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Modeling Human Acti...
Modeling Human Activity With Seasonality Bursty Dynamics
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- Wen, Quansi (author)
- South China Univ Technol, Sch Comp Sci & Engn, Guangzhou 510641, Peoples R China
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- Zhan, Choujun (author)
- South China Normal Univ, Sch Comp Sci, Guangzhou 510641, Guangdong, Peoples R China; Sun Yat Sen Univ, Nanfang Coll, Guangzhou 510970, Peoples R China
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- Gao, Ying (author)
- South China Univ Technol, Sch Comp Sci & Engn, Guangzhou 510641, Peoples R China
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- Hu, Xiping (author)
- Chinese Acad Sci, Shenzhen Inst Adv Technol, Shenzhen 518055, Peoples R China
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- Ngai, Edith (author)
- Uppsala universitet,Datorteknik,Avdelningen för datorteknik
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- Hu, Bin (author)
- Lanzhou Univ, Sch Informat Sci & Engn, Lanzhou 730000, Peoples R China
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(creator_code:org_t)
- Institute of Electrical and Electronics Engineers (IEEE), 2020
- 2020
- English.
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In: IEEE Transactions on Industrial Informatics. - : Institute of Electrical and Electronics Engineers (IEEE). - 1551-3203 .- 1941-0050. ; 16:2, s. 1130-1139
- Related links:
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https://urn.kb.se/re...
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https://doi.org/10.1...
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Abstract
Subject headings
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- 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.
Subject headings
- SAMHÄLLSVETENSKAP -- Annan samhällsvetenskap -- Tvärvetenskapliga studier inom samhällsvetenskap (hsv//swe)
- SOCIAL SCIENCES -- Other Social Sciences -- Social Sciences Interdisciplinary (hsv//eng)
Keyword
- Complex network
- temporal human behavior
- temporal point processes
- video game industry
Publication and Content Type
- ref (subject category)
- art (subject category)
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