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Article: Modeling Human Activity with Seasonality Bursty Dynamics

TitleModeling Human Activity with Seasonality Bursty Dynamics
Authors
Keywordstemporal human behavior
Complex network
video game industry
temporal point processes
Issue Date2020
Citation
IEEE Transactions on Industrial Informatics, 2020, v. 16, n. 2, p. 1130-1139 How to Cite?
Abstract© 2005-2012 IEEE. The public's purchase incentive increases dramatically during the holiday season and subsequently returns to normal levels. This seasonality is common in various scenarios and highlights the following questions: how does the public's purchase incentive fluctuate over the course of a year? Which factors are conducive to this seasonal behavior and how can they be modeled? In this paper, we propose a model that explicitly integrates temporal point process theory with the construction of a networked community, to describe the dynamics of collective action propagation with seasonal fluctuation. Furthermore, a database is constructed of sales records for 21 video game consoles and 13 237 video games in France, Germany, Japan, the U.K., the USA, and worldwide from 1989 to 2018. Experimental results suggest that peak desire always appears in the holiday season about one week before Christmas and is about four times higher than consumption desire in a normal period in all areas.
Persistent Identifierhttp://hdl.handle.net/10722/281378
ISSN
2021 Impact Factor: 11.648
2020 SCImago Journal Rankings: 2.496
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorWen, Quansi-
dc.contributor.authorZhan, Choujun-
dc.contributor.authorGao, Ying-
dc.contributor.authorHu, Xiping-
dc.contributor.authorNgai, Edith-
dc.contributor.authorHu, Bin-
dc.date.accessioned2020-03-13T10:37:43Z-
dc.date.available2020-03-13T10:37:43Z-
dc.date.issued2020-
dc.identifier.citationIEEE Transactions on Industrial Informatics, 2020, v. 16, n. 2, p. 1130-1139-
dc.identifier.issn1551-3203-
dc.identifier.urihttp://hdl.handle.net/10722/281378-
dc.description.abstract© 2005-2012 IEEE. The public's purchase incentive increases dramatically during the holiday season and subsequently returns to normal levels. This seasonality is common in various scenarios and highlights the following questions: how does the public's purchase incentive fluctuate over the course of a year? Which factors are conducive to this seasonal behavior and how can they be modeled? In this paper, we propose a model that explicitly integrates temporal point process theory with the construction of a networked community, to describe the dynamics of collective action propagation with seasonal fluctuation. Furthermore, a database is constructed of sales records for 21 video game consoles and 13 237 video games in France, Germany, Japan, the U.K., the USA, and worldwide from 1989 to 2018. Experimental results suggest that peak desire always appears in the holiday season about one week before Christmas and is about four times higher than consumption desire in a normal period in all areas.-
dc.languageeng-
dc.relation.ispartofIEEE Transactions on Industrial Informatics-
dc.subjecttemporal human behavior-
dc.subjectComplex network-
dc.subjectvideo game industry-
dc.subjecttemporal point processes-
dc.titleModeling Human Activity with Seasonality Bursty Dynamics-
dc.typeArticle-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1109/TII.2019.2926885-
dc.identifier.scopuseid_2-s2.0-85078701702-
dc.identifier.volume16-
dc.identifier.issue2-
dc.identifier.spage1130-
dc.identifier.epage1139-
dc.identifier.eissn1941-0050-
dc.identifier.isiWOS:000521337000038-
dc.identifier.issnl1551-3203-

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