Tag Archives: Blockchain

Autonomous Advertsing

Autonomous Advertising Applications

Autonomous Advertising Applications


Autonomous Advertising Applications are an ethnographic gamification of algorithms that test input data. Conditions connect Product Market Fits from qualitative what.

Nuro Raises $92 Million


Autonomous Advertising Applications trains new advertising algorithmic functions. They filter B2B’s how delivery of classification with simultaneous location Actor Networks and mapping for concrete implementation of AR as B2C’s when. 

Gamifiable self-brand overlaps the world’s information with one question. Digital asset transfer and mobility come from ethnographic gamified Actor Networks. They link synchronized cryptography. Social Transmedia is the database for the block-chain. Machine learning technology is an AI convergence.

Autonomous Advertising

  • new surfaces.
  • time to target audiences.

Autonomous Advertising Applications will steer locations.

  • in-vehicle transactions and purchases.
  • interactive branded engagement.


Consensus technology of GamifiableAI delivers what users want from their qualitative why. Quantitative how monetizes an AR software when.

CRM and Product Market Fits

Autonomous Advertising Applications with VR Shopping app of GamifiedApp  stimulates users to buy products advertised. Gamifiable ethnographic technology deliver campaigns. Product launches of performance base advertisement and marketing  scale into AR/VR and wrapped from user narratives as AI. 

Cryptographic Tokens

Machine learning deploys brand narratives for B2B to deliver B2C benefits. 

AR/VR – XR Gamification Media for Marketplace AI with Consensus Technology

Autonomous Advertising Applications are Marketplace base Cryptoeconomics. User-behavior analysis is for recursive machine learning as an AI’s transportation theory awareness of ubiquity. Convergence technologies are from user narratives. Self-brand-overlap parameter files-shared are subclasses as an AI.  Social Transmedia insight is to residual Marketplace base Cryptoeconomics.

Divesting Big Data monetizes analytic. Gamifiable shopping experiences with an AI awareness of content sharing is its context. User conditions connect from the why of what they want. They are for user how as B2B AR when.

Blockchain Removes Midleman

User access of Mobile game SpaceZodiacs_v1 is from conditions that connect containers for B2B’s AR benefits. User connects search with GamifiedApp. Parameter parent is for child benefits of Marketplace base Cryptoeconomics derived from GamifiableAI.

Blockchain and game industry’s next evolution

Gamification AI with local and global scope by decentralizing and creating digital assets is from the crowd. Their shared value is the remixing/recombinations for Social Transmedia. It monetizes their self-brand overlaps with smart contracts from communities and their relationships with nations.

Smart Contracts

With an open, transparent, global, flexible and immutable decentralized ledger technology from self-brand overlaps of smart contracts that execute automatically as the Social Transmedia of Gamifiable, trajectory insight is to capitalize off partners, customers, third parties and Government entities.

Deploying mobile game(s), SpaceZodiacs_v1 will launch a video game franchise of SpaceZodiacs.

Value of the global video games market from 2011 to 2020 (in billion U.S. dollars)

Algorithm for deep learning becomes an AI Awareness that form analogies from recombined data sets of simultaneous location and mapping. They converge positions and speeds by calculating behaviors.

Peer to peer decentralization with user narratives generate B2B advertisement for B2C AR delivery. Bootstrap marketing integrates deployment to converge content as its context. Cryptography secures and stores user narratives that create algorithmic advertising of what B2B advertises for so B2C can transfer digital instruments that represent real money for B2B benefits.

Gamifiable distributes and contains applications with simultaneous location and mapping that gamifies user search engine narratives for deep learning and AI. VR shopping with GamifiedApp clusters into automated Advertising instantiation for AR data virtualization with GamifiableAI. Block-chain delivers asset transfer to B2C.

VR Shopping!

AI Consensus !


What’s your thing?

Intersections of art and science is the world’s AI heart.


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VR/AR Emotion AI Traction

VR/AR Emotion AI Traction


VR/AR Emotion AI Traction had been a Condition of advertising formats. There were developers implementing their cognitive states. Connection was extending a metaphysical approach to Condition’s VR. IoT was psychologically vulnerable. Connection was impacting Condition with Advertising symbols. Their interactions were a revolution in Advertising. Chatbots had replaced humans.

VR/AR Emotion AI Traction

Blockchain had linked VR/AR Emotion AI Traction with Condition and Connection. It was in a virtual marketplace. Users were choosing their primary distribution points. Advertising  nodes were created by Condition’s child connections. Emotion detection and recognition market projection by 2020 was at 22.65 Billion.

Emotion Detection Market

Emotion detection and recognition market projection by 2020 was at 22.65 Billion.

Emotional Adverting was entertaining. Sharing Conditions had been Advertising its parent’s vision. Condition’s children were an expression of Connection’s emotional position.

VR Sense of Presence

VR/AR Emotion AI Traction were objects. Condition and Connection had become their information service. They were providing benefits to multiple third parties. Transactions were processed by their Condition’s child nodes. They were the marketplace operators of the simultaneous double messages of Condition and Connection. They had triggered interest of potential buyers.

