1,720,995 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
Children’s interactive storytelling in Virtual Reality
This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual Reality (VR) for entertainment. The entire project considered this in relation to interaction and engagement, health and safety and how VR play fitted into children’s everyday home lives. The specific focus of this article is solely on children’s interaction and engagement with a range of VR content on both a low-end and high-end head mounted display (HMD). The data were analysed using novel multimodal methods that included stop-motion animation and graphic narratives to develop multimodal means for analysis within the context of VR. The data highlighted core design elements in VR content that promoted or inhibited children’s storytelling in virtual worlds. These are visual style, movement and sound which are described in relation to three core points of the user’s journey through the virtual story; (1) entering the virtual environment, (2) being in the virtual story world, and (3) affecting the story through interactive objects. The findings offer research-based design implications for the improvement of virtual content for children, specifically in relation to creating content that promotes creativity and storytelling, thereby extending the benefits that have previously been highlighted in the field of interactive storytelling with other digital media
Using makerspaces as an opportunity for involving children in the development of Virtual Reality content and play
This paper reports on the German part of the MakEY project that considered how makerspaces can provide opportunities for children to create in Virtual Reality (VR). ‘VR is fast becoming a reality, with estimates that over 200m headsets will have been sold by 2020, and the market value for VR hardware and software reaching well over $20bn by then’ (Yamada-Rice et al, 2017, p.4). Reactions to children’s use of immersive technology have predominately focused on health impacts (e.g. vision, balance, sense of self). Bailey & Bailenson (2017) also found that research about children and VR has predominately focused on those with medical needs or learning difficulties
Licking planets and stomping on buildings: children’s interactions with curated spaces in virtual reality
This visual essay draws upon data from a commercially funded project on which I was the lead researcher (Yamada-Rice et al. 2017). The study was undertaken to develop a set of best practices for the production of Virtual Reality (VR) content for children. The project combined large-scale quantitative data from a global survey with qualitative methods used to observe and interview a smaller sample of 8–12 year-olds. There was also a health and safety element that tested for changes in vision and balance pre and post VR use. This article draws from the qualitative dataset that investigated children’s interaction with a range of VR content and devices, the aspects that engaged them and how easy it was to use
‘In the Future We Will Make Our Own Superheroes’: Reflections on the Future of Broadcast for Children Aged 7–11
Throughout 2022 and 2023, we worked with around 200 children to better understand the future of broadcast media for 7–11-year-olds in the UK. The work formed part of a wider Arts and Humanities Research Council (AHRC) funded project known as XR Stories and housed at the University of York. The project reported on here, resulted in several key findings related to (1) multi-materiality, (2) materiality and making work slows with Ai, (3) interaction and (4) mashed-up brands. This sits alongside our production of immersive applications, which emerged from deploying machine learning as a collaborative approach to broadcast media content production with children. These methods are highlighted in this article and we also show the reasons for valuing children\u27s material engagement with epistemic processes connected to the senses. Indeed, this is an argument we make in relation to wider discussions in the field that the integration of artificial intelligence (AI) into many aspects of digital media production has led to numerous ethical dilemmas and concerns. The realm of children\u27s media is no exception, as AI is increasingly used to generate initial broadcast media pitches, and increasingly the content. Children\u27s ideas about the future are crucial in shaping our collective vision and actions. As theorists we draw upon Kress (2012, 1996); Barad, (2007); Nail (2020) and a range of practices and theories relating to worldbuilding and the ethical implications of AI technology. We also explore the ways in which worldbuilding and fictioning can be used to imagine and shape possible futures, and how emerging technologies might be integrated into these processes in a responsible, inclusive manner
Media Medicine
Presented Innovate-UK funded project on developing a mixed-realities play kit to help children have an MRI without a General Anaesthetic as part of a panel entitled "Media Medicine'
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
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