1,720,954 research outputs found

    Going Beyond Counting First Authors in Author Co-citation Analysis

    Get PDF
    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

    Get PDF
    “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

    Get PDF
    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

    Purchasable skins as social status markers in competitive gaming environments

    No full text
    Köpbara kosmetiska föremål, så kallade skins, har vuxit fram som en kraftfull komponent i dagens spelkultur. I takt med att dessa föremål blivit en del av spelindustrins affärsmodeller och spelkulturer väcks frågor om hur skins påverkar spelarnas sociala dynamik och självbild, frågor som denna studie har tagit sig an att utforska. Syftet med denna studie är att undersöka i vilken utsträckning köpbara skins fungerar som sociala markörer i tävlingsinriktade spelmiljöer. Vi har valt att undersöka huruvida köpbara skins fungerar som statussymboler och på vilket sätt de kan påverka spelarens position inom den sociala hierarkin både utifrån individens egna upplevelser och utifrån kollektiva föreställningar. Vi utgick ifrån följande frågeställning: I vilken utsträckning fungerar köpbara kosmetiska föremål som sociala markörer i tävlingsinriktade spelmiljöer? Genom en kombination av enkätundersökning (n = 248), åtta intervjuer och en netnografisk observation av diskussioner på Reddit har vi samlat in både kvantitativa och kvalitativa data. Studien utgår från teoretiska perspektiv som symboliskt kapital, affordans  och social imaginaries för att analysera hur status kopplas till ägandet och visandet av köpbara skins i digitala spelgemenskaper. Resultaten visar att köpbara skins fungerar som statussymboler i vissa spelmiljöer, särskilt i spel där skins har ett ekonomiskt andrahandsvärde, som i Counter-Strike 2. Skins tillskrivs värde inte enbart baserat på pris eller sällsynthet utan även genom den sociala kontexten och de normer som råder i specifika spelmiljöer Samtidigt framkommer att status kopplad till köpbara skins är mångfacetterad. För vissa signalerar de ekonomisk kapacitet, för andra ekonomisk smak, tillhörighet eller erfarenhet.Purchasable cosmetic items, commonly known as skins, have emerged as a powerful component of contemporary gaming culture. As these items have become embedded in the business models and cultural fabric of the gaming industry, questions arise regarding how skins influence players' social dynamics and self-perception, questions that this study sets out to explore. The aim of this study is to examine the extent to which purchasable skins serve as social markers in competitive gaming environments. We sought to explore whether purchasable skins function as status symbols and how they may influence a player's position within the social hierarchy both from an individual perspective and from collective perceptions. We addressed the following research question: To what extent do purchasable cosmetic items function as social markers in competitive gaming environments? Through a combination of a survey (n = 248), eight interviews, and a netnographic observation of discussions on Reddit, we collected both quantitative and qualitative data. The study is grounded in theoretical frameworks such as symbolic capital, affordance, and social imaginaries to analyze how status is associated with the ownership and display of purchasable skins in digital gaming communities. The results show that purchasable skins function as status symbols in certain gaming environments, particularly in games where skins hold economic resale value, such as Counter-Strike 2. Skins are attributed value not solely based on price or rarity but also through the social context and norms prevalent in specific gaming environments. At the same time, the status associated with purchasable skins is multifaceted. For some, they signal economic capacity and for others, economic taste, belonging, or experience

    Purchasable skins as social status markers in competitive gaming environments

    No full text
    Köpbara kosmetiska föremål, så kallade skins, har vuxit fram som en kraftfull komponent i dagens spelkultur. I takt med att dessa föremål blivit en del av spelindustrins affärsmodeller och spelkulturer väcks frågor om hur skins påverkar spelarnas sociala dynamik och självbild, frågor som denna studie har tagit sig an att utforska. Syftet med denna studie är att undersöka i vilken utsträckning köpbara skins fungerar som sociala markörer i tävlingsinriktade spelmiljöer. Vi har valt att undersöka huruvida köpbara skins fungerar som statussymboler och på vilket sätt de kan påverka spelarens position inom den sociala hierarkin både utifrån individens egna upplevelser och utifrån kollektiva föreställningar. Vi utgick ifrån följande frågeställning: I vilken utsträckning fungerar köpbara kosmetiska föremål som sociala markörer i tävlingsinriktade spelmiljöer? Genom en kombination av enkätundersökning (n = 248), åtta intervjuer och en netnografisk observation av diskussioner på Reddit har vi samlat in både kvantitativa och kvalitativa data. Studien utgår från teoretiska perspektiv som symboliskt kapital, affordans  och social imaginaries för att analysera hur status kopplas till ägandet och visandet av köpbara skins i digitala spelgemenskaper. Resultaten visar att köpbara skins fungerar som statussymboler i vissa spelmiljöer, särskilt i spel där skins har ett ekonomiskt andrahandsvärde, som i Counter-Strike 2. Skins tillskrivs värde inte enbart baserat på pris eller sällsynthet utan även genom den sociala kontexten och de normer som råder i specifika spelmiljöer Samtidigt framkommer att status kopplad till köpbara skins är mångfacetterad. För vissa signalerar de ekonomisk kapacitet, för andra ekonomisk smak, tillhörighet eller erfarenhet.Purchasable cosmetic items, commonly known as skins, have emerged as a powerful component of contemporary gaming culture. As these items have become embedded in the business models and cultural fabric of the gaming industry, questions arise regarding how skins influence players' social dynamics and self-perception, questions that this study sets out to explore. The aim of this study is to examine the extent to which purchasable skins serve as social markers in competitive gaming environments. We sought to explore whether purchasable skins function as status symbols and how they may influence a player's position within the social hierarchy both from an individual perspective and from collective perceptions. We addressed the following research question: To what extent do purchasable cosmetic items function as social markers in competitive gaming environments? Through a combination of a survey (n = 248), eight interviews, and a netnographic observation of discussions on Reddit, we collected both quantitative and qualitative data. The study is grounded in theoretical frameworks such as symbolic capital, affordance, and social imaginaries to analyze how status is associated with the ownership and display of purchasable skins in digital gaming communities. The results show that purchasable skins function as status symbols in certain gaming environments, particularly in games where skins hold economic resale value, such as Counter-Strike 2. Skins are attributed value not solely based on price or rarity but also through the social context and norms prevalent in specific gaming environments. At the same time, the status associated with purchasable skins is multifaceted. For some, they signal economic capacity and for others, economic taste, belonging, or experience

    Dispelling the Myths Behind First-author Citation Counts

    Get PDF
    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

    No full text
    Nao informado

    koamabayili/VECTRON-author-checklist: VECTRON author checklist

    No full text
    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
    corecore