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    As an interactive gaming experience 'Detroit: Become Human'

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    Bir iletişim/etkileşim aracı olarak oyun; hem bireysel bir aktivite hem de toplumu oluşturan bireylerin bir araya gelerek gerçekleştirdiği kolektif bir eylem olarak karşımıza çıkmaktadır. Bununla beraber oyun, tarih öncesi dönemlerden itibaren bireyler arası etkileşimi sağlayan bir pratik ve bireyi toplumun norm ve değerlerine hazırlayan, adapte eden toplumsal bir olgudur. Teknolojinin toplum ve toplumu oluşturan bireylerin üzerindeki dönüştürücü etkisi çerçevesince oyun kavramı da teknolojik alanda yaşanan değişim/dönüşümden etkilenmiştir. Teknolojik alanda yaşanan gelişmeler oyun-makine-oyuncu etkileşimini farklı bir boyuta taşımış ve oyunun hikâye anlatıcısı özelliğini dönüştürerek geliştirmiştir. Dijital oyunlar ise günümüz modern dünyasında oyun kavramını ve oyun oynama pratiğini büyük oranda değiştirmiştir. Özelikle günümüz dijital oyunları içerinde barındırdığı video grafikler ile oyuncuya sinematografik bir dilde hikâye aktarmakta ve oyuncu-makine etkileşimini farklı bir boyuta taşımaktadır. Bu varsayımdan hareketle çalışmada, "Detroit: Become Human" oyunu hem interaktif bir oyun olması hem de kendisini hikâye anlatıcısı konumunda göstermesinden dolayı "Temel Tetrad Kuramı" çerçevesince incelenmiştir. Çalışmanın araştırma kısmı, nitel araştırma deseni çerçevesince oluşturulmuş ve araştırmanın bulguları oyunun toplamda 31 bölümünün içerik analizi yöntemi ile incelenmesi ile oluşturulmuştur. Araştırmanın sonucunda, oyunun oyuncuya yüksek bir etkileşim sunduğu, bu etkileşim ile kendi kararları doğrultusunda hikâyeyi şekillendirme imkânı tanıdığı ve hikâye konusunun 2038'de geçmesi sebebiyle geleceğe bir projeksiyon tuttuğu sonuçlarına ulaşılmıştır.As a means of communication/interaction, games are both an individual activity and a collective action carried out by the individuals who make up the society. In addition, games are a practice that enables interaction between individuals since prehistoric times and a social phenomenon that prepares and adapts the individual to the norms and values of society. Within the framework of the transformative effect of technology on society and the individuals who make up society, the concept of play has also been affected by the change/transformation in the technological field. Developments in the technological field have carried the game-machine-player interaction to a different dimension and transformed and developed the storytelling feature of the game. Digital games, on the other hand, have drastically changed the concept of gaming and the practice of playing games in today's modern world. Especially today's digital games convey a story to the player in a cinematographic language with the video graphics they contain and carry the player-machine interaction to a different dimension. Based on this assumption, "Detroit: Become Human" game was analyzed within the framework of "Tetrad theory" since it is both an interactive game and shows itself as a storyteller. The research part of the study was formed within the framework of qualitative research design and the findings of the research were formed by analyzing 31 chapters of the game with the content analysis method. As a result of the research, it was concluded that the game offers a high level of interaction to the player, gives the player the opportunity to shape the story in line with his/her own decisions through this interaction, and projection to the future since the story takes place in 2038

    Yapay Zekâ ve Medya

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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
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