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    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

    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

    Suoritettavat formaalit spesifikaatiot pelikehityksessä: suunnittelu, validointi ja evoluutio

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    Suoritettavat formaalit spesifikaatiot pelikehityksessä: suunnittelu, validointi ja evoluutio Digitaalisten pelien merkitys on nykyään valtava sekä viihteenä että taloudellisesti. Pelit voivat olla hyvin monimutkaisia, joka tekee pelin kehityksestä ja suunnittelusta haastavaa. Monimutkaisuus ilmenee varsinkin peleissä, jotka tukevat samanaikaisesti useita pelaajia ja peleissä, jotka voivat muuttua vielä julkaisun jälkeen. Tässä tutkimuksessa ratkaistaan monimutkaisuuden hallintaa formaalien spesifikaatioiden avulla. Formaaleja spesifikaatioita voidaan käyttää pelien käyttäytymisen mallintamiseen tiiviisti korkealla tasolla. Toiminnallisuuden spesifiointi voidaan näin suorittaa huomattavasti nopeammin kuin mitä itse pelin toteuttamiseen menisi. Tutkimuksessa esitetyt ratkaisut mahdollistavat mahdollisten pelitilanteiden simuloimisen todennäköisyyksien avulla koko pelikehitysprosessin aikana varhaisesta suunnitteluvaiheesta pelin julkaisun jälkeisiin muutoksiin. Formaaleja menetelmiä hyödyntävän pelikehitysprosessin tarkoitus on tuottaa parempilaatuisia pelejä ja vähentää ongelmia pelin kehityksen aikana.Games provide players with enjoyment, escapism, unique experiences and even a way to socialise. Software based games played on electronic devices such as computers and games consoles are a huge business that is still growing. New games are continually developed as demand for these digital games is high. Digital games are often complex and have high requirements for quality. The complexity is especially apparent in complex multiplayer games and games that are constantly evolving. This complexity can be problematic in various stages of development. For example, understanding if a design of a game works as intended can be difficult. Managing changes that need to be made to a game during its lifetime, even after its initial release, is also challenging from both a design and an implementation standpoint. In this thesis these problems are addressed by presenting a method of utilising formal methods for simulations of game designs as a way of development, communication, documentation and design. Formal methods are methods that aim to help developers create better software through the usage of tools and notations based on formal syntax and semantics. A specific sub-area of formal methods, namely executable formal specifications, was chosen as a starting point. This is because the executability of the specification makes it possible to simulate game progression which can be used to understand and communicate the design of a game better. The DisCo methodology and language are an implementation of executable formal specifications and feature an action based execution model. This toolset and language was modified and extended to make it more suitable to game development based on findings made in a series of case studies. In the case studies, specifications are created based on two existing games and one new design. The case studies also lead to discoveries in what features a methodology and tool for formal specifications in a game development process requires. Formal methods can be applied fairly naturally in game design. Because games are defined with rules, and due to the complexity of many games, methods are needed to manage that complexity. Action-based, executable methods fit especially well. Game development can benefit from formal methods if the methodology and tools are easy to use and the methodology incorporates properties, such as probabilities, deemed to be important for game specifications. The benefits apply to the whole development cycle of a game. A development process which includes formal methods can result in less problems during development and games of better quality

    Adding probabilistic modeling to executable formal DisCo specifications with applications in strategy modeling in multiplayer game design

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    Formal specifications are software specifications that offer superior accuracy and are based on mathematics. Formal specifications can be written in a predetermined specification language and the specification language can be executable in a way thatmakes it possible to simulate the system specified. A key point when executing the language is the part that is responsible for how the execution proceeds, the execution model. This work presents a method for using a probabilistic approach to simulate models created as formal specifications with the DisCo software package. The method has been tested by modeling an existing massively multiplayer online game and using the probabilistic approach proposed in this work to simulate player strategies. Tests indicate that the method can be used for modeling strategies based on probabilistic behaviour, and the simulations with these models can give valuable behavioural information, which is useful e.g. in game design. Key words and phrases: Formal specification, DisCo, probabilistic simulation, game design researc
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