Persuasive Technology First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006. Proceedings /

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 psycho...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: IJsselsteijn, Wijnand A. (Επιμελητής έκδοσης), Kort, Yvonne A. W. de (Επιμελητής έκδοσης), Midden, Cees (Επιμελητής έκδοσης), Eggen, Berry (Επιμελητής έκδοσης), Hoven, Elise van den (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berlin, Heidelberg : Springer Berlin Heidelberg, 2006.
Σειρά:Lecture Notes in Computer Science, 3962
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
Πίνακας περιεχομένων:
  • 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.