HOME
*



picture info

Banner Blindness
Banner blindness is a phenomenon in web usability where visitors to a website consciously or unconsciously ignore banner-like information. A broader term covering all forms of advertising is ad blindness, and the mass of banners that people ignore is called banner noise. The term ''banner blindness'' was coined in 1998 as a result of website usability tests where a majority of the test subjects either consciously or unconsciously ignored information that was presented in banners. The information that was overlooked included both external advertisement banners and internal navigational banners, often called "quick links". Banners have become one of the dominant means of advertising. Some studies have shown that up to 93% of ads go unviewed.O'Donnell, K., & Cramer, H. (2015, May). People's perceptions of personalized ads. In ''Proceedings of the 24th International Conference on World Wide Web'' (pp. 1293-1298). ACM. The first banner ad appeared in 1994.Lapa, C. (2007). Usi ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




Old FOTP Homepage
Old or OLD may refer to: Places * Old, Baranya, Hungary * Old, Northamptonshire, England *Old Street station, a railway and tube station in London (station code OLD) *OLD, IATA code for Old Town Municipal Airport and Seaplane Base, Old Town, Maine, United States People *Old (surname) Music *OLD (band), a grindcore/industrial metal group * ''Old'' (Danny Brown album), a 2013 album by Danny Brown * ''Old'' (Starflyer 59 album), a 2003 album by Starflyer 59 * "Old" (song), a 1995 song by Machine Head *'' Old LP'', a 2019 album by That Dog Other uses * ''Old'' (film), a 2021 American thriller film *'' Oxford Latin Dictionary'' * Online dating *Over-Locknut Distance (or Dimension), a measurement of a bicycle wheel and frame * Old age See also * List of people known as the Old * * *Olde, a list of people with the surname *Olds (other) Olds may refer to: People * The olds, a jocular and irreverent online nickname for older adults * Bert Olds (1891–1953), Australia ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Peripheral Vision
Peripheral vision, or ''indirect vision'', is vision as it occurs outside the point of fixation, i.e. away from the center of gaze or, when viewed at large angles, in (or out of) the "corner of one's eye". The vast majority of the area in the visual field is included in the notion of peripheral vision. "Far peripheral" vision refers to the area at the edges of the visual field, "mid-peripheral" vision refers to medium eccentricities, and "near-peripheral", sometimes referred to as "para-central" vision, exists adjacent to the center of gaze. Boundaries Inner boundaries The inner boundaries of peripheral vision can be defined in any of several ways depending on the context. In everyday language the term "peripheral vision" is often used to refer to what in technical usage would be called "far peripheral vision." This is vision outside of the range of stereoscopic vision. It can be conceived as bounded at the center by a circle 60° in radius or 120° in diameter, centered arou ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Inattentional Blindness
Inattentional blindness or perceptual blindness (rarely called ''inattentive blindness'') occurs when an individual fails to perceive an unexpected stimulus in plain sight, purely as a result of a lack of attention rather than any vision defects or deficits. When it becomes impossible to attend to all the stimuli in a given situation, a temporary "blindness" effect can occur, as individuals fail to see unexpected but often salient objects or stimuli. The term was chosen by Arien Mack and Irvin Rock in 1992 and was used as the title of their book of the same name, published by MIT Press in 1998, in which they describe the discovery of the phenomenon and include a collection of procedures used in describing it. A famous study that demonstrated inattentional blindness asked participants whether or not they noticed a person in a gorilla costume walking through the scene of a visual task they had been given. Research on inattentional blindness suggests that the phenomenon can occur in ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Habituation
Habituation is a form of non-associative learning in which an innate (non-reinforced) response to a stimulus decreases after repeated or prolonged presentations of that stimulus. Responses that habituate include those that involve the intact organism (e.g., full-body startle response) or those that involve only components of the organism (e.g., habituation of neurotransmitter release from ''in vitro'' Aplysia sensory neurons). The broad ubiquity of habituation across all biologic phyla has resulted in it being called "the simplest, most universal form of learning...as fundamental a characteristic of life as DNA." Functionally-speaking, by diminishing the response to an inconsequential stimulus, habituation is thought to free-up cognitive resources to other stimuli that are associated with biologically important events (i.e., punishment/reward). For example, organisms may habituate to repeated sudden loud noises when they learn these have no consequences. A progressive decline of a ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Classical Conditioning
Classical conditioning (also known as Pavlovian or respondent conditioning) is a behavioral procedure in which a biologically potent stimulus (e.g. food) is paired with a previously neutral stimulus (e.g. a triangle). It also refers to the learning process that results from this pairing, through which the neutral stimulus comes to elicit a response (e.g. salivation) that is usually similar to the one elicited by the potent stimulus. Classical conditioning is distinct from operant conditioning (also called instrumental conditioning), through which the strength of a voluntary behavior is modified by reinforcement or punishment. However, classical conditioning can affect operant conditioning in various ways; notably, classically conditioned stimuli may serve to reinforce operant responses. Classical conditioning was first studied in detail by Ivan Pavlov, who conducted experiments with dogs and published his findings in 1897. During the Russian physiologist's study of digestion, Pav ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Click-through Rate