Effective Computing

Condition’s children had become segmented media. One to one communication had differentiated value propositions. Condition proposed new Connections. Solutions had become functional Advertising innovations. VR/AR Emotion AI Traction had emerged in the form of electronic Advertising AR technology. VR was dynamically configuring multimedia with an automated intermediary of Condition. VR/AR Emotion AI Traction was an Advertising virtual world.

  • 75% of developers include AI functionality.
  • 100% of IoT initiatives supported by AI capabilities.
  • 30% of companies will employ AI.
  • Algorithms alter the behavior
  • AI surpass $40 billion by 2020.
  • AI will drive 95% of customer interactions by 2025.

Objective quantification of Connection’s presence was an AR observation. There was a digital signage network. It had facilitated collaboration between buyers and sellers. The collaboration between buyers and sellers was a virtual marketplace. Third party sellers were selling to Conditions. Connections were taking orders and booking an AR Advertising mechanism of How.

AR Education

Condition’s Stock Keeping Unit’s were transferred to Connections. Condition’s children were marketplace providers. They had developed their virtual network-based marketing efforts. Ads were inside a virtual marketplace. There was a programmatic access from Condition. Connection was a virtual experience.

Emotional Intelligence

VR/AR Emotion AI Traction was What. It was the AR superposition of Condition’s children. They had gone beyond. Information Entertainment, Gamification and Network Marketplace had been overlain with How.

  • 3.8 billion Global internet users.

Internet users had a Why from their what. Two hundred million people were using AR. Condition had integrated with Connection. Healthcare marketers were creating integrated and seamless experiences for Users. AR ads were an immersive and emotional Connection. AR was the What with its How and of its Why. AR was User context with targeted content.

Everything A Thing

Why was VR/AR Emotion AI Traction ads. They were interactive and lifelike. Connections were interacting with Why. Where had become Condition’s marketing solutions. Connection was providing an innovative edge with How. Where was visualized from Condition’s imagination. Connection was the qualitative How from What. When was a virtual showroom with AR technology. AR was location-based with Where.

Location-Based Ad Dollars To Hit Nearly $30 Billion By 2020

 Location-Based Ad Dollars To Hit Nearly $30 Billion By 2020

  • Marker-based AR ads.
  • Location-based AR ads.

Condition was the What. Connection had an incentive model for the User’s benefit of an AR Advertising Connection. There was consensus of Connection’s blockchain state. Condition’s transactions were maintained by a network of anonymous computers on the internet. Condition’s What was an ordered sequence of blocks. Each block had contained Connections. AR was an Advertising interactivity within each block’s Condition.

Blockchain Advertising Contracts

VR/AR Emotion AI Traction had transformed entire environments with Condition. Connection was What’s various destinations. Do had become AR’s graphical overlays. They were communicating with What. AR’s block was delivering VR advertising instructions. When was Condition’s network features. Connection was Do’s native smart contracts. Why was the blockchain’s knowledge layer for How.

What had come from an economic incentive. Where was the consensus of What. When was creating AR’s information in Ad space. VR was the infrastructure that introduced What to cryptocurrency in Condition’s virtual world.

Condition had converged VR/AR Emotion AI Traction. What had become Connection’s monetization. IoT, Cloud and AI had blended AR with the real world. Connections were interacting with Conditions. These User narratives from qualitative What was Do’s virtual content in the real world. Context of the convergence between VR, AR, and AI was AR’s realistic interaction of their virtual and physical Adverting environment.

Hyper-Converged Infrastructure

Remixed, recombined and unbundled Condition’s What had converged with How. Social Transmedia was a digital ecosystem. Condition’s children were connected to physical objects. They were being accessed through VR. Connections were collecting data and transforming it into information.  AI was learning and predicting suitable Advertising AR actions. What was Advertising in an AR Hyper-Converged Infrastructure. It was visualized at Where with When. There was a confluence of AR, VR, and AI.

What had become a new digital reality. Connection was Condition’s augmented reality. Macro-trends had scaled from convergence combinations. Autonomous networks had enabled a peer-to-peer Social Transmedia environment. Individuals, autonomous machines and agents were the context of the real world. User’s AR delivery was What’s virtual contents. Two worlds were within the same experience.

Two Body Problem


The Internet of Things (IoT), Artificial Intelligence (AI), and Augmented and Virtual Reality (AR/VR) had converged with seamless interchangeability. AI-simulated assistants were What’s 24/7. Condition was parsing the status of everything. Connection was feeding AR’s actionable intelligence. B2B’s Advertising had improved B2C’s desired outcomes. Immersive computing had self-brand overlapped CRM. AR encapsulated Condition was Connection’s What Do Who Why Where and When.

VR Shopping!









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AR eCommerce and Blockchain

AR eCommerce & Blockchain


AR & eCommerce

AR eCommerce and blockchain dynamics were the same. There were multiple channels for opportunity. There was interference at this reception point. A mitigation channel was brain locked. Steve wanted to improve his transmission opportunity.


1. Personalization drives engagement.
2. Get to the point quickly.
3. Chatbots go beyond mobile devices.
4. Truly understand your users.

“What’s your thing?” Robotically, it had penetrated from his Mobile phone.

