Developing a system for personalisation of gambling in the ecosystem — Game Content Personalisation System GCPS. (Q80045): Difference between revisions
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(Removed claim: summary (P836): Reference_reference_programme_aids:SA.41471 (2015/X) _public:Article 25 of Commission Regulation (EC) No 651/2014 of 17 June 2014 declaring certain categories of aid compatible with the internal market in the application of Article 107 and 108 of the Treaty (OJ(OJ LThe EU L 187/1 of 26.06.2014), the project is the creation of the Game Content Personalisation System of the GCPS, which will enable the distribution of the personalised container t...) |
(Created claim: summary (P836): Reference number of the aid programme: SA.41471(2015/X) Purpose of public aid: Article 25 of EC Regulation No 651/2014 of 17 June 2014 declaring certain types of aid compatible with the internal market in the application of Articles 107 and 108 of the Treaty (OJ L. I'm sorry. UE L 187/1 of 26.06.2014),The object of the project is to create the Game Content Personalisation System GCPS, which will allow the distribution of personalised content to...) |
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Reference number of the aid programme: SA.41471(2015/X) Purpose of public aid: Article 25 of EC Regulation No 651/2014 of 17 June 2014 declaring certain types of aid compatible with the internal market in the application of Articles 107 and 108 of the Treaty (OJ L. I'm sorry. UE L 187/1 of 26.06.2014),The object of the project is to create the Game Content Personalisation System GCPS, which will allow the distribution of personalised content to specific player segments in real mode. The GCPS will provide automatic segmentation using predictive models and a content-sharing mechanism in the global player ecosystem. A key research problem is the lack of effective mechanisms to personalise game content, ensuring their reliable real-time broadcast in multi-platform environments. The challenge is to create a system that will provide mass customisation in the global market. The aim of the project is to develop mechanisms that aggregate data, automatically segment it, and then deliver personalised content to individual players’ segments through global digital platforms, taking into account different hardware platforms in real time. Distinguishing features of the project: —using a static and predictive analysis of players’ characteristics and behaviours to segment users in real time – tailoring the game content to the characteristics of a given segment – promulgating personalised content to different segments in real mode Current solutions implement the simplest elements of the process. However, there is no solution that effectively aggregates and segments data from different distribution and hardware platforms, and then delivers personalised content to many narrowly defined segments in real time. The project’s objective will be achieved by carrying out R & D activities consisting of: −optimal algorithm to build predictive models −spread (English) | |||||||||||||||
Property / summary: Reference number of the aid programme: SA.41471(2015/X) Purpose of public aid: Article 25 of EC Regulation No 651/2014 of 17 June 2014 declaring certain types of aid compatible with the internal market in the application of Articles 107 and 108 of the Treaty (OJ L. I'm sorry. UE L 187/1 of 26.06.2014),The object of the project is to create the Game Content Personalisation System GCPS, which will allow the distribution of personalised content to specific player segments in real mode. The GCPS will provide automatic segmentation using predictive models and a content-sharing mechanism in the global player ecosystem. A key research problem is the lack of effective mechanisms to personalise game content, ensuring their reliable real-time broadcast in multi-platform environments. The challenge is to create a system that will provide mass customisation in the global market. The aim of the project is to develop mechanisms that aggregate data, automatically segment it, and then deliver personalised content to individual players’ segments through global digital platforms, taking into account different hardware platforms in real time. Distinguishing features of the project: —using a static and predictive analysis of players’ characteristics and behaviours to segment users in real time – tailoring the game content to the characteristics of a given segment – promulgating personalised content to different segments in real mode Current solutions implement the simplest elements of the process. However, there is no solution that effectively aggregates and segments data from different distribution and hardware platforms, and then delivers personalised content to many narrowly defined segments in real time. The project’s objective will be achieved by carrying out R & D activities consisting of: −optimal algorithm to build predictive models −spread (English) / rank | |||||||||||||||
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Property / summary: Reference number of the aid programme: SA.41471(2015/X) Purpose of public aid: Article 25 of EC Regulation No 651/2014 of 17 June 2014 declaring certain types of aid compatible with the internal market in the application of Articles 107 and 108 of the Treaty (OJ L. I'm sorry. UE L 187/1 of 26.06.2014),The object of the project is to create the Game Content Personalisation System GCPS, which will allow the distribution of personalised content to specific player segments in real mode. The GCPS will provide automatic segmentation using predictive models and a content-sharing mechanism in the global player ecosystem. A key research problem is the lack of effective mechanisms to personalise game content, ensuring their reliable real-time broadcast in multi-platform environments. The challenge is to create a system that will provide mass customisation