H-Index & Metrics Best Publications

H-Index & Metrics

Discipline name H-index Citations Publications World Ranking National Ranking
Engineering and Technology D-index 42 Citations 7,951 58 World Ranking 2272 National Ranking 912

Overview

What is he best known for?

The fields of study he is best known for:

  • The Internet
  • Artificial intelligence
  • Computer network

Russell P. Sammon mainly investigates Multimedia, Human–computer interaction, Web site, Image and Computer vision. Particularly relevant to Video game is his body of work in Multimedia. His research integrates issues of Usage data, Transmission, Selection, Code and Authentication in his study of Human–computer interaction.

Russell P. Sammon interconnects Outcome and Feature in the investigation of issues within Selection. As part of his studies on Web site, Russell P. Sammon often connects relevant areas like Advertising. When carried out as part of a general Image research project, his work on Image processing is frequently linked to work in Camera interface, therefore connecting diverse disciplines of study.

His most cited work include:

  • Method and apparatus for authenticating data relating to usage of a gaming device (463 citations)
  • System and method for facilitating play of a video game via a web site (415 citations)
  • Systems and methods for suggesting meta-information to a camera user (401 citations)

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

Multimedia, Advertising, Human–computer interaction, Outcome and Game play are his primary areas of study. His Multimedia research includes themes of Payment and Feature. The various areas that he examines in his Advertising study include Receipt, Ticket, Actuarial science, Lottery and Marketing.

His study in the field of Purchasing also crosses realms of Customer profitability, Voice of the customer, Customer to customer and Virtual model. His work carried out in the field of Human–computer interaction brings together such families of science as Authentication, Transmission, Usage data and Communication. His work in Game play addresses issues such as Table, which are connected to fields such as Computer security.

He most often published in these fields:

  • Multimedia (27.17%)
  • Advertising (20.65%)
  • Human–computer interaction (17.39%)

What were the highlights of his more recent work (between 2011-2015)?

  • Multimedia (27.17%)
  • Advertising (20.65%)
  • Human–computer interaction (17.39%)

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

Russell P. Sammon focuses on Multimedia, Advertising, Human–computer interaction, Media content and Outcome. His Advertising research is multidisciplinary, relying on both Ticket, Computer network and Purchasing. His Human–computer interaction study combines topics from a wide range of disciplines, such as Usage data, Transmission, Code, Authentication and Table.

His research on Media content often connects related areas such as Game play. Outcome combines with fields such as Game client and Character in his investigation.

Between 2011 and 2015, his most popular works were:

  • System for providing offers using a billing statement (238 citations)
  • Gameplay-altering portable wagering media (134 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:

  • The Internet
  • Artificial intelligence
  • Computer network

Russell P. Sammon mainly focuses on Balance, Value, Actuarial science, Virtual model and Marketing. There are a combination of areas like Purchasing and Advertising integrated together with his Virtual model study.

This overview was generated by a machine learning system which analysed the scientist’s body of work. If you have any feedback, you can contact us here.

Best Publications

Method and apparatus for authenticating data relating to usage of a gaming device

Jay S. Walker;James A. Jorasch;Russell P. Sammon;Scott T. Friesen.
(2003)

710 Citations

System and method for facilitating play of a video game via a web site

Jay S. Walker;James A. Jorasch;Russell P. Sammon;Magdalena M. Fincham.
(2007)

640 Citations

Systems and methods for suggesting meta-information to a camera user

Jay S. Walker;James A. Jorasch;Russell P. Sammon.
(2009)

625 Citations

Method and apparatus for automatically capturing and managing images

Jay S. Walker;James A. Jorasch;Russell P. Sammon.
(2004)

460 Citations

Methods and systems for facilitating play at a gaming device by means of third party offers

Jay S. Walker;James A. Jorasch;Geoffrey M. Gelman;Stephen C. Tulley.
(2002)

368 Citations

Method and apparatus for facilitating the provision of a benefit to a customer of a retailer

Jay Walker;Russell Sammon;James Jorasch;Vikram Dendi.
(2002)

363 Citations

System for providing offers using a billing statement

Jay S. Walker;James A. Jorasch;Daniel E. Tedesco;Stephen C. Tulley.
(2012)

343 Citations

Method and apparatus for outputting a message at a game machine

Jay S. Walker;James A. Jorasch;Russell P. Sammon;Stephen C. Tulley.
(2003)

298 Citations

Method and apparatus for enabling a player to select features on a gaming device

Jay Walker;James Jorasch;Russell Sammon;Scott Friesen.
(2006)

286 Citations

Problem gambling detection in tabletop games

Jay S. Walker;Daniel E. Tedesco;James A. Jorasch;Russell P. Sammon.
(2006)

277 Citations

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