Publications by authors named "Jaroslaw Jankowski"

This study presents the results of an experiment designed to investigate whether marketing videos containing mixed emotional content can sustain consumers interest longer compared to videos conveying a consistent emotional message. During the experiment, thirteen participants, wearing EEG (electroencephalographic) caps, were exposed to eight marketing videos with diverse emotional tones. Participant engagement was measured with an engagement index, a metric derived from the power of brain activity recorded over the frontal and parietal cortex and computed within three distinct frequency bands: theta (4-8 Hz), alpha (8-13 Hz), and beta (13-30 Hz).

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Communication within online platforms supported by chatbots requires algorithms, language processing methods, and an effective visual representation. These are crucial elements for increasing user engagement and making communication more akin to natural conversation. Chatbots compete with other graphic elements within websites or applications, and thus attracting a user's attention is a challenge even before the actual conversation begins.

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People are exposed to information from different sources whether or not such exposure is desired. Due to a limited ability to process information, only parts of the messages may be absorbed, and other parts may be ignored. Repeated stimuli lead to lower responses due to the learning process and the habituation effect.

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Graphical user interfaces are designed so that the most important elements are usually located in the central part of the screen, where they catch the user's attention. However, there are situations where it is necessary to attract the user's attention to make him/her notice, e.g.

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When reading interesting content or searching for information on a website, the appearance of a pop-up advertisement in the middle of the screen is perceived as irritating by a recipient. Interrupted cognitive processes are considered unwanted by the user but desired by advertising providers. Diverting visual attention away from the main content is intended to focus the user on the appeared disruptive content.

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Interactive environments create endless possibilities for the design of websites, games, online platforms, and mobile applications. Their visual aspects and functional characteristics influence the user experience. Depending on the project, the purpose of the environment can be oriented toward marketing targets, user experience, or accessibility.

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Information spreading processes are a key phenomenon observed within real and digital social networks. Network members are often under pressure from incoming information with different sources, such as informative campaigns for increasing awareness, viral marketing, rumours, fake news, or the results of other activities. Messages are often repeated, and such repetition can improve performance in the form of cumulative influence.

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Multilayer networks are the underlying structures of multiple real-world systems where we have more than one type of interaction/relation between nodes: social, biological, computer, or communication, to name only a few. In many cases, they are helpful in modeling processes that happen on top of them, which leads to gaining more knowledge about these phenomena. One example of such a process is the spread of influence.

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This data article describes the analysis of 56 MCDA (Multi-Criteria Decision Analysis) methods in regards to 9 decision-making problem characteristics structured into 3 levels. The impact of uncertainty in decision-making problem description on MCDA method selection is studied. 450,000 possible descriptions of a decision problem were studied, resulting in sets of rules which can serve as input to uncertainty-aware MCDA method selection decision support systems.

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The current marketing landscape, apart from conventional approaches, consists of campaigns designed especially for launching information diffusion processes within online networks. Associated research is focused on information propagation models, campaign initialization strategies and factors affecting campaign dynamics. In terms of algorithms and performance evaluation, the final coverage represented by the fraction of activated nodes within a target network is usually used.

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Usually, the launch of the diffusion process is triggered by a few early adopters-i.e., seeds of diffusion.

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We consider here information spread which propagates with certain probability from nodes just activated to their not yet activated neighbors. Diffusion cascades can be triggered by activation of even a small set of nodes. Such activation is commonly performed in a single stage.

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Presented data contains the record of five spreading campaigns that occurred in a virtual world platform. Users distributed avatars between each other during the campaigns. The processes varied in time and range and were either incentivized or not incentivized.

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As a result of the increasing role of online advertising and strong competition among advertisers, intrusive techniques are commonly used to attract web users' attention. Moreover, since marketing content is usually delivered to the target audience when they are performing typical online tasks, like searching for information or reading online content, its delivery interrupts the web user's current cognitive process. The question posed by many researchers in the field of online advertising is: how should we measure the influence of interruption of cognitive processes on human behavior and emotional state? Much research has been conducted in this field; however, most of this research has focused on monitoring activity in the simulated environment, or processing declarative responses given by users in prepared questionnaires.

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Information spreading in complex networks is often modeled as diffusing information with certain probability from nodes that possess it to their neighbors that do not. Information cascades are triggered when the activation of a set of initial nodes - seeds - results in diffusion to large number of nodes. Here, several novel approaches for seed initiation that replace the commonly used activation of all seeds at once with a sequence of initiation stages are introduced.

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This article describes a method of adapting workstations for workers with motion disability using computer simulation and virtual reality (VR) techniques. A workstation for grinding spring faces was used as an example. It was adjusted for two people with a disabled right upper extremity.

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This article presents the results of extensive tests of a stereovision safety system performed using real and artificial images. A vision based protective device (VBPD) analyses images from 2 cameras to calculate the position of a worker and moving parts of a machine (e.g.

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