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  1. Like/Dislike Prediction for Sport Shoes With Electroencephalography: An Application of Neuromarketing.Li Zeng, Mengsi Lin, Keyang Xiao, Jigan Wang & Hui Zhou - 2022 - Frontiers in Human Neuroscience 15.
    Neuromarketing is an emerging research field for prospective businesses on consumer’s preference. Consumer’s preference prediction based on electroencephalography can reliably predict likes or dislikes of a product. However, the current EEG prediction and classification accuracy have yet to reach ideal level. In addition, it is still unclear how different brain region information and different features such as power spectral density, brain asymmetry, differential entropy, and Hjorth parameters affect the prediction accuracy. Our study shows that by taking footwear products as an (...)
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  • Recognizing Decision-Making Using Eye Movement: A Case Study With Children.Juan-Carlos Rojas, Javier Marín-Morales, Jose Manuel Ausín Azofra & Manuel Contero - 2020 - Frontiers in Psychology 11:570470.
    The use of visual attention for evaluating consumer behavior has become a relevant field in recent years, allowing researchers to understand the decision-making processes beyond classical self-reports. In our research, we focused on using eye-tracking as a method to understand consumer preferences in children. Twenty-eight subjects with ages between seven and twelve years participated in the experiment. Participants were involved in two consecutive phases. The initial phase consisted of the visualization of a set of stimuli for decision-making in an eight-position (...)
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  • Spatial Color Efficacy in Perceived Luxury and Preference to Stay: An Eye-Tracking Study of Retail Interior Environment.Ji Young Cho & Joori Suh - 2020 - Frontiers in Psychology 11.
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  • Recognizing Personality Traits Using Consumer Behavior Patterns in a Virtual Retail Store.Jaikishan Khatri, Javier Marín-Morales, Masoud Moghaddasi, Jaime Guixeres, Irene Alice Chicchi Giglioli & Mariano Alcañiz - 2022 - Frontiers in Psychology 13.
    Virtual reality is a useful tool to study consumer behavior while they are immersed in a realistic scenario. Among several other factors, personality traits have been shown to have a substantial influence on purchasing behavior. The primary objective of this study was to classify consumers based on the Big Five personality domains using their behavior while performing different tasks in a virtual shop. The personality recognition was ascertained using behavioral measures received from VR hardware, including eye-tracking, navigation, posture and interaction. (...)
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