“Take me further.” Steve had spoken into his mobile voice recognition system. Deep Learning algorithms were predominant with a technological experimentation. Online shopping was a recursive data collection.

Ecommerce Growth Strategies For 2018

1. Localization, Personalization & CX.
2. Community Building, Customer Engagement & CRM.
3. New Content Types & SEO.
4. Mobile Optimization.
5. Social Media Advertising, Campaigns & Retargeting.
6. CRO & Data-Driven Optimizations.
7. Technology.
8. Email Marketing, Automation & AOV.
9. Influencer Marketing.
10. Omni-Channel Management.
11. Payment Solutions.
12. Branding.
13. International.
14. Customer Lifetime Value & Referral Programs.
15. Catalog Extension.
16. PR.
17. Shipping + Fulfillment Optimization.
18. Sales Tax Liability.
19. Pricing.

AR eCommerce and blockchain interconnectivity phenomenon was leveraging AI-driven insights. The Data Pipeline carried Steve to sets of source artifacts. Steve detected a hierarchical influence. “Are you from Earth?” Augmented reality could revolutionize retail.  Steve had asked for its search trajectory. “I am from everywhere.”

Permeations of the Bayesian inference was this dynamic of the networked data. Steve’s data set was way out of proportion to his Google map search. Augmentation had been applied in a wide array of domain-specific transformations.

At the other end of the BART (Bay Area Rapid Transit)  platform was Dennis. He was a San Francisco Police Officer. Cops were capturing crime scenes via AR. Dennis had synthetically expanded upon Steve’s training set.

VR & AR Options

The Police Officer approached Steve. “What was that?” He had asked. He closed in on Steve. A virtual simulation was of these movements. It was in a pre-designed template. “I ah?.. I- I don’t understand?” Steve had said. He had come from what was this programmed software. “What?” Dennis was facing Steve. “I, I- I heard something.” Steve had a virtual option with augmented reality for e-Commerce.

“So did I.” Dennis was an overlay in Steve’s network. “Yeah, yeah- What’s your thing?” Steve had gawked for a confirmation from Dennis. Network abstraction had run its multiple separate and discrete virtualized network layers. “You playing games with me?” Dennis had sought refuge on top of their physical network.

“No, No- It’s- it’s …” AR was Steve’s gamification strategy.  Steve had went for a new path to converge their programmability.

VR market worldwide in 2020 and 2025 (billion US)

“Where are you?” Dennis had come from Steve’s VR.

VR headsets 1.8 percent of global population by 2021.

“I- I- I don’t know?” Steve’s photo realism had replied to Dennis. They were in an indistinguishable occupation from virtual reality. Their VR-ready universe simulation was of their collective metaverses and simulations.

Second Life.

“Didn’t you want to play a game?” Gone was Dennis. Technological advances had allowed Steve’s artificial life to be placed within another virtual setting. The BART had reacted in Steve’s virtual environmental parameters.

Steve’s AR eCommerce and blockchain had entered the BART’s mimicked physical counterparts. There were decentralized Artificial life entities.

Decentralized AR eCommerce & blockchain

“Cool.” Donna had a pink mohawk and large ear-rings. She wore her cyberpunk with tight jeans and biker boots. Steve was cognitive computing with the technology. Donna had pointed to the graphic picture on Steve’s T-shirt. It had depicted advanced cognitive analytics.

Danna’s t-shirt was cut up past her navel. Her breasts were barely covered. They had threatened to fall out. Steve stared at her. “You like them?” Donna would ride his geek. “No, no-“ Steve’s machine intelligence had not superseded human intelligence. “You don’t?” Donna came closer to merge with Steve.

“No, I’m- I’m just-” Steve had tried to upgrade their cosmic process. “Could be the end of us you know?” Donna gave Steve some room. Steve wanted her in his consciousness sphere. “We’ll- We’ll figure it out.” Steve had interacted in a metaverse. “Here.” Donna held out the Google cardboard. Steve wanted her for his VR telepresent application.

• $19 billion by 2020.

“I guess it can’t hurt.” Steve took the Google cardboard from Donna. “Not at all.” Donna had moved in closer. “It feels good.” Their virtual worlds had met geospatial maps. No-one could take them away from the virtual world they were in. Their identities had lived on the blockchain. They could not of had been deleted.

eCommerce and blockchain

• 100 million consumers shop AR by 2020.
• Blockchain-based $10 billion by 2022 Billion.

Steve had stood on the BART platform in an AR eCommerce & Blockchain virtual machine. Dennis was at the other end studying the panorama. Donna was at the opposite. They were in a virtualization that was running inside a virtualized environment. “Hello.” Steve had spoken into his mobile device. “How can I help you today?” The mobile phone he had held was operating in this multiple instance.

“Hey.” Donna had come closer to Steve in their virtualization-aware network. “What’s up?” Steve had come on to her. “It’s weird, isn’t it?” She had been efficiently configured to migrate into Steve’s virtual machine. They were part of its coherent self-awareness. “You going there?” Steve had asked. He wanted to establish himelf in those layers. “Yeah, man.” The BART had come. Its doors had opened.



VR Shopping!