1,721,215 research outputs found

    The Alchemy of Securitization. Evolution and Perspectives

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    The term securitization is used to represent the process whereby assets are pooled together, with their cash flows, and converted into negotiable securities to be placed into the market (Tasca and Zambelli 2005) or to be used as collateral in refinancing transactions with Central Banks or with market participants. Securitization is aimed at transforming illiquid assets into securities. These securities are backed or secured by the original underlying assets and are generally defined as Asset Baked Securities (ABS). Theoretically, any financial assets producing cash flows (receivables, residential and commercial mortgages, credit card receivables, and other consumer and commercial loans) can be securitized (see, e.g., Buchanan 2016, Buchanan 2017; Kara et al. 2016; Malekan 2014; Lipson 2012). The main purpose of the chapter is to analyze the basic characteristics and the market structure of traditional securitization, especially with reference to the Italian market

    Visual narratives in videogames. How videogames tell stories through graphical elements.

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    Videogame is a unique and, at the same time, widely diversified medium. In videogames, the typical elements of oral, written, musical, visual - but also interactive, spatial, environmental - narration are found, in different ways depending on the different products, merged together creating "elsewheres" capable of telling stories and generating experiences in ways that other media are hardly able to replicate. This mainly because their inherent way to involve the players actively but also via their visuals compartment. Visual and graphical elements can provide great narrative potential in videogames as they take part in the wider process of meaning and narrative conveyment, both shaping countless possible scenarios and helping players to make sense of them. This contribution addresses the narrative potential of visual elements in videogames by merging the scholarly perspectives of game studies and semiotics. The first part will be devoted to the framing of videogames’ expressive power within the field of game studies and will deal with specific field-related concepts such as procedural rhetoric and evocative narrative elements. The second will delve deep into the understanding of videogames as texts, following the work of Agata Meneghelli and Espen J. Aarseth on the matter. The latter part of the paper will deal with how videogames can use their visual elements for narrative purposes, providing a framework of five different visual narratives based upon Henry Jenkins’ videogame narrative theory

    Corporate finance e finanza straordinaria nel family business

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    Un'analisi delle relazioni tra le operazioni di finanza straordinaria e il family busines

    The valuation of the target company

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    An application of valuation methods to young, innovative firm

    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

    Project Financing

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    Un'analisi della strutturazione e del mercato del project financ
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