World's Best Scientists 2026 revealed!
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Engineering and Technology
Ireland
2023

D-Index & Metrics

Engineering and Technology

D-Index
52
Citations
10543
World Ranking
3618
National Ranking
1061

Research.com Recognitions

  • 2023 - Research.com Engineering and Technology in Ireland Leader Award
  • 2022 - Research.com Engineering and Technology in Ireland Leader Award
  • 2015 - Fellow, National Academy of Inventors

Overview

What is he best known for?

The fields of study he is best known for:

  • Operating system
  • The Internet
  • Artificial intelligence

Dean P. Alderucci spends much of his time researching Advertising, Multimedia, Game of chance, Marketing and Terminal. His Advertising research integrates issues from Exploit and Outcome. Multimedia is often connected to Machine-readable medium in his work.

His Marketing study integrates concerns from other disciplines, such as Virtual machine and Payment. The Payment study combines topics in areas such as Virtual world and Data mining. The various areas that he examines in his Terminal study include Coupon, Controller, Identifier and Database.

His most cited work include:

  • Method and apparatus for administering a reward program (422 citations)
  • Game of chance systems and methods (411 citations)
  • Method and apparatus for advertising on a mobile gaming device (339 citations)

What are the main themes of his work throughout his whole career to date?

His primary areas of investigation include Advertising, Commerce, Human–computer interaction, Multimedia and Marketing. His research is interdisciplinary, bridging the disciplines of Terminal and Advertising. His Commerce research includes elements of Market liquidity, Database transaction, Electronic trading and Product.

His work on Game mechanics as part of general Human–computer interaction research is frequently linked to Amusement and Electronic data, bridging the gap between disciplines. While working in this field, he studies both Multimedia and Game of chance. His research ties Payment and Marketing together.

He most often published in these fields:

  • Advertising (16.04%)
  • Commerce (11.76%)
  • Human–computer interaction (10.70%)

What were the highlights of his more recent work (between 2011-2020)?

  • Advertising (16.04%)
  • Payment (9.09%)
  • Computer network (9.09%)

In recent papers he was focusing on the following fields of study:

Dean P. Alderucci mostly deals with Advertising, Payment, Computer network, Human–computer interaction and Marketing. His Advertising study combines topics from a wide range of disciplines, such as Information management and Point of sale. Dean P. Alderucci interconnects Data mining and Feature in the investigation of issues within Payment.

His studies deal with areas such as Wireless, Signal, Service and Mobile phone as well as Computer network. He works mostly in the field of Human–computer interaction, limiting it down to concerns involving Exploit and, occasionally, Shot, Turns, rounds and time-keeping systems in games, Game mechanics and Video game design. His study on Purchasing is often connected to Virtual model as part of broader study in Marketing.

Between 2011 and 2020, his most popular works were:

  • Information aggregation games (179 citations)
  • Amusement device including means for processing electronic data in play of a game of chance (120 citations)
  • Methods and systems for facilitating the provision of opinions to a shopper from a panel of peers (117 citations)

In his most recent research, the most cited papers focused on:

  • Operating system
  • The Internet
  • Computer network

His scientific interests lie mostly in Payment, Advertising, Outcome, Human–computer interaction and Amusement. Dean P. Alderucci works mostly in the field of Payment, limiting it down to topics relating to Mobile device and, in certain cases, Wireless. He has researched Advertising in several fields, including Marketing, Purchasing and Turns, rounds and time-keeping systems in games, Video game design.

His Outcome study incorporates themes from Exploit, Controller and Real-time computing. His Human–computer interaction study often links to related topics such as Event. His Amusement study spans across into areas like Electronic data, Game of chance and Multimedia.

Best Publications

  • Method and apparatus for administering a reward program

    Jay S. Walker;Andrew S. Van Luchene;James A. Jorasch;Dean Alderucci

  • Game of chance systems and methods

    Howard W. Lutnick;Lee Amaitis;Dean P. Alderucci;Geoffrey M. Gelman

  • Method and apparatus for advertising on a mobile gaming device

    Howard W. Lutnick;Kevin Burman;Dean P. Alderucci;Geoffrey M. Gelman

  • GAME INCLUDING HAND MOTION CONTROL

    Howard W Latonic;Alderucci Dean P;Gelman Geoffrey M

  • Game apparatus for displaying information about a game

    Howard W. Lutnick;Dean P. Alderucci;Geoffrey M. Gelman;Stephen M. Merkel

  • Game with chance element and strategy component that can be copied

    Howard W. Lutnick;Dean P. Alderucci;Geoffrey M. Gelman;Kevin Burman

  • Card picks for progressive prize

    Howard W. Lutnick;Dean P. Alderucci;Geoffrey M. Gelman;Kevin Burman

  • System for managing promotions

    Howard W. Lutnick;Kevin Burman;Dean P. Alderucci;Geoffrey M. Gelman

  • Amusement devices and games including means for processing electronic data where ultimate outcome of the game is dependent on relative odds of a card combination and/or where chance is a factor: wagering on hands of cards

    Dean P. Alderucci;Charles Plott;Mark Miller

  • Internet surveillance system and method

    Jay S. Walker;Daniel E. Tedesco;Dean P. Alderucci;Magdalena M. Fincham

  • Systems and methods for providing access to wireless gaming devices

    Dean P. Alderucci;Joseph M. Asher;Robert F. Bahrampour;Kevin Burman

  • Information aggregation games

    Dean P. Alderucci;Charles Plott;Mark Miller

  • Method and apparatus for determining a progressive discount for a customer based on the frequency of the customer's transactions

    Jay S. Walker;Andrew S. Van Luchene;Magdalena Mik;Dean P. Alderucci

  • Method and apparatus for generating a coupon

    Jay S. Walker;Andrew S. Van Luchene;Dean P. Alderucci

  • Systems and methods for remote work sessions

    Daniel E. Tedesco;James A. Jorasch;Geoffrey M. Gelman;Jay S. Walker

  • Amusement devices and games including means for processing electronic data where ultimate outcome of the game is dependent on relative odds and/or where chance is a factor

    Dean P. Alderucci;Charles Plott;Mark Miller

  • Methods and systems for facilitating the provision of opinions to a shopper from a panel of peers

    Jay S. Walker;Wen Y. Lin;Russell P. Sammon;Norman C. Gilman

  • Amusement device including means for processing electronic data in play of a game of chance

    Mark A. Miller;Dean P. Alderucci;Thomas D. Bradshaw

  • Method and system for monitoring gaming device play and determining compliance status

    Jay S. Walker;James A. Jorasch;Geoffrey M. Gelman;Stephen C. Tulley

  • Biling statement customer acquistion system

    Daniel Tedesco;James Jorasch;Jay Walker

  • Game of Chance Display

    Howard W. Lutnick;Dean P. Alderucci;Geoffrey M. Gelman

Frequent Co-Authors

Geoffrey M. Gelman
Geoffrey M. Gelman Zynga (United States)
Jay S. Walker
Jay S. Walker Walker Digital (United States)
Andrew S. Van Luchene
Andrew S. Van Luchene JackRabbit Systems
Charles R. Plott
Charles R. Plott California Institute of Technology
Daniel E. Tedesco
Daniel E. Tedesco Zynga (United States)
Stephen C. Tulley
Stephen C. Tulley Golder Associates (Australia)
James A. Jorasch
James A. Jorasch Zynga (United States)
Magdalena M. Fincham
Magdalena M. Fincham Finmeccanica (Italy)
Daniel E. Tedesco
Daniel E. Tedesco PayPal (United States)

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