Abstract:
Mechanisms are provided to incent and enhance telephony service usage. Telephony call setup requests are monitored at a system for incenting telephony service usage and participants in a telephony service usage incentive program are identified. The system may be associated with a telephony central office. If a particular caller or call setup request is associated with a milestone, such as every nth caller or every mth minute, corresponding to the incentive program, the caller is provided with an incentive award. Eligibility may be determined by identifying callers enrolled in a particular calling plan, callers having opted into receiving advertising during a call, and callers that have opted into call monitoring. Advertising may be provided before call connection, during, or after a call and selected advertising may be provided by determining caller characteristics and caller phone interaction information.
Abstract:
Example methods, systems and machine readable instructions are disclosed for assessing advertising effectiveness based on neurological data. An example method includes determining advertisement slot characteristics for a plurality of advertisement slots. The example advertisement slot characteristics include subject resonance measured by determining a first event related potential from neuro-response data gathered from multiple regions of a brain of a subject, determining a second event related potential from the neuro-response data and calculating a differential measurement of the first event related potential and the second event related potential, the subject resonance based on the differential measurement. The example method also includes matching the plurality of advertisement slots with a plurality of advertisements based on the advertisement slot characteristics.
Abstract:
A system performs stimulus targeting using neuro-physiological and neuro-behavioral data. Subjects are exposed to stimulus material such as marketing and entertainment materials and data is collected using mechanisms such as Electroencephalography (EEG), Galvanic Skin Response (GSR), Electrocardiograms (EKG), Electrooculography (EOG), eye tracking, and facial emotion encoding. Neuro-physiological and neuro-behavioral data collected is analyzed to select targeted stimulus materials. The targeted stimulus materials are provided to particular subjects for a variety of purposes.
Abstract:
A system evaluates and selects temporal and spatial locations for introduction of stimulus material. Video streams, physical locations, print advertisements, store shelves, images, commercials, etc. are analyzed to identify locations for introducing stimulus material, such as messages, brand images, products, media, marketing and/or other sales materials. The system analyzes neuro-response measurements from subjects exposed to stimulus material in different temporal and spatial locations. Examples of neuro-response measurements include Electroencephalography (EEG), Galvanic Skin Response (GSR), Electrocardiograms (EKG), Electrooculography (EOG), eye tracking, and facial emotion encoding measurements. Neuro-response measurements are analyzed to select temporal and spatial locations for introduction of stimulus material.
Abstract:
Effective virtual reality environments including in-store virtual reality environments such as supermarket aisles, store shelves, cooler displays, etc. are generated using frameworks and customer layout information. Marketing materials are integrated with the virtual reality environment while introducing imperfections and/or other cues of realism to create a virtual reality environment representation. Imperfections may include misaligned marketing materials, product label blemishes, packages placed slightly askew, etc. Sensory experiences output to the user via the virtual reality environment representation elicit interactivity with a user and user movements, motions, and responses are used to evaluate the effectiveness of the marketing materials and/or the virtual reality environment representations.
Abstract:
A system presents stimulus materials such as products, product packages, displays, services, offerings, etc., in virtual reality environments such as market aisles, store shelves, showroom floors, etc. Sensory experiences output to the user via the virtual reality environment elicit user interactivity. User activity and responses are used to modify marketing materials and/or virtual reality environments. Neuro-response data including electroencephalography (EEG) data is collected from users in order to evaluate the effectiveness of marketing materials in virtual reality environments. In particular examples, neuro-response data is used to modify marketing materials and virtual reality environments presented to the user.
Abstract:
Entities seeking to promote goods, services, offers, candidates, etc., may elect to use advocates in a social networking environments instead of advertising. Social networking user profile characteristics are analyzed to identify advocates for subjects of advocacy such as brands, products, services, offers, political candidates, etc. Profile characteristics may include the advocate's own profile information as well as profile information of those in the advocate's social network. An advocate may select a subject of advocacy and generate advocacy materials or customized advocacy materials may be created and/or combined with user materials. The advocacy materials may be analyzed using neuro-response data to generate effective and targeted materials for distribution using social networking channels.
Abstract:
Efficient and effective mechanisms for collecting electroencephalography (EEG) data are provided to synchronize neuro-response data collection with stimulus material presentation for in situ engagement monitoring and tracking. An EEG headset includes multiple point electrodes individually isolated and amplified. In some examples, a stimulus material presentation mechanism includes a clock source and a clock transmitter. The clock transmitter sends clock signals to a neuro-response data collection mechanism to allow synchronization of neuro-response data collected with stimulus presentation events. The EEG headset can be configured to perform processing while supporting both continuous input and output.
Abstract:
Users in a social networking environment are matched with subjects of advocacy, such as products, services, offers, candidates, etc., by evaluating user profile characteristic information. The user may provide advocacy materials and an advocacy system may also generate advocacy materials that may be incorporated with the user's own testimonials. The advocacy materials are distributed using social network channels. A remuneration tracking system monitors distribution of the advocacy materials and analyzes metrics to determine the effectiveness of the distribution. In some examples, the renumeration tracking system monitors redistribution of the advocacy materials, purchase or selection of an offer upon viewing the advocacy materials, and/or commenting or positively valuing the advocacy materials.
Abstract:
A system evaluates media materials such as programs and advertising by obtaining neuro-response data such as central nervous system, autonomic nervous system, and effector system measurements from subjects exposed to the media materials. Media materials are categorized and/or tagged. Corresponding media materials eliciting similar neuro-response data from users in similar demographic categories are identified. In some examples, ratings predictions are generated by identifying ratings associated with corresponding media materials eliciting similar neuro-response data.