US2016027024A1PendingUtilityA1

Gathering and providing consumer intelligence

Assignee: DLZTX INCPriority: Mar 15, 2013Filed: Aug 23, 2013Published: Jan 28, 2016
Est. expiryMar 15, 2033(~6.7 yrs left)· nominal 20-yr term from priority
G06Q 30/0643G06Q 30/0201G06F 16/22G06F 16/955G06F 17/30876G06F 17/30312
53
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Claims

Abstract

A method for gathering and providing consumer intelligence includes the steps of receiving and storing data in a first database relating to a transaction between a consumer and a business enterprise, receiving and storing cognitive data in the first database, wherein at least some of the cognitive data relates to the consumer's emotions during a transaction between the consumer and the business enterprise, receiving and storing data in the first database relating to a transaction between two or more business enterprises, and providing data from the first database to a business enterprise in response to a request for data sent by the business enterprise.

Claims

exact text as granted — not AI-modified
1 . A method for gathering and providing consumer intelligence, the method comprising the steps of:
 (a) receiving and storing data in a first database relating to a transaction between a consumer and a business enterprise;   (b) receiving and storing cognitive data in the first database, wherein at least some of the cognitive data relates reality purchasing environment the consumer's emotions during a transaction between the consumer and the business enterprise in step (a);   (c) receiving and storing data in the first database relating to a transaction between two or more business enterprises; and   (d) providing data from the first database to a business enterprise in response to a request for data sent by the business enterprise.   
     
     
         2 . The method of  claim 1 , wherein cognitive data is collected from the consumer in a virtual reality purchasing environment with a C-OODA loop algorithm. 
     
     
         3 . The method of  claim 2 , wherein the C-OODA loop algorithm comprises a simple match decision cycle. 
     
     
         4 . The method of  claim 2 , wherein the C-OODA loop algorithm comprises a diagnosis decision cycle. 
     
     
         5 . The method of  claim 2 , wherein the C-OODA loop algorithm comprises an evaluate course of action decision cycle. 
     
     
         6 . The method of  claim 1 , further comprising modifying a virtual reality purchasing environment with a C-OODA loop algorithm to create purchasing excitement in the consumer. 
     
     
         7 . The method of  claim 6 , wherein modification of the virtual reality purchasing environment comprises:
 (a) stimulation of at least one elemental trait with audio and visual stimuli delivered to the consumer through one or more components of the virtual reality purchasing environment;   (b) stimulation of at least one compound trait with audio and visual stimuli delivered to the consumer through one or more components of the virtual reality purchasing environment;   (c) stimulation of at least one situational trait with audio and visual stimuli delivered to the consumer through one or more components of the virtual reality purchasing environment,   wherein the stimulations excite the consumer to make a purchase of goods and/or services in the virtual reality purchasing environment.   
     
     
         8 . The method of  claim 1 , further comprising:
 (e) creating a virtual reality purchasing environment with the first database and providing to the consumer.   
     
     
         9 . The method of  claim 1 , further comprising:
 (f) locating a business enterprise with the first database while providing a virtual reality purchasing environment to the consumer.   
     
     
         10 . The method of  claim 1 , further comprising providing data from the first database to the business enterprise upon payment by the business enterprise. 
     
     
         11 . The method of  claim 1 , further comprising providing data from the first database to the business enterprise in real time. 
     
     
         12 . The method of  claim 1 , further comprising executing the method of gathering and providing consumer intelligence on a non-transitory computer readable medium comprising a computer program. 
     
     
         13 . A system for gathering and providing consumer intelligence, the system comprising:
 a computer database,   wherein the computer database receives and stores data relating to a transaction between a consumer and a business enterprise;   wherein the computer database receives and stores cognitive data, wherein at least some of the cognitive data relates to the consumer's emotions during a transaction between the consumer and the business enterprise;   wherein the computer database receives and stores data relating to a transaction between two or more business enterprises; and   wherein the computer database provides data to a business enterprise in response to a request for data sent by the business enterprise.   
     
     
         14 . The system of  claim 13 , wherein cognitive data is collected from the consumer in a virtual reality purchasing environment with a C-OODA loop algorithm. 
     
     
         15 . The system of  claim 14 , wherein the C-OODA loop algorithm comprises a simple match decision cycle. 
     
     
         16 . The system of  claim 14 , wherein the C-OODA loop algorithm comprises a diagnosis decision cycle. 
     
     
         17 . The system of  claim 14 , wherein the C-OODA loop algorithm comprises an evaluate course of action decision cycle. 
     
     
         18 . The system of  claim 1 , wherein a virtual reality purchasing environment is modified with a C-OODA loop algorithm to create purchasing excitement in the consumer. 
     
     
         19 . The system of  claim 18 , wherein modification of the virtual reality purchasing environment further comprises:
 one or more audio and visual components configured to stimulate a consumer traits selected from a group consisting of an elemental trait, a compound trait, and a situational trait,   wherein the stimulations provided by the one or more audio and visual components excite the consumer to make a purchase of goods and/or services in the virtual reality purchasing environment.   
     
     
         20 . The system of  claim 13 , further comprising a virtual reality purchasing environment provided to a consumer by the computer database.

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