175 resultados para personalization
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This paper reports the development of a B2B platform for the personalization of the publicity transmitted during the program intervals. The platform as a whole must ensure that the intervals are filled with ads compatible with the profile, context and expressed interests of the viewers. The platform acts as an electronic marketplace for advertising agencies (content producer companies) and multimedia content providers (content distribution companies). The companies, once registered at the platform, are represented by agents who negotiate automatically the price of the interval timeslots according to the specified price range and adaptation behaviour. The candidate ads for a given viewer interval are selected through a matching mechanism between ad, viewer and the current context (program being watched) profiles. The overall architecture of the platform consists of a multiagent system organized into three layers consisting of: (i) interface agents that interact with companies; (ii) enterprise agents that model the companies, and (iii) delegate agents that negotiate a specific ad or interval. The negotiation follows a variant of the Iterated Contract Net Interaction Protocol (ICNIP) and is based on the price/s offered by the advertising agencies to occupy the viewer’s interval.
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Dissertação de Mestrado apresentada ao Instituto Superior de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Marketing Digital, sob orientação do Mestre Paulo Gonçalves e da Doutora Madalena Vilas Boas Esta versão não contém as críticas e sugestões dos elementos do júri
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Simpósio de Informática (INForum 2015), Covilhã, Portugal. Notes: Best paper award nominee.
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With increasing technological innovation, the concept of marketing and its applications become more functional and wide. Today, we witness a steady growth in the development of mobile marketing campaigns, i.e., marketing campaigns targeting mobile devices (mobile phones, Smartphones, PDAs, tablets). Among the several mobile technologies available (Bluetooth networks, Wi-Fi, WAP, SMS service, MMS), Bluetooth seems to have the biggest potential for the least invasive consumer mobile marketing strategy. This study seeks to answer the question "what factors may motivate the Portuguese consumer to accept Bluetooth marketing?.“ We propose a conceptual model capable of investigating the relationships between the several responsiveness factors to Bluetooth marketing. The development of a set of hypotheses supported by an online questionnaire to a valid sample of 755 participants, demonstrates that there is a relationship between factors such as expanded knowledge of the technology, and Bluetooth marketing receptivity. Additionally, we find that the information value of mobile advertising messages, such as entertainment value and personalization, relates well to responsiveness. The ability to accept/dismiss promotional messages sent to mobile phones and other safety features also correlated well with Bluetooth marketing receptivity.
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With the increasing technological innovation, the concept of marketing and its applications become more functional and wide. Today is visible the development of mobile marketing campaigns, ie marketing campaigns for mobile devices (mobile phones, smartphones, PDAs, tablets). Taking advantage of mobile devices services (bluetooth networks, Wi-Fi, WAP, SMS service, MMS) as a vehicle to approach and communicate with consumers, bluetooth technology is a potential way of mobile marketing to become increasingly less invasive to consumers. This study seeks to answer the question "what factors may motivate the Portuguese consumer to adopt the bluetooth marketing?". According to the literature review on the concept of mobile marketing, bluetooth marketing and consumer behaviour theories, we propose a conceptual model capable of investigating the relationships between the determinants of responsiveness to bluetooth marketing. The empirical study developed from a set of hypotheses and implementation of an online questionnaire to a sample of 755 respondents, demonstrated that there is a relationship between factors such as, technology ease of use, file exchanging and influence of peers, and the receptivity to bluetooth marketing. Also information value of mobile advertising messages, such as entertainment and personalization relates to responsiveness. The consumer’s perceived control over mobile promotional messages and the safety features of the technology, also showed a positive relationship with the receptivity to bluetooth marketing.
