Innovation Diffusion and New Product Growth Models in Marketing

1979 ◽  
Vol 43 (4) ◽  
pp. 55-68 ◽  
Author(s):  
Vijay Mahajan ◽  
Eitan Muller

This paper assesses the state-of-the-art of the diffusion models of new product acceptance. A number of issues related to the further development and validation of these models are discussed.

Author(s):  
Sebastian Hoppe Nesgaard Jensen ◽  
Mads Emil Brix Doest ◽  
Henrik Aanæs ◽  
Alessio Del Bue

AbstractNon-rigid structure from motion (nrsfm), is a long standing and central problem in computer vision and its solution is necessary for obtaining 3D information from multiple images when the scene is dynamic. A main issue regarding the further development of this important computer vision topic, is the lack of high quality data sets. We here address this issue by presenting a data set created for this purpose, which is made publicly available, and considerably larger than the previous state of the art. To validate the applicability of this data set, and provide an investigation into the state of the art of nrsfm, including potential directions forward, we here present a benchmark and a scrupulous evaluation using this data set. This benchmark evaluates 18 different methods with available code that reasonably spans the state of the art in sparse nrsfm. This new public data set and evaluation protocol will provide benchmark tools for further development in this challenging field.


Author(s):  
Judith Good

In 2011, the author published an article that looked at the state of the art in novice programming environments. At the time, there had been an increase in the number of programming environments that were freely available for use by novice programmers, particularly children and young people. What was interesting was that they offered a relatively sophisticated set of development and support features within motivating and engaging environments, where programming could be seen as a means to a creative end, rather than an end in itself. Furthermore, these environments incorporated support for the social and collaborative aspects of learning. The article considered five environments—Scratch, Alice, Looking Glass, Greenfoot, and Flip—examining their characteristics and investigating the opportunities they might offer to educators and learners alike. It also considered the broader implications of such environments for both teaching and research. In this chapter, the author revisits the same five environments, looking at how they have changed in the intervening years. She considers their evolution in relation to changes in the field more broadly (e.g., an increased focus on “programming for all”) and reflects on the implications for teaching, as well as research and further development.


1979 ◽  
Vol 43 (4) ◽  
pp. 55 ◽  
Author(s):  
Vijay Mahajan ◽  
Eitan Muller

1997 ◽  
Vol 36 (2) ◽  
pp. 97-120 ◽  
Author(s):  
Robert A. Neimeyer

Despite forty years of research in death attitudes, our understanding of the causes, correlates, and consequences of death related anxieties and fears remains less than comprehensive. However, clear gains have been made in the measurement of death concerns and competencies, leading to the development and validation of a handful of scales whose more extensive use could improve the conceptual yield of research in this area. In this article, I review these promising approaches to the assessment of death attitudes, as well as a number of theoretical, methodological, and practical issues surrounding their use. If investigators devote equal attention to the quality and quantity of future research, there is reason to hope that psychology could make a more profound and systematic contribution to our understanding of the human encounter with death.


Author(s):  
Matteo M. Galizzi ◽  
Daniel Wiesen

The state-of-the-art literature at the interface between experimental and behavioral economics and health economics is reviewed by identifying and discussing 10 areas of potential debate about behavioral experiments in health. By doing so, the different streams and areas of application of the growing field of behavioral experiments in health are reviewed, by discussing which significant questions remain to be discussed, and by highlighting the rationale and the scope for the further development of behavioral experiments in health in the years to come.


2022 ◽  
pp. 94-126
Author(s):  
Judith Good

In 2011, the author published an article that looked at the state of the art in novice programming environments. At the time, there had been an increase in the number of programming environments that were freely available for use by novice programmers, particularly children and young people. What was interesting was that they offered a relatively sophisticated set of development and support features within motivating and engaging environments, where programming could be seen as a means to a creative end, rather than an end in itself. Furthermore, these environments incorporated support for the social and collaborative aspects of learning. The article considered five environments—Scratch, Alice, Looking Glass, Greenfoot, and Flip—examining their characteristics and investigating the opportunities they might offer to educators and learners alike. It also considered the broader implications of such environments for both teaching and research. In this chapter, the author revisits the same five environments, looking at how they have changed in the intervening years. She considers their evolution in relation to changes in the field more broadly (e.g., an increased focus on “programming for all”) and reflects on the implications for teaching, as well as research and further development.


Sign in / Sign up

Export Citation Format

Share Document