E-Book, Englisch, 224 Seiten, eBook
Reihe: Information Systems and Applications, incl. Internet/Web, and HCI
IJsselsteijn / de Kort / Midden Persuasive Technology
Erscheinungsjahr 2006
ISBN: 978-3-540-34293-9
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark
First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings
E-Book, Englisch, 224 Seiten, eBook
Reihe: Information Systems and Applications, incl. Internet/Web, and HCI
ISBN: 978-3-540-34293-9
Verlag: Springer
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
Persuasive Technology for Human Well-Being: Setting the Scene.- Persuasive Technology for Human Well-Being: Setting the Scene.- Psychological Principles of Persuasive Technology.- The Six Most Powerful Persuasion Strategies.- Changing Induced Moods Via Virtual Reality.- Technology Adds New Principles to Persuasive Psychology: Evidence from Health Education.- Persuasiveness of a Mobile Lifestyle Coaching Application Using Social Facilitation.- Cueing Common Ecological Behaviors to Increase Environmental Attitudes.- Persuasive Appliances: Goal Priming and Behavioral Response to Product-Integrated Energy Feedback.- The Persuasive Power of Mediated Risk Experiences.- Social Presence as a Conduit to the Social Dimensions of Online Trust.- Persuasive Technology: Theory and Modelling.- Feeling Strangely Fine: The Well-Being Economy in Popular Games.- Our Place or Mine? Exploration into Collectivism-Focused Persuasive Technology Design.- Persuasion Artifices to Promote Wellbeing.- Well-Being to “Well Done!”: The Development Cycle in Role-Playing Games.- Using Computational Agents to Motivate Diet Change.- Investigating Social Software as Persuasive Technology.- Towards an Architecture for an Adaptive Persuasive System.- Persuasive Technology: Design, Applications and Evaluations.- Persuasive Design: Fringes and Foundations.- The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption.- Break the Habit! Designing an e-Therapy Intervention Using a Virtual Coach in Aid of Smoking Cessation.- Persuasive Technologies in Education: Improving Motivation to Read and Write for Children.- Communication and Persuasion Technology: Psychophysiology of Emotions and User-Profiling.- Effect of a Virtual Coach on Athletes’ Motivation.-Self-management of Vascular Patients Activated by the Internet and Nurses: Rationale and Design.- Visualizing Energy Consumption of Radiators.- Ethics of Persuasive Technology.- Captology: A Critical Review.- Persuasive Gerontechnology.- Persuasive GERONtechnology: An Introduction.- Persuasive Technology for Leisure and Health: Development of a Personal Navigation Tool.- Persuasive Story Table: Promoting Exchange of Life History Stories Among Elderly in Institutions.- Persuasive Pillboxes: Improving Medication Adherence with Personal Digital Assistants.- Persuasive GERONtechnology: Reaping Technology’s Coaching Benefits at Older Age.- Ambient Intelligence and Persuasive Technology.- perCues: Trails of Persuasion for Ambient Intelligence.- Biofeedback Revisited: Dynamic Displays to Improve Health Trajectories.- Erratum.- The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption.