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    • 1. 发明公开
    • Systems and methods to gather and analyze electroencephalographic data
    • 用于收集和分析数据脑电图的系统和方法
    • EP2698099A1
    • 2014-02-19
    • EP13004052.0
    • 2013-08-14
    • The Nielsen Company (US), LLC
    • Badower, YakobGurumoorthy, RamachandranPradeep, Anantha K.Knight, Robert T.
    • A61B5/00A61B5/0476A61B5/04
    • A61B5/6803A61B5/0006A61B5/04004A61B5/04012A61B5/0476A61B5/4064A61B5/7203A61B5/7221A61B2562/164F04C2270/041
    • Example methods disclosed herein include evaluating a first property of a first neurological signal, determining if the first neurological signal complies with a quality threshold based on the first property, evaluating a second property of a second neurological signal and determining if the second neurological signal complies with the quality threshold based on the second property. The example methods also include conditioning the first neurological signal if the first neurological signal does not comply with the quality threshold to obtain a third neurological signal and conditioning the second neurological signal if the second neurological signal does not comply with the quality threshold to obtain a fourth neurological signal. In addition, the example methods include evaluating a third property of the third neurological signal, and evaluating a fourth property of the fourth neurological signal and determining if the fourth neurological signal complies with the quality threshold based on the fourth property.
    • 游离缺失在示例方法光盘包括评估第一神经信号的第一性质,确定性采矿如果第一神经信号与基于所述第一属性质量阈值设备符合,如果第二神经信号与设备符合评估的第二神经信号和确定性采矿的第二性质 基于所述第二属性的质量阈值。 因此,该实施例的方法包括调节所述第一神经信号,如果所述第一神经信号不与质量阈值符合,以获得第三神经信号和调节所述第二神经信号,如果该第二神经信号不与质量阈值符合以获得第四 神经信号。 另外,将实施例的方法包括评估所述第三神经信号的第三属性,并且如果所述第四神经信令与基于第四属性质量阈值设备符合评价第四神经信号和确定性采矿的第四属性。
    • 2. 发明公开
    • Effective virtual reality environments for presentation of marketing materials
    • 激情的美德RealteätsumgebungenzurPräsentationvon Marketingmaterialien
    • EP2423867A1
    • 2012-02-29
    • EP11006934.1
    • 2011-08-24
    • The Nielsen Company (US), LLC
    • Pradeep, AnanthaKnight, Robert T.Gurumoorthy, Ramachandran
    • G06Q30/00
    • G06Q30/0242
    • 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.
    • 使用框架和客户布局信息生成有效的虚拟现实环境,包括店内虚拟现实环境,如超市通道,商店货架,冷却器显示器等。 营销材料与虚拟现实环境相结合,同时引入了现实主义的缺陷和/或其他提示来创建虚拟现实环境表示。 缺陷可能包括未对齐的营销材料,产品标签瑕疵,稍微歪斜的包装等。通过虚拟现实环境表现向用户输出感官体验,引发与用户的交互性,用户的动作,动作和响应用于评估 营销材料和/或虚拟现实环境表示。