come from food. 20 3D characters standing for nutrients can be collected. Together with the application, these characters will come alive and the child will experience what these, previously unknown nutrients, do to your body. User test shows, that the concept brings an intertwined combination between digital gaming and tangible play. In contrast to current mobile screen use, this concept balances between real and digital play by utilizing the play experiences children like. Design for Interactio
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