Abstract:
Example methods, apparatus, systems and machine readable media are disclosed herein for analyzing response data from subjects exposed to media. An example method includes obtaining first response data from a first data collection modality and second response data from a second data collection modality from a subject exposed to an advertisement or entertainment. The example method also includes generating a coupling index based on first data from a first frequency band of the first response data and second data from a second frequency band of the first response data, the first frequency band and the second frequency band being different. In addition, the example methods includes generating validation data based on the second response data and one or more of the first response data or the coupling index and determining an effectiveness of the advertisement or entertainment based on one or more of the coupling index or the validation data.
Abstract:
Central nervous system, autonomic nervous system, and effector data is measured and analyzed to determine the effectiveness of marketing and entertainment stimuli. A data collection mechanism including multiple modalities such as Electroencephalography (EEG), Electrooculography (EOG), Galvanic Skin Response (GSR), etc., collects response data from subjects exposed to marketing and entertainment stimuli. A data cleanser mechanism filters the response data. The response data is enhanced using intra-modality response synthesis and/or a cross-modality response synthesis.
Abstract:
A protocol generator and presenter device provides stimuli to a subject to allow analysis of the effectiveness of marketing and entertainment materials. A protocol generator generates presentation parameters such as length of presentation, number of repetitions, number of physiological baselines, etc. The presenter device uses the presentation parameters to elicit responses from a subject that are then measured and analyzed using multiple neurophysiological modalities. Feedback is provided to the protocol generator and presenter device to dynamically update presentation parameters.
Abstract:
A system evaluates stimulus materials such as videos, imagery, web pages, text, etc., in order to determine resonance and priming levels for various products and services at different temporal and spatial locations including advertisement breaks in the stimulus materials. The stimulus materials are tagged with resonance and priming level information to allow intelligent selection of suitable advertisement content for insertion at various locations in the stimulus materials. Response data such as survey data and/or neuro-response data including Event Related Potential (ERP), Electroencephalography (EEG), Galvanic Skin Response (GSR), Electrocardiograms (EKG), Electrooculography (EOG), eye tracking, and facial emotion encoding data may be used to determine resonance and priming levels.
Abstract:
A neuro-informatics repository system is provided to allow efficient generation, management, and access to central nervous system, autonomic nervous system, effector data, and behavioral data obtained from subjects exposed to stimulus material. Data collected using multiple modalities such as Electroencephalography (EEG), Electrooculography (EOG), Galvanic Skin Response (GSR), Event Related Potential (ERP), surveys, etc., is stored using a variety of data models to allow efficient querying, report generation, analysis and/or visualization.
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:
Example methods, systems and tangible machine readable instructions to operate a user device are disclosed herein. An example method of operating a user device includes collecting at least one of neurological data or physiological data of a user interacting with the user device. The example method also includes identifying a current user state based on the at least one of the neurological data or the physiological data. In addition, the example method includes modifying a characteristic of the user device based on the current user state and a desired user state.
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 identifies the location of a user and presents location aware stimulus material to the user. Discounts, promotions, and advertising can be delivered to the user on a wireless device based on location and path information. Stimulus material on in store monitors, billboards, and displays are modified based on information about individuals near the monitors and displays. In particular embodiments, neuro-response data is collected using a portable electroencephalography (EEG) headset while a user is exposed to stimulus materials to allow the effectiveness of the stimulus material to be determined. Stimulus materials presented can also be evaluated for neuro-response effectiveness prior to presentation to users in a location aware and personalized manner.
Abstract:
Efficient and effective mechanisms for collecting electroencephalography (EEG) data are provided to allow neuro-response data collection for in situ engagement monitoring and tracking. An EEG headset includes multiple point electrodes individually isolated and amplified. In some examples, multiple left side scalp electrodes exert forces that counterbalance forces from multiple right side scalp electrodes to secure the headset to allow front electrodes and rear electrodes to contact the scalp. Electrodes are arranged to avoid contact with the temporal region. The headset can be configured to perform processing while supporting both continuous input and output.