Typicality: | 0.568 |
Saliency: | 0.555 |
within the next three years | 7 | temporal |
across a variety of channels | 6 | location |
by introducing gamification | 5 | manner |
bank → interact with → customer | 53 |
bank → interact with → their customers | 50 |
bank → interact with → its customers | 7 |
bank → interact with → the customer | 4 |
negative | neutral | positive |
0.058 | 0.484 | 0.457 |
Raw frequency | 114 |
Normalized frequency | 0.555 |
Modifier score | 0.750 |
Perplexity | 164.967 |