9,862 research outputs found
An Eye for an Eye: Impact of Sequelization and Comparison in Advertisements on Consumerâs Perception of Brands
In this paper we demonstrate that the positive effects of comparative advertising are significantly diluted when a compared-to brand retaliates. Retaliation introduces sequencing in advertisements. We therefore evaluate sequelized advertisements (both comparative and noncomparative) alongside comparative advertisements and ordinary advertisements. We show that, given no threat of comparative advertising from competitors, sequelizing a popular advertisement may be as potent as comparative advertising, in terms of improving consumersâ recall as well as preference for the sponsored brand. Furthermore, an advertisement message may be directed at core benefits (and/or attributes) that a brand promises, or at a stylized theme or storyline that use peripheral cues to indirectly convey the brandâs deliverables. We incorporate this dimension of communication focus and conclude that while comparative advertisements are more effective with objective messages, noncomparative sequelized advertisements work better with thematic or story based messages.
The Fourteenth Data Release of the Sloan Digital Sky Survey: First Spectroscopic Data from the extended Baryon Oscillation Spectroscopic Survey and from the second phase of the Apache Point Observatory Galactic Evolution Experiment
The fourth generation of the Sloan Digital Sky Survey (SDSS-IV) has been in
operation since July 2014. This paper describes the second data release from
this phase, and the fourteenth from SDSS overall (making this, Data Release
Fourteen or DR14). This release makes public data taken by SDSS-IV in its first
two years of operation (July 2014-2016). Like all previous SDSS releases, DR14
is cumulative, including the most recent reductions and calibrations of all
data taken by SDSS since the first phase began operations in 2000. New in DR14
is the first public release of data from the extended Baryon Oscillation
Spectroscopic Survey (eBOSS); the first data from the second phase of the
Apache Point Observatory (APO) Galactic Evolution Experiment (APOGEE-2),
including stellar parameter estimates from an innovative data driven machine
learning algorithm known as "The Cannon"; and almost twice as many data cubes
from the Mapping Nearby Galaxies at APO (MaNGA) survey as were in the previous
release (N = 2812 in total). This paper describes the location and format of
the publicly available data from SDSS-IV surveys. We provide references to the
important technical papers describing how these data have been taken (both
targeting and observation details) and processed for scientific use. The SDSS
website (www.sdss.org) has been updated for this release, and provides links to
data downloads, as well as tutorials and examples of data use. SDSS-IV is
planning to continue to collect astronomical data until 2020, and will be
followed by SDSS-V.Comment: SDSS-IV collaboration alphabetical author data release paper. DR14
happened on 31st July 2017. 19 pages, 5 figures. Accepted by ApJS on 28th Nov
2017 (this is the "post-print" and "post-proofs" version; minor corrections
only from v1, and most of errors found in proofs corrected
The Effect of Superstar Software on Hardware Sales in System Markets
Systems are composed of complementary products (e.g., video game systems are composed of the video game console and video games). Prior literature on indirect network effects argues that, in system markets, sales of the primary product (often referred to as "hardware") largely depend on the availability of complementary products (often referred to as "software"). Mathematical and empirical analyses have almost exclusively operationalized software availability as software quantity. However, while not substantiated with empirical evidence, case illustrations show that certain ĂąâŹĆsuperstarù⏠software titles of very high quality (e.g., Super Mario 64) may have had disproportionately large effects on hardware unit sales (e.g., Nintendo N64 console sales). In the context of the U.S. home video game console market, we show that the introduction of a superstar increases video game console sales on average by 14%, over a period of 5 months. Software type does not consistently alter this effect. Our findings imply that scholars who study the relationship between software availability and hardware sales, need to account for superstar returns, and their decaying effect over time, over and above a mere software quantity effect. Hardware firms should maintain a steady flow of superstar introductions, as the positive effect of a superstar only lasts for 5 months, and make, if need be, side-payments to software firms, as superstars dramatically increase hardware sales. Obtaining exclusivity over superstars, by hardware firms, does not provide an extra boost to their own sales, but it does take away an opportunity for competing systems to increase their sales.indirect network effects;new product introductions;superstars;system markets;video game industry;software;hardware