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A personalização é um aspeto chave de uma interação homem-computador efetiva. Numa era em que existe uma abundância de informação e tantas pessoas a interagir com ela, de muitas maneiras, a capacidade de se ajustar aos seus utilizadores é crucial para qualquer sistema moderno. A criação de sistemas adaptáveis é um domínio bastante complexo que necessita de métodos muito específicos para ter sucesso. No entanto, nos dias de hoje ainda não existe um modelo ou arquitetura padrão para usar nos sistemas adaptativos modernos. A principal motivação desta tese é a proposta de uma arquitetura para modelação do utilizador que seja capaz de incorporar diferentes módulos necessários para criar um sistema com inteligência escalável com técnicas de modelação. Os módulos cooperam de forma a analisar os utilizadores e caracterizar o seu comportamento, usando essa informação para fornecer uma experiência de sistema customizada que irá aumentar não só a usabilidade do sistema mas também a produtividade e conhecimento do utilizador. A arquitetura proposta é constituída por três componentes: uma unidade de informação do utilizador, uma estrutura matemática capaz de classificar os utilizadores e a técnica a usar quando se adapta o conteúdo. A unidade de informação do utilizador é responsável por conhecer os vários tipos de indivíduos que podem usar o sistema, por capturar cada detalhe de interações relevantes entre si e os seus utilizadores e também contém a base de dados que guarda essa informação. A estrutura matemática é o classificador de utilizadores, e tem como tarefa a sua análise e classificação num de três perfis: iniciado, intermédio ou avançado. Tanto as redes de Bayes como as neuronais são utilizadas, e uma explicação de como as preparar e treinar para lidar com a informação do utilizador é apresentada. Com o perfil do utilizador definido torna-se necessária uma técnica para adaptar o conteúdo do sistema. Nesta proposta, uma abordagem de iniciativa mista é apresentada tendo como base a liberdade de tanto o utilizador como o sistema controlarem a comunicação entre si. A arquitetura proposta foi desenvolvida como parte integrante do projeto ADSyS - um sistema de escalonamento dinâmico - utilizado para resolver problemas de escalonamento sujeitos a eventos dinâmicos. Possui uma complexidade elevada mesmo para utilizadores frequentes, daí a necessidade de adaptar o seu conteúdo de forma a aumentar a sua usabilidade. Com o objetivo de avaliar as contribuições deste trabalho, um estudo computacional acerca do reconhecimento dos utilizadores foi desenvolvido, tendo por base duas sessões de avaliação de usabilidade com grupos de utilizadores distintos. Foi possível concluir acerca dos benefícios na utilização de técnicas de modelação do utilizador com a arquitetura proposta.
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The ever increasing popularity of social media makes it a promising source for the personalization of gameplay experiences. Furthermore, involving social network friends in a game can greatly enrich the satisfaction of the player and also attract potential novel players to a game. This master thesis describes a social overlay designed for desktop games, called GameNshare. It allows players to easily capture and share with multiple social networks game-related screenshots, videos and stories. Additionally, it also provides asynchronous multiplayer game mechanics to directly integrate social network friends in the game. GameNshare was designed to interact with the users in a non-intrusive way allowing them to be in complete control of what is shared. It prevents unsolicited sharing of messages, a key problem in social media integration tools, by the use of built-in message monitoring and anti-spam measures. GameNshare was specially designed for players aged from 18 to 25 years that are regular users of Twitter and Facebook. It was tested by a group of 10 individuals from the target age range that were surveyed to capture their insights on the use of the social overlay. The implemented GameNshare features were well accepted by the testers that were also useful in highlighting features for future development. GameNshare ultimate goal is to make players look and ask for social integration and allow them to take full advantage of their social communities to improve gaming experiences.
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This paper presents a preliminary acoustic study concerning the development of the first prototype of a patented removable module for interior partitioning. It is a prefabricated, vertical element for division of interior spaces that does not require the use of gutters or technical support. A set of such modules, linearly disposed, will create a division, allowing the personalization of any indoor area, including open office spaces, rooms, among others. The main characteristic that distinguishes this element from the existing solutions available on the market is that its mobility relies exclusively on a set of integrated bearings at the base of each module. Through an incorporated elevation system, the user can lower the module, move it to the desired position and re-elevate it until pressed against the ledge of the ceiling, making it stable. In this sense, and taking into account its acoustic behavior, several tests were made in the LNEC acoustics lab. Airborne sound insulation tests for different typologies of the prototype were conducted, according to the applicable standards EN ISO 354:2003, EN ISO 717-1:2013 and EN ISO 10140-2:2010. Some important conclusions and analysis of the prototype viability were extracted.
