1,721,008 research outputs found

    Easy to use and incredibly difficult: on the mythical border between interface and gameplay

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    In video game literature and video game reviews, video games are often divided into two distinct parts: interface and gameplay. Good video games, it is assumed, have easy to use interfaces, but they also provide difficult gameplay challenges to the player. But must a good game follow this pattern, and what is the difference between interface and gameplay? When does the easy-to-use interface stop, and when does the challenging gameplay begin? By analyzing a number of games, the paper argues that it is rare to find a clear-cut border between interface and gameplay and that the fluidity of this border characterizes games in general. While this border is unclear, we also analyze a number of games where the challenge is unambiguously located in the interface, thereby demonstrating that "easy interface and challenging gameplay" is neither universal nor a requirement for game quality. Finally, the paper argues, the lack of a clear distinction between easy interface and challenging gameplay is due to the fact that games are fundamentally designed not to accomplish something through an activity, but to provide an activity that is pleasurable in itself

    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

    Works of Game:On the Aesthetics of Games and Art

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    Permainan dan seni telah berkaitan paling tidak sejak awal abad ke-20, seperti yang dapat dilihat pada penggunaan surealis indah dari Exquisite Corpse dan game lainnya, obsesi Duchamp dengan nilai dan kotak Catur, Fluxus dan beberapa nama - untuk menyebutkan beberapa contoh saja. Selama lima belas tahun terakhir, sintesis seni dan permainan telah mendung bagi para seniman dan gamemaker. Seni kontemporer telah menggambar di set alat videogame, namun tidak menganggapnya sebagai bentuk budaya dengan kemampuan konseptual, formal, dan eksperimentalnya sendiri. Bagi mereka, pengembang game dan pemain fokus pada sifat bawaan permainan dan pengalaman yang mereka berikan, sedikit memberi perhatian pada apa artinya menciptakan dan mengevaluasi seni rupa. Dalam Works of Game, John Sharp menjembatani kesenjangan ini, menawarkan estetika permainan formal yang mencakup kesamaan dan perbedaan antara permainan dan seni. Sharp menggambarkan tiga komunitas praktik dan menawarkan studi kasus untuk masing-masing. "Art Game," yang mencakup artis seperti Julian Oliver, Cory Arcangel, dan JODI (Joan Heemskerk dan Dirk Paesmans) memperlakukan videogame sebagai bentuk budaya populer yang dapat dipinjamkan materi, alat, dan proses yang dipinjam. "Artgames", yang diciptakan oleh pembuat game termasuk Jason Rohrer, Brenda Romero, dan Jonathan Blow, menjelajahi wilayah yang biasanya ditempati oleh puisi, lukisan, sastra, atau film. Akhirnya, "Artists 'Games" - dengan para seniman termasuk Blast Theory, Mary Flanagan, dan kolaborasi Nathalie Pozzi dan Eric Zimmerman - mewakili konsep game sintetis yang lebih sintetis sebagai media artistik. Karya gamemakers ini, Sharp mengemukakan, menunjukkan bahwa adalah mungkin untuk menciptakan karya seni berbasis game yang memenuhi nilai estetika dan kritis dari komunitas seni dan permainan kontemporer

    Games Telling Stories?

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    As questions go, this is not a bad one: Do games tell stories? Answering this should tell us both how to study games and who should study them. The affirmative answer suggests that games are easily studied from within existing paradigms. The negative implies that we must start afresh. But the answer depends, of course, on how you define any of the words involved. In this article, [the author examines] some of the different ways to discuss this. (adapted from text

    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
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