529 research outputs found

    Three alternating sign matrix identities in search of bijective proofs

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    This paper highlights three known identities, each of which involves sums over alternating sign matrices. While proofs of all three are known, the only known derivations are as corollaries of difficult results. The simplicity and natural combinatorial interpretation of these identities, however, suggest that there should be direct, bijective proofs

    Viewers and brand placement in movies: new insights about viewers contribute to better understand the effectiveness of the technique

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    Several studies have shown the potential of product placement use. Since traditional media have become saturated, this communication technique benefits from growing interest. Consequently, product and/or brand placements have mushroomed, especially in Hollywood movies, but not always with the same effectiveness. Rather than focusing on the placement itself, this research proposes to explore new insights concerning viewers' reaction during the second step exposure. A sample of 3,532 DVD French viewers has been used to link the way the movie has been viewed, chosen and appreciated (or not) with a spontaneous brand placement recall, the day after the film has been watched at home. Results contribute to strengthen the professionals' interest in the technique, and complete the academic knowledge on the topic. A profusion of brand placements does not mechanically increase the number of brands recalled, and a first viewing of the movie at the cinema, just as watching it at home on a large home cinema screen, improves the brand placement recall. Such an improvement also occurs when a DVD movie is chosen either because of the movie director or when the viewer likes the movie he watchedConsumer, product placement, brand placement, movie, branded-entertainment, spontaneous day after recall

    The second life of a product placement in movies: the DVD

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    Product placement in movies seems to develop at the same pace than media fragmentation expands. Many studies have shown the potential of its impact according to the placement modalities. Rather than focusing on the way the placement is made, this exploratory research offers new insights about the second life of the placement through DVD. A sample of 3,532 DVD French viewers has been used to study the visibility of brand placements, when the film is watched on DVDbranded-entertainment, product placement, DVD, movie, spontaneous day after recall

    Gestion des apports organiques en systèmes de culture maraîchers

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    L’agriculture biologique repose sur des apports fréquents de matière organique pour maintenir un bon fonctionnement du sol. Ces apports sont particulièrement importants en cas de reconversion de sol en maraîchage, les sols étant dans ce cas généralement appauvris en matière organique. Avec la raréfaction des ressources en fumier,les composts du commerce sont les plus fréquemment utilisés, ainsi que depuis quelques années les composts de déchets verts, économiquement très intéressants mais de composition mal connue. L’expérimentation conduite vise à mieux connaître l’évolution des 2 types de compost les plus fréquents sur du moyen terme (8 années) en système maraîcher sous abri, afin d’optimiser les pratiques dans un double objectif : améliorer les états du sol et prendre en compte la minéralisation azotée pour mieux alimenter les plantes, notamment les cultures longues d’été pour lesquelles les engrais organiques usuels ne permettent pas une alimentation tardive correcte

    Product placement in movies: questioning the effectiveness according to the spectator's viewing conditions

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    While adding to the academic knowledge about product placement, this exploratory research comforts the advertisers in their communication choice for the technique. It focuses on the efficiency as a result of a relationship between a spectator and a movie (before, during and after viewing the movie). Choosing a DVD movie because of the movie director improves the number of brand placement recalled as well as liking the kind of the movie. Such an improvement also occurs when the viewer appreciates the movie. Unfortunately, speaking with someone else while watching the movie does not decrease the number of brand placement recalledBrand placement, consumer, movie, product placement, spontaneous day after recall

    The product placement efficiency as a result of a relationship between a spectator and a movie

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    While adding to the academic knowledge about product placement, this exploratory research comforts the advertisers in their communication choice for the technique. It focuses on the efficiency as a result of a relationship between a spectator and a movie (before, during and after viewing the movie). Choosing a DVD movie because of the movie director improves the number of brand placement recalled as well as liking the kind of the movie. Such an improvement also occurs when the viewer appreciates the movie. Unfortunately, speaking with someone else while watching the movie does not decrease the number of brand placement recalledBrand placement, consumer, movie, product placement, spontaneous day after recall

    Identification des variables produits et attitudinales explicatives des ventes : proposition d'un cadre conceptuel appliqué aux jeux vidéo

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    Product characteristics explain revenues in prevision models applied to the cinema. The specificities of these models limit them to the motion picture industry. Nevertheless, video games are somewhat similar to films. Moreover, some research uses attitudinal variables and product characteristics together to explain the success of movies. From these two points, this work proposes a new conceptual framework to explain video game sales, based on cinema industry modelling and on attitude models. Methodology to test this conceptual framework and associated propositions is discussedLes modèles de prévision des ventes appliqués à l'industrie cinématographique expliquent les recettes des films par leurs caractéristiques intrinsèques. Fortement spécifiques, ces modèles sont limités à leur utilisation dans le seul secteur cinématographique. Pourtant, les jeux vidéo présentent des similitudes avec les films de cinéma. De plus certains travaux introduisent des variables attitudinales aux côtés des caractéristiques des films pour expliquer le niveau des recettes. Fort de ces deux constats, cette recherche propose un nouveau cadre conceptuel permettant d'expliquer le niveau des ventes de jeux vidéo grâce aux modèles appliqués à l'industrie cinématographique et aux apports des variables attitudinales. La méthodologie pour tester ce cadre conceptuel et les propositions associées est exposé

    La force de l'attitude : quelle modération de la relation entre attitude, intention d'achat et comportement ?

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    Attitude strength is a non-evaluative characterisation of attitude. It moderates the direct link between attitude and behavior. This research studies its impact when attitude and behavior are indirectly linked by purchase intention. A presentation of the different conceptualizations of attitude strength allows measuring it by using direct experience. A quantitative approach on 522 observations shows that attitude strength moderates the links between attitude, purchase intention and behaviorLa force de l'attitude est définie comme une dimension non évaluative de l'attitude qui modère le lien direct entre attitude et comportement. Son rôle modérateur est étudié dans cette recherche qui retient un cadre conceptuel qui lie attitude et comportement par l'intermédiaire de l'intention d'achat. Une synthèse des travaux relatifs à la force de l'attitude permet la clarification d'un construit aux multiples opérationnalisations et justifie une conceptualisation fondée sur l'expérience directe. Réalisée sur 522 observations, l'analyse quantitative démontre que la force de l'attitude modère les liens entre attitude, intention d'achat et comportemen
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