in the global market. The aim of the project is to develop mechanisms that aggregate data, automatically segment it, and then deliver personalised content to individual players’ segments through global digital platforms, taking into account different hardware platforms in real time. Distinguishing features of the project: —using a static and predictive analysis of players’ characteristics and behaviours to segment users in real time – tailoring the game content to the characteristics of a given segment – promulgating personalised content to different segments in real mode Current solutions implement the simplest elements of the process. However, there is no solution that effectively aggregates and segments data from different distribution and hardware platforms, and then delivers personalised content to many narrowly defined segments in real time. The project’s objective will be achieved by carrying out R & D activities consisting of: −optimal algorithm to build predictive models −spread (English) / qualifier | |||||||||||||||
point in time: 14 October 2020
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Revision as of 10:50, 14 October 2020
Project in Poland financed by DG Regio
Language | Label | Description | Also known as |
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English | Developing a system for personalisation of gambling in the ecosystem — Game Content Personalisation System GCPS. |
Project in Poland financed by DG Regio |
Statements
1,369,535.49 zloty
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1,994,456.78 zloty
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68.67 percent
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1 January 2017
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31 March 2018
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VIVID GAMES SPÓŁKA AKCYJNA
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Numer_referencyjny_programu_pomocowego: SA.41471(2015/X) Przeznaczenie_pomocy_publicznej: art. 25 rozporządzenia KE nr 651/2014 z dnia 17 czerwca 2014 r. uznające niektóre rodzaje pomocy za zgodne z rynkiem wewnętrznym w stosowaniu art. 107 i 108 Traktatu (Dz. Urz. UE L 187/1 z 26.06.2014),Przedmiotem projektu jest stworzenie Game Content Personalization System GCPS, który umożliwi dystrybucję personalizowanego kontentu do określonych segmentów graczy w trybie rzeczywistym. System GCPS zapewni automatyczną segmentację z wykorzystaniem modeli predykcyjnych oraz mechanizm rozgłaszania kontentu w globalnym ekosystemie graczy. Kluczowym problemem badawczym jest brak efektywnych mechanizmów personalizacji kontentu gier z zapewnieniem ich niezawodnego rozgłaszania w środowiskach multiplatformowych w czasie rzeczywistym. Wyzwaniem jest stworzenie systemu, który zapewni mass customization na globalnym rynku. Celem projektu jest opracowanie mechanizmów, które zagregują dane, dokonają ich automatycznej segmentacji, a następnie dostarczą spersonalizowaną treść do poszczególnych segmentów graczy, za pośrednictwem globalnych platform cyfrowych, z uwzględnieniem różnych platform sprzętowych w czasie rzeczywistym. Wyróżniki projektu: -wykorzystanie statycznej i predykcyjnej analizy cech i zachowań graczy do segmentacji użytkowników w czasie rzeczywistym -dostosowanie treści gry do charakterystyki danego segmentu -rozgłaszanie spersonalizowanego kontentu do różnych segmentów w trybie rzeczywistym Obecne rozwiązania realizują najprostsze elementy procesu. Brak jest jednak rozwiązania efektywnie agregującego i segmentującego dane pochodzące z różnych platform dystrybucyjnych i sprzętowych, a następnie dostarczającego spersonalizowaną treść do wielu wąsko zdefiniowanych segmentów w czasie rzeczywistym. Cel projektu zostanie osiągnięty przez realizację prac B+R polegających na opracowaniu: −optymalnego algorytmu do budowy modeli predykcyjnych −rozproszo (Polish)
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Reference number of the aid programme: SA.41471(2015/X) Purpose of public aid: Article 25 of EC Regulation No 651/2014 of 17 June 2014 declaring certain types of aid compatible with the internal market in the application of Articles 107 and 108 of the Treaty (OJ L. I'm sorry. UE L 187/1 of 26.06.2014),The object of the project is to create the Game Content Personalisation System GCPS, which will allow the distribution of personalised content to specific player segments in real mode. The GCPS will provide automatic segmentation using predictive models and a content-sharing mechanism in the global player ecosystem. A key research problem is the lack of effective mechanisms to personalise game content, ensuring their reliable real-time broadcast in multi-platform environments. The challenge is to create a system that will provide mass customisation in the global market. The aim of the project is to develop mechanisms that aggregate data, automatically segment it, and then deliver personalised content to individual players’ segments through global digital platforms, taking into account different hardware platforms in real time. Distinguishing features of the project: —using a static and predictive analysis of players’ characteristics and behaviours to segment users in real time – tailoring the game content to the characteristics of a given segment – promulgating personalised content to different segments in real mode Current solutions implement the simplest elements of the process. However, there is no solution that effectively aggregates and segments data from different distribution and hardware platforms, and then delivers personalised content to many narrowly defined segments in real time. The project’s objective will be achieved by carrying out R & D activities consisting of: −optimal algorithm to build predictive models −spread (English)
14 October 2020
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Identifiers
POIR.01.02.00-00-0122/16
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