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This work has the purpose of presenting the current state of the debate concerning animal rights, both in the Portuguese legal system and in foreign systems. In order to do so, it starts with an analysis of the evolution of the legal status of animals through History, and the status they have achieved in today’s legal systems. The aim of this work is to reflect upon the challenges that would result from a change of position regarding this subject, from the current legal classification as things, to a complete personalization based on the Constitution, or through the creation of a tertium genus between Men and things, that would stress the fact that animals are sentient beings.
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The Smart Drug Search is publicly accessible at http://sing.ei.uvigo.es/sds/. The BIOMedical Search Engine Framework is freely available for non-commercial use at https://github.com/agjacome/biomsef
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Mestrado em Marketing
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This is a project to develop a document for teaching graduate econometrics that is "open source", specifically, licensed as GNU GPL. That is, anyone can access the document in editable form, and can modify it, as long as they make their modifications available. This allows for personalization, as well as a simple way to make contributions and error corrections. The hope is that people preparing to teach econometrics for the first time might find it useful, and eventually be motivated to contribute back to the project. The central document is something between a set of lecture notes and a text book. It's not as terse as lecture notes, but not as complete or well-referenced as a text book. Of course, the document is constantly evolving, and you are welcome to modify it as you like. The document contains (at least when viewed in HTML or PDF form) hyperlinks to example programs written using the GNU/Octave language. The document itself is written using the LyX word processor. LyX documents can be exported as LaTeX, so the system is quite portable.
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The main objective of this research is to found a new process about the personalization's curriculum for pupils with especial educational needs. In this research there are two objectives: the first objective is to describe a procedure for to do the individual planning for this pupils. This procedure is called "Procediment per cartes de personalització" (Pedragosa 2002). The other objective is centered to validate this procedure for teachers who are in active service in primary's etapa and to check if it's a good process for to do the individual planning in an inclusive approach. The procedure's cobcretion is about three basic referents: In the first, we consult with the current regulations, in the second we incorporate the inclusion's approach and the fundamentals of universal learning design, and finally we consult Ruiz's (1999) provides. We obtain the information for the research until, during and after of the formation's course (in 2003/2004). We introduced two questionnaire (until and after of formation sessions) and we register all of the sessions with a parlimentary report. About the main research results we can to affirm that the procedure is a good option for the professional's practice. It's an organized, ordered and coherent design with our curriculum. But, in spite of, we can to probate that there some interesting variables which are to influence to the procedure's efficiency.
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Aquest article explora el disseny i l'ús dels portals en un entorn bibliotecari. Tracta les motivacions per construir portals, així com l'estructura i la tipologia d'aquests. A més, examina l'entorn de l'usuari en què es desenvolupen aquests portals. També argumenta que aporten serveis útils d'integració i presentació, però que s'han de considerar com a component d'un conjunt de serveis més ampli que la biblioteca està construint per tal d'introduir aquests recursos útils als usuaris. Així mateix, considera breument els serveis que els portals ofereixen: consulta distribuïda o metacerca, personalització, demandes, resolució OpenURL, avisos, etc. També considera l'emergent necessitat de serveis de directori o de registre per a coses com la descripció de col·leccions i serveis, dades de drets i polítiques, etc. Tracta l'impacte dels serveis web i el canvi en els models d'investigació i aprenentatge en relació al subministrament i ús d'informació en xarxa. Finalment, considera els serveis bibliotecaris com a part d'un entorn de sistemes, cada vegada més ric, que inclou els sistemes de gestió d'aprenentatge i de programari educatiu, portals de campus, serveis compartits com l'autenticació, i altres sistemes i serveis.