1,721,183 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
Design and evaluation of a virtual reality assistance system for the assistance self-rehabilitation of the upper limb after stroke
L'Accident Vasculaire Cérébral (AVC) est un problème de santé mondial majeur qui représente la première cause de handicap acquis de l'adulte. Les séquelles qu'il génère amènent à une perte d'autonomie et d'indépendance. Une rééducation est donc nécessaire pour recouvrir le maximum de capacités. Cependant, elle pose un problème majeur qui est celui de l'adhésion thérapeutique. Cette thèse est réalisée dans le cadre d'un contrat CIFRE entre le laboratoire IBISC et la société Interaction Healthcare. Elle porte sur la conception et l'évaluation d'un système d'assistance à l'auto-rééducation motrice du membre supérieur post-AVC, basé sur la Réalité Virtuelle. Plus particulièrement, nous nous sommes intéressés à la mise en place d'un système de gestion de la difficulté, nécessaire pour améliorer la motivation des patients. Notre système est conçu selon une méthode centrée-utilisateur en collaboration avec les patients et les thérapeutes de la clinique Les Trois Soleils.Il est basé sur un Leap Motion placé au-dessus d'une table qui permet d'interagir avec des environnements virtuels 3d affichés sur un écran. Deux exercices ont été réalisés. Le premier concerne une tâche de pointage de cibles qui permet de faire travailler la flexion-extension du coude ainsi que l'épaule. Le second concerne une tâche de pronation-supinationdu poignet. Dans ce dernier nous avons élaboré un système de gestion de la difficulté basé sur les aptitudes motrices des patients. Nous avons enfin conduit un protocole expérimental ayant pour objectif d'évaluer l'utilisabilité du dispositif, la cohérence de notre système de gestion de la difficulté à travers son impact sur les performances patients ainsi que le degré de motivation des utilisateurs. Les résultats montrent une très bonne utilisabilité, la cohérence du modèle de difficulté mais son faible impact sur les performances, et la forte motivation des participants.Stroke is a major global health problem that is the leading cause of acquired adult disability. The sequelae it generates lead to a loss of autonomy and independence. Rehabilitation is therefore necessary to regain as much capacity as possible. However, it poses a major problem of therapeutic adherence. This thesis is carried out within the framework of a CIFRE contract between the IBISC laboratory and Interaction Healthcare. It focuses on the design and evaluation of a post-stroke upper limb motor self-rehabilitation assistance system based on Virtual Reality. In particular, we were interested in setting up a difficulty management system, which is necessary to improve patient motivation. Our system is designed using a user-centered approach in collaboration with patients and therapists at the Clinic Les Trois Soleils. It is based on a Leap Motion placed above a table that allows interaction with 3D virtual environments displayed on a screen. Two exercises were carried out. The first concerns a target pointing task that allows the flexion-extension of the elbow and the shoulder to be worked on. The second concerns a pronation-supination task of the wrist. In the latter we have developed a difficulty management system based on patients' motor skills. Finally, we conducted an experimental protocol to assess the usability of the device, the consistency of our difficulty management system through its impact on patient performance and the degree of user motivation. The results show very good usability, the consistency of the difficulty model but its low impact on performance, and the high motivation of the participants
AlzVR project : Design and evaluation of a multimodal digital tool for detecting cognitive disorders in Alzheimer's disease
La maladie d'Alzheimer représente un défi médical, social et économique dans un contexte de vieillissement de la population. Les outils de dépistage et de diagnostic actuels reposent sur des hétéro-évaluations papier. De nombreux outils numériques non immersifs (tablettes, smartphones, écrans tactiles) ont été publiés avec de bonnes performances diagnostiques. D'autres évaluations en réalité virtuelle immersive ont montré des résultats similaires.Le projet AlzVR propose la création de nouveaux outils dans la maladie d'Alzheimer dans une approche centrée sur l'utilisateur. Se basant sur les tests MMSE et MoCA, nous avons conçu une auto-évaluation sur tablette tactile. Une étude multicentrique est en cours avec inclusion de sujets sains, atteints de trouble cognitif léger, ou d'une maladie d'Alzheimer. Elle évalue un programme multimodal non immersif, incluant notre outil. Les résultats préliminaires d'utilisabilité (en population jeune et âgée) et d'efficacité des tâches cognitives sont encourageants. Nous avons également créé deux outils en réalité virtuelle immersive dont une version innovante associant deux nouvelles modalités sensorielles pour l'évaluation cognitive à savoir l'olfaction et le retour haptique. Ces environnements multi-sensoriels permettront d'évaluer des fonctions cognitives jusqu'alors non explorées par les outils digitaux usuels. Nous espérons, à ce titre, débuter sous peu des études cliniques.Alzheimer's disease represents a médical, social, and economic challenge in the situation of the aging population. Current screening and diagnosis tools rely on paper tests with examiners. Numerous publications showed good diagnosis abilities with non-immersive tools (digital tablets, smartphones, touchscreen). Other evaluations in immersive virtual reality showed similar results.The AlzVR project proposes the creation of new tools for Alzheimer's disease with a usercentered design. Based on MMSE et MoCA tests, we have conceived a non-immersive auto-evaluation. A multicentric study has begun, with healthy subjects and subjects with mild cognitive impairment or Alzheimer's disease. It will evaluate a multimodal non-immersive program, including our tool. Preliminary usability results (in young and aged populations) and cognitive tasks efficacity are hopeful.We also created two immersive tools with an innovative version, associating new sensorial modalities in cognitive evaluation, such as olfaction and haptic feedback. These multisensorial environments will allow new cognitive explorations, which are currently impossible using usual digital tools. Thus, we hope to start clinical studies soon
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
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
Toward mobile immersion in augmented reality : an approach based on robust natural feature tracking and 3D interaction
L’estimation de pose et l’interaction 3D sont les fondements de base d’un système de réalité augmentée (RA). L’objectif de cette thèse étant de traiter ces deux problématiques, nous présentons dans ce mémoire un état de l’art qui regroupe : approches, techniques et technologies relatives à l’estimation de pose et à l’interaction 3D en RA. Puis nous faisons le bilan sur les travaux menés jusqu'à aujourd’hui.A cet effet, nos contributions dans ce vaste domaine sont dans les deux parties : vision et interaction 3D. Nous avons proposé un nouveau détecteur et descripteur binaire nommé MOBIL qui effectue une comparaison binaire des moments géométriques. Par la suite nous avons proposé deux améliorations de notre descripteur. MOBIL_2B et POLAR_MOBIL.En outre, nous avons utilisé notre descripteur avec l’approche PTAM (Parallel Tracking and Mapping) afin d’assurer le recalage des objets virtuels en immersion mobile de l’utilisateur en RA.Nous avons également proposé une technique d’interaction pour la RA, appelée « Zoom-in » qui facilite la sélection et la manipulation des objets virtuels distants. Cette technique est basée sur le zoom de l’image et des objets virtuels recalé sur l’image. Les objets virtuels sont mis à la portée de l’utilisateur en gardant le recalage par rapport à la scène.Ce mémoire se termine par une conclusion générale qui fait le point sur l’essentiel de ce travail et ouvre de nouvelles perspectives.Pose estimation and 3D interaction are the essential basis for any Augmented Reality (AR) system. We aim to treat those two fields in order to offer a pertinent AR system that allows a mobile immersion and natural interaction. In this optic, this thesis provides an overall consistent state of the art in both pose estimation and 3D interaction for AR.In addition, this thesis details our contributions that consists of MOBIL: a binary descriptor that compares geometric moments of the patch through a binary test. Two improvements of this descriptor: MOBIL_2B and POLAR_MOBIL are proposed in order to enhance its robustness.We used this descriptor with PTAM technique to ensure the user pose estimation respectively for the selection/manipulation task and the navigation task.On the other hand, we proposed a novel 3D interaction technique called “Zoom-In”, designed for augmented reality applications. This technique is based on the zoom of the captured image. It calculates the 3D transformation relative to the selected object. This technique allows user selecting and manipulating distant virtual objects by bringing them within the user arm’s reach by zooming in the captured image, and re-estimating the user pose thanks to our proposed descriptor. Finally, we present a conclusion that describes the essential of this work and provide perspective and future work
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