1,720,964 research outputs found

    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

    Conceptualizing the Iterative method of Newton-Raphson for systems with two equations

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    In numerical analysis, Newton-Raphson method is a root-finding algorithm which generates iterative approximations to the zeroes (or roots) of a real-valued function. This paper describes in a detailed way the mathematical background around the iterative method of Newton-Raphson for systems with two equations. Next, an algorithmic implementation of the iterative method of Newton-Raphson for systems with two equations is developed in Pascal Programming Language, to represent the steps of this method with a procedural programming language with special emphasis on the use of computing in the scientific area of mathematics

    Gamification of MOOCs and Security Awareness in Corporate Training

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    The rapid development of digital technology in today's times can enrich distance learning in the corporate sector, in a variety of ways. Nowadays, instructors have the capability to incorporate gamification into their teaching and make use of digital tools to create powerful online learning environments for research and problem analysis and simulation projects to improve training. Gamified MOOCs (Massive Open Online Courses) can enhance the motivation and engagement of trainees in a meaningful way to achieve learning goals. This paper aims to present innovative insights on the content of gamified MOOCs in the corporate training context, to enhance Security Awareness Training. Our methodology is based on Deterding’s 2015 framework for gameful design, the lens of intrinsic skill atoms and we go a step further in our paper to propose a new approach, that is a structural model as a variation to Deterding's framework, that can find practical implementation in Integrated Development Enviro nments (IDE) for gamified MOOCs. Gamified MOOCs when used as part of a cyber security awareness program, can play a significant role in the improvement of the overall training program as we describe in our case studies for Security Awareness Training.1547555Proceedings of the 14th International Conference on Computer Supported Educatio

    Gamification Design Patterns for User Engagement

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    The rapid development of technology in today’s times make business’ survival a rather complex task. It is therefore necessary for the specialized organization and administration of each company to differentiate and strengthen its competitive advantages. Gamification is an established practice in many business domains and can enforce employees to engage in business processes and change aspects of their behavior. Even though numerous gamification patterns that are described in literature have been used so far by businesses to various working environments, the outcomes were not the best possible that we would expect in terms of their right utilization to business non-game contexts. Thus, there is need for concise gamification patterns that can offer right guidance to game designers in business. Gamification design patterns can provide a distilled knowledge of techniques of how to design object-oriented software. This paper aims to address this gap in existing literature by describing new gamification design patterns, classifying them according to specific criteria and providing new information to this research domain. Our study is a descriptive literature review and is based on review of previous works. This descriptive literature review tries to give a better understanding by proposing new gamification design patterns in the continuously evolving research domain of gamification design patterns.21465567

    Conceptualizing the Iterative method of Newton-Raphson for systems with two equations

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    In numerical analysis, Newton-Raphson method is a root-finding algorithm which generates iterative approximations to the zeroes (or roots) of a real-valued function. This paper describes in a detailed way the mathematical background around the iterative method of Newton-Raphson for systems with two equations. Next, an algorithmic implementation of the iterative method of Newton-Raphson for systems with two equations is developed in Pascal Programming Language, to represent the steps of this method with a procedural programming language with special emphasis on the use of computing in the scientific area of mathematics

    A detailed study on implementing new approaches in the Game of Life

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    In 1952, Alan Turing who is considered as a father of Computer Science, based on his previous scientific research on the theory of computation, he emphasized how important is the analysis of pattern formation in nature and developed a theory. In his theory, he described specific patterns in nature that could be formed from basic chemical systems. Turing in his previous studies in the theory of computation, he had constantly worked on symmetrical patterns that could be formed simultaneously and realized the necessity for further analysis of pattern formation in biological problems. However, it was until the late 1960s, when John Conway was the first to introduce the "Game of Life", an innovative mathematical game based on cellular automata, having a purpose to utilize the fundamental entities, called as cells, in two possible states described as "dead" or "alive". This paper tries to contribute to a better understanding of the "Game of Life" by implementing algorithmic approaches of this problem in PASCAL and Python programming languages. Also, inside the paper numerous variations and extensions of the Conway\u27s Game of Life are proposed that introduce new ideas and concepts. Furthermore, several machine learning algorithms to learn patterns from large sets of Game of Life simulations and generate new rules or strategies are described in detai

    Aristotle’s Rhetoric and Semiotics

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    If we want to get into the question of the boundaries between the semiotics and the rhetoric and conclude what the relationship is between the two, we would first seek to define the boundaries of the semiotics. Semiotics is a field that refers to the study and analysis of point systems, as well as the relationships between them. Rhetoric, according to Aristotle, is the art of finding for each issue the arguments that can be made credible by the audience. Rhetoric looks for arguments that can be convincing, and they are either real or seem convincing. Arguments are based on evidence, some of which are probable and can be challenged and others are mandatory and are called presumptions because they lead to reasoning that cannot be reconstructed. Therefore, an analysis of texts and signs as rhetorical structures would be very interesting, because semiotics adopt and adapt the Aristotelian rhetorical categorization, having as a common axis the orientation of persuasion, which is considered a technique of reasonable human interaction
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