Intra-uterine fetal demise caused by amniotic band syndrome after standard amniocentesis
The amniotic band syndrome represents a prime example of exogenous disruption of an otherwise normal feta I development. It may be a sequel of invasive diagnostic procedures such as amniocentesis or fetal blood sampling. A 38-year-old gravida II, para II delivered a morphologically normal male stillborn at term. The pregnancy history had been unremarkable but for an early 2nd-trimester amniocentesis. Cause of the intra-uterine fetal demise was noted to be an amniotic band constricting the umbilical cord, An amniotic band is a rare but potentially fatal condition which may be induced by, e.g., invasive prenatal procedures. Such bands are not usually diagnosed prenatally; however, selected patients with augmented risk may profit from intensive ultrasound evaluation including Doppler studies. Copyright (C) 2000 S. Karger AG, Basel
SPIDERS: Selection of spectroscopic targets using AGN candidates detected in all-sky X-ray surveys
SPIDERS (SPectroscopic IDentification of eROSITA Sources) is an SDSS-IV
survey running in parallel to the eBOSS cosmology project. SPIDERS will obtain
optical spectroscopy for large numbers of X-ray-selected AGN and galaxy cluster
members detected in wide area eROSITA, XMM-Newton and ROSAT surveys. We
describe the methods used to choose spectroscopic targets for two
sub-programmes of SPIDERS: X-ray selected AGN candidates detected in the ROSAT
All Sky and the XMM-Newton Slew surveys. We have exploited a Bayesian
cross-matching algorithm, guided by priors based on mid-IR colour-magnitude
information from the WISE survey, to select the most probable optical
counterpart to each X-ray detection. We empirically demonstrate the high
fidelity of our counterpart selection method using a reference sample of bright
well-localised X-ray sources collated from XMM-Newton, Chandra and Swift-XRT
serendipitous catalogues, and also by examining blank-sky locations. We
describe the down-selection steps which resulted in the final set of
SPIDERS-AGN targets put forward for spectroscopy within the eBOSS/TDSS/SPIDERS
survey, and present catalogues of these targets. We also present catalogues of
~12000 ROSAT and ~1500 XMM-Newton Slew survey sources which have existing
optical spectroscopy from SDSS-DR12, including the results of our visual
inspections. On completion of the SPIDERS program, we expect to have collected
homogeneous spectroscopic redshift information over a footprint of ~7500
deg for >85 percent of the ROSAT and XMM-Newton Slew survey sources having
optical counterparts in the magnitude range 17<r<22.5, producing a large and
highly complete sample of bright X-ray-selected AGN suitable for statistical
studies of AGN evolution and clustering.Comment: MNRAS, accepte
Box office drivers of motion picture sequels
Due to the high importance in the global economy and the availability of comprehensive data set, the motion picture industry has emerged as an important focus of research inquiry. A large amount of studies have been conducted to investigate the determinants of the box office revenues, and sequel is found to be a key factor in improving the box office performance of movies. In spite of the numerous studies concerning the motion picture industry, little is known about the specific box office drivers of motion picture sequels. Therefore, the purpose of this thesis is to (1) conceptualize movie sequels as brand extensions of an experiential product; (2) collect a data set comprising of both single movie sequels and multiple movie sequels to reveal box office drivers of movie sequels; (3) in terms of multiple movie sequels, how the box office performance of the most recent intervening sequels affects the box office revenue of the subsequent sequels and (4) what kind movie sequel is amenable to success. A linear regression model approach is adopted to address this research topic. The results indicate that: (1) the box office performance of the parent movie is positively related to the success of the sequel; (2) the box office revenue of a movie sequel is influenced by its naming strategy; (3) PG-13 rated movie sequels are more amenable to success
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