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This book constitutes the refereed proceedings of the 15th International Conference on Persuasive Technology, PERSUASIVE 2020, held in Aalborg, Denmark, in April 2020. The 18 full papers presented in this book were carefully reviewed and selected from 79 submissions. The papers are grouped in the following topical sections: methodological and theoretical perspectives on persuasive design; persuasive in practice, digital insights; persuasive technologies for health and wellbeing; persuasive solutions for a sustainable future; and on security and ethics in persuasive technology.
Human-computer interaction. --- Ubiquitous computing. --- Pervasive computing --- UbiComp (Computer science) --- Electronic data processing --- Embedded computer systems --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- User interfaces (Computer systems) --- Distributed processing --- Computers and civilization. --- User interfaces (Computer systems). --- Data structures (Computer science). --- Computer organization. --- Artificial intelligence. --- Computers and Society. --- User Interfaces and Human Computer Interaction. --- Data Structures and Information Theory. --- Computer Systems Organization and Communication Networks. --- Artificial Intelligence. --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Organization, Computer --- Electronic digital computers --- Information structures (Computer science) --- Structures, Data (Computer science) --- Structures, Information (Computer science) --- File organization (Computer science) --- Abstract data types (Computer science) --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Civilization and computers --- Civilization --- Information theory. --- Computer engineering. --- Computer networks. --- Computer Engineering and Networks. --- Communication systems, Computer --- Computer communication systems --- Data networks, Computer --- ECNs (Electronic communication networks) --- Electronic communication networks --- Networks, Computer --- Teleprocessing networks --- Data transmission systems --- Digital communications --- Electronic systems --- Information networks --- Telecommunication --- Cyberinfrastructure --- Network computers --- Computers --- Communication theory --- Communication --- Cybernetics --- Design and construction
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This book constitutes the refereed proceedings of the 15th International Conference on Persuasive Technology, PERSUASIVE 2020, held in Aalborg, Denmark, in April 2020. The 18 full papers presented in this book were carefully reviewed and selected from 79 submissions. The papers are grouped in the following topical sections: methodological and theoretical perspectives on persuasive design; persuasive in practice, digital insights; persuasive technologies for health and wellbeing; persuasive solutions for a sustainable future; and on security and ethics in persuasive technology.
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Programming --- Computer architecture. Operating systems --- Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- applicatiebeheer --- apps --- computers --- informatica --- maatschappij --- AI (artificiële intelligentie) --- computernetwerken --- architectuur (informatica) --- interfaces
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Persuasive technology is the general class of technology that has the explicit purpose of changing human attitudes and behaviours. Persuasive technologies apply principles of social psychology in influencing people; principles of credibility, trust, reciprocity, authority and the like. Social psychologists have spent a great deal of effort over many years in trying to understand how attitude and behaviour change comes about, focusing on the effectiveness of human persuaders, and the persuasive power of messages delivered through non-interactive mass-media, such as newspapers or television. Harnessing the persuasive power of current interactive media, persuasive technology was recently identified as a separate research field, as evidenced by B.J. 1 Fogg's first discussion of the domain. Fogg characterises computers designed to 2 persuade as the 5th major wave in computing . The scope of technologies that hold persuasive potential is broader than ICT alone, and includes persuasive product design and architectural design, yet the interactive nature of computers uniquely enables user-sensitive and user-adaptive responding, allowing persuasive messages to be tailored to the specific user in question, presented at the right place and at the right time, thereby heightening their likely persuasive impact.
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Persuasive technology is the general class of technologies that purposefully apply psychological principles of persuasion - principles of credibility, trust, reciprocity, authority and the like - in interactive media, in the service of changing their users' attitudes and behavior. Only one year ago, in 2006, the first international conference in this area, PERSUASIVE 2006 was hosted in Eindhoven. The conference was entirely geared towards communicating the progress made in the area of persuasive technology, and towards presenting recent results in theory, design, technology and evaluation. It brought together a wide range of research fields, including social psychology, HCI, computer science, industrial design, engineering, game design, communication science, and human factors, and the formula worked: plans for a follow-up were made immediately upon its conclusion. PERSUASIVE 2007, the second international conference on persuasive technology, was hosted by Stanford University, April 26-27. The program featured a large number of presentations, both oral and in poster format, on new findings, new conceptualizations and designs, and new reflections on persuasion through technology. Sponsored by the National Science Foundation, this conference featured the best new insights into how video games, mobile phone applications, and Web sites can be designed to motivate and influence people.
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Persuasive technology is the general class of technologies that purposefully apply psychological principles of persuasion – principles of credibility, trust, reciprocity, authority and the like – in interactive media, in the service of changing their users’ attitudes and behavior. Only one year ago, in 2006, the first international conference in this area, PERSUASIVE 2006 was hosted in Eindhoven. The conference was entirely geared towards communicating the progress made in the area of persuasive technology, and towards presenting recent results in theory, design, technology and evaluation. It brought together a wide range of research fields, including social psychology, HCI, computer science, industrial design, engineering, game design, communication science, and human factors, and the formula worked: plans for a follow-up were made immediately upon its conclusion. PERSUASIVE 2007, the second international conference on persuasive technology, was hosted by Stanford University, April 26–27. The program featured a large number of presentations, both oral and in poster format, on new findings, new conceptualizations and designs, and new reflections on persuasion through technology. Sponsored by the National Science Foundation, this conference featured the best new insights into how video games, mobile phone applications, and Web sites can be designed to motivate and influence people.
Persuasion (Psychology) --- Human-computer interaction --- Health promotion --- Interaction homme-machine (Informatique) --- Computer programs --- Congresses. --- Congrès --- Psychology --- Computer Science --- Engineering & Applied Sciences --- Social Sciences --- Health promotion programs --- Health promotion services --- Promotion of health --- Wellness programs --- Computer science. --- Computer communication systems. --- Special purpose computers. --- User interfaces (Computer systems). --- Artificial intelligence. --- Application software. --- Cognitive psychology. --- Computer Science. --- User Interfaces and Human Computer Interaction. --- Special Purpose and Application-Based Systems. --- Cognitive Psychology. --- Computer Communication Networks. --- Computer Appl. in Social and Behavioral Sciences. --- Artificial Intelligence (incl. Robotics). --- Psychology, Cognitive --- Cognitive science --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Interfaces, User (Computer systems) --- Human-machine systems --- Special purpose computers --- Computers --- Communication systems, Computer --- Computer communication systems --- Data networks, Computer --- ECNs (Electronic communication networks) --- Electronic communication networks --- Networks, Computer --- Teleprocessing networks --- Data transmission systems --- Digital communications --- Electronic systems --- Information networks --- Telecommunication --- Cyberinfrastructure --- Network computers --- Informatics --- Science --- Distributed processing --- Preventive health services --- Health education --- Communication --- Conformity --- Influence (Psychology) --- Propaganda --- Psychology, Applied --- Software engineering. --- Consciousness. --- Social sciences --- Artificial Intelligence. --- Data processing. --- Computer software engineering --- Engineering --- Apperception --- Mind and body --- Perception --- Philosophy --- Spirit --- Self --- User interfaces (Computer systems) --- Computers, Special purpose. --- Computer networks.
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