Persuasive Technology 11th International Conference, PERSUASIVE 2016, Salzburg, Austria, April 5-7, 2016, Proceedings /

This book constitutes the refereed proceedings of the 11th International Conference on Persuasive Technology, PERSUASIVE 2016, held in Salzburg, Austria, in April 2016. The 27 revised full papers and 3 revised short papers presented were carefully reviewed and selected from 73 submissions. The paper...

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Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Meschtscherjakov, Alexander (Επιμελητής έκδοσης), De Ruyter, Boris (Επιμελητής έκδοσης), Fuchsberger, Verena (Επιμελητής έκδοσης), Murer, Martin (Επιμελητής έκδοσης), Tscheligi, Manfred (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Cham : Springer International Publishing : Imprint: Springer, 2016.
Σειρά:Lecture Notes in Computer Science, 9638
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • Tailoring Web Pages for Persuasion on Prevention Topics: Message Framing, Color Priming and Gender
  • Supporting Users in Setting Effective Goals in Activity Tracking
  • Persuasive and Culture-aware Feedback Acquisition
  • Crowd-Designed Motivation: Combining Personality and the Trans-theoretical Model
  • The EDIE Method - Towards an Approach to Collaboration-Based Persuasive Design
  • Persuasive Backfiring: When Behavior Change Interventions Trigger Unintended Negative Outcomes
  • Captology and Technology Appropriation: Unintended Use as a Source for Designing Persuasive Technologies
  • Self-Reflection and Mindfulness States: Designing Mobile Tools for Cultivating Curiosity and Decentering Situated in Everyday Life
  • Alcohol Behaviour Change: Lessons Learned from User Reviews of iTunes Apps
  • Persuasive Strategies to Improve Driving Behaviour of Elderly Drivers by a Feedback Approach
  • Creating Awareness of Sleep-Wake Hours by Gamification
  • Cicero: Middleware for Developing Persuasive Mobile Applications
  • Formalization of Computational Human Behavior Models for Contextual Persuasive Technology
  • The Persuasive Potential Questionnaire (PPQ): Challenges, Drawbacks, and Lessons Learned
  • Persuasive Practices: Learning from Home Security Advisory Services
  • Persuasive Patterns in Q&A Social Networks
  • Utilizing a Digital Game as a Mediatory Artifact for Social Persuasion to Prevent Speeding
  • Smile Catcher: Can Game Design Lead To Positive Social Interactions
  • More than Sex: The Role of Femininity and Masculinity in the Design of Personalized Persuasive Games
  • A Gamified Solution to Brief Interventions for Nightlife Well-Being
  • Long-Term Effects of Computerized Simulations in Protracted Conflicts: The Case of Global Conflicts
  • Understanding Changes in the Motivation of Stroke Patients Undergoing Rehabilitation in Hospital
  • Developing a Virtual Coach for Chronic Patients: A User Study on the Impact of Similarity, Familiarity and Realism
  • Improving Adherence in Automated e-Coaching
  • Online Peer Groups as a Persuasive Tool to Combat Digital Addiction
  • Red Radiators Versus Red Tulips: The Influence of Context on the Interpretation and Effectiveness of Color-Based Ambient Persuasive Technology
  • Investigating Politeness Strategies and Their Persuasiveness for a Robotic Elderly Assistant
  • RightOnTime: The Role of Timing and Unobtrusiveness in Behavior Change Support Systems
  • Persuasive Information Security: Techniques to Help Employees Protect Organizational Information Security
  • Lock Up the Lighter: Experience Prototyping of a Lively Reflective Design for Smoking Habit Control. .