9 research outputs found
Increasing Brand Attractiveness and Sales through Social Media Comments on Public Displays – Evidence from a Field Experiment in the Retail Industry
Legislative History: An Act To Make Allocations from Maine Turnpike Authority Funds for the Maine Turnpike Authority for the Calendar Year Ending December 31, 2010 (HP348)(LD 486)
https://digitalmaine.com/legishist124/1485/thumbnail.jp
Spaceify:a client-edge-server ecosystem for mobile computing in smart spaces
Spaceify is a novel edge architecture and an ecosystem for smart spaces - A technology that extends the mobile user view of today's common space services (e.g., WiFi) to a richer portfolio of space-centric, localized services and space- interactive applications. © 2013 by the Association for Computing Machinery, Inc
Modelling In-Store Consumer Behaviour Using Machine Learning and Digital Signage Audience Measurement Data
Audience adaptive digital signage is a new emerging tech- nology, where public broadcasting displays adapt their content to the audience demographic and temporal features. The collected audience measurement data can be used as a unique basis for statistical analysis of viewing patterns, interactive display applications and also for further research and observer modelling. Here, we use machine learning methods on real-world digital signage viewership data to predict consumer behav- iour in a retail environment, especially oriented towards the purchase decision process and the roles in purchasing situations. A case study is performed on data from a small retail shop where demographic and audience data of 1294 store customers were collected, manually verified and analysed. Among all customers, 246 store customers were involved in a buying process that resulted in an actual purchase. Comparison of different machine learning methods shows that by using support vector machines we can predict with 88.6 % classification accuracy whether a customer will actually make a purchase, which outperforms classification accuracy of a baseline (majority) classifier by 7.5%. A similar approach can also be used to predict the roles of an individual in the purchase decision process. We show that by extending the audience measurement dataset with additional heuristic features, the support vector machines classifier on average improves the classification accuracy of a baseline classifier by 15 %
Playability and Player Experience Research
As the game industry matures and games become more and more complex, there is
an increasing need to develop scientific methodologies for analyzing and
measuring player experience, in order to develop a better understanding of
the relationship and interactions between players and games. This panel
gathers distinguished European playability and user experience experts to
discuss current findings and methodological advancements within player
experience and playability research
Social robotics and human computer interaction for promoting wellbeing in the contemporary city
© Springer International Publishing AG, part of Springer Nature 2018. Within today’s environment of relentless urban growth, socio-technical approaches towards enhancing wellbeing within the urban have started gathering momentum. Situated in this context, the research paper presents an approach to actively instigate physiological and psychological behavioral change within people for promoting wellbeing via context aware augmentation of physical environments. This involves harnessing a trans-disciplinary approach wherein, the domains of data sciences, HCI, embedded robotics, computational simulation and user-centric interaction design merge in order to promote real-time responsive augmentation (physical, ambient, social and structural) of the built environment. The paper elaborates upon two projects: RoboZoo and FLUID, both built and tested in The Netherlands, representing two different scales; Small scale: object/product scale, which operate within urban open public space and Large scale: indoor public installation