Click-through rate (CTR) is the ratio of users who click on a specific link to the number of total users who view a page, email, or advertisement. It is commonly used to measure the success of an online advertising campaign for a particular website, as well as the effectiveness of email campaigns. American Marketing Association Dictionary. . Retrieved 2012-11-02. The Marketing Accountability Standards Board (MASB) endorses this definition as part of its ongoinCommon Language in Marketing Project Click-through rates for ad campaigns vary tremendously. The first online display ad, shown for AT&T on the website HotWired in 1994, had a 44% click-through rate. With time, the overall rate of user's clicks on webpage banner ads has decreased. Purpose The purpose of click-through rates is to measure the ratio of clicks to impressions of an online ad or email marketing campaign. Generally, the higher the CTR, the more effective the marketing campaign has been at bringing people ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Gamification
Gamification is the strategic attempt to enhance systems, services, organizations, and activities by creating similar experiences to those experienced when playing games in order to motivate and engage users. This is generally accomplished through the application of game-design elements and game principles (dynamics and mechanics) in non-game contexts. Gamification is part of persuasive system design, and it commonly employs game design elements to improve user engagement, organizational productivity, flow, learning, crowdsourcing, knowledge retention, employee recruitment and evaluation, ease of use, usefulness of systems, physical exercise, traffic violations, voter apathy, public attitudes about alternative energy, and more. A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. However, individual and contextual differences exist. Techniques Gamification techniques are intended to leverag ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Analytics
Analytics is the systematic computational analysis of data or statistics. It is used for the discovery, interpretation, and communication of meaningful patterns in data. It also entails applying data patterns toward effective decision-making. It can be valuable in areas rich with recorded information; analytics relies on the simultaneous application of statistics, computer programming, and operations research to quantify performance. Organizations may apply analytics to business data to describe, predict, and improve business performance. Specifically, areas within analytics include descriptive analytics, diagnostic analytics, predictive analytics, prescriptive analytics, and cognitive analytics. Analytics may apply to a variety of fields such as marketing, management, finance, online systems, information security, and software services. Since analytics can require extensive computation (see big data), the algorithms and software used for analytics harness the most current methods ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Markov Chain
A Markov chain or Markov process is a stochastic model describing a sequence of possible events in which the probability of each event depends only on the state attained in the previous event. Informally, this may be thought of as, "What happens next depends only on the state of affairs ''now''." A countably infinite sequence, in which the chain moves state at discrete time steps, gives a discrete-time Markov chain (DTMC). A continuous-time process is called a continuous-time Markov chain (CTMC). It is named after the Russian mathematician Andrey Markov. Markov chains have many applications as statistical models of real-world processes, such as studying cruise control systems in motor vehicles, queues or lines of customers arriving at an airport, currency exchange rates and animal population dynamics. Markov processes are the basis for general stochastic simulation methods known as Markov chain Monte Carlo, which are used for simulating sampling from complex probability dist ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Integer Programming
An integer programming problem is a mathematical optimization or Constraint satisfaction problem, feasibility program in which some or all of the variables are restricted to be integers. In many settings the term refers to integer linear programming (ILP), in which the objective function and the constraints (other than the integer constraints) are Linear function (calculus), linear. Integer programming is NP-complete. In particular, the special case of 0-1 integer linear programming, in which unknowns are binary, and only the restrictions must be satisfied, is one of Karp's 21 NP-complete problems. If some decision variables are not discrete, the problem is known as a mixed-integer programming problem. Canonical and standard form for ILPs In integer linear programming, the ''canonical form'' is distinct from the ''standard form''. An integer linear program in canonical form is expressed thus (note that it is the \mathbf vector which is to be decided): : \begin & \text && \math ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Personalization
Personalization (broadly known as customization) consists of tailoring a service or a product to accommodate specific individuals, sometimes tied to groups or segments of individuals. A wide variety of organizations use personalization to improve customer satisfaction, digital sales conversion, marketing results, branding, and improved website metrics as well as for advertising. Personalization is a key element in social media and recommender systems. Personalization is affecting every sector of society -- work, leisure, and citizenship. History of Personalization The idea of personalization is rooted in ancient rhetoric as part of the practice of an agent or communicator being responsive to the needs of the audience. When industrialization led to the rise of mass communication, the practice of message personalization diminished for a time. But the significant increase in the number of mass media outlets that use advertising as a primary revenue stream, and as they sought to at ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]