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Persuasive Technology : 17th International Conference, PERSUASIVE 2022, Virtual Event, March 29–31, 2022, Proceedings / edited by Nilufar Baghaei, Julita Vassileva, Raian Ali, Kiemute Oyibo.
SpringerLink Books Lecture Notes In Computer Science (LNCS) (1997-2024) Available online
View online- Format:
- Book
- Series:
- Lecture Notes in Computer Science, 1611-3349 ; 13213
- Language:
- English
- Subjects (All):
- Computers and civilization.
- Computer networks.
- Application software.
- User interfaces (Computer systems).
- Human-computer interaction.
- Artificial intelligence.
- Computers and Society.
- Computer Communication Networks.
- Computer and Information Systems Applications.
- User Interfaces and Human Computer Interaction.
- Artificial Intelligence.
- Local Subjects:
- Computers and Society.
- Computer Communication Networks.
- Computer and Information Systems Applications.
- User Interfaces and Human Computer Interaction.
- Artificial Intelligence.
- Physical Description:
- 1 online resource (286 pages)
- Edition:
- 1st ed. 2022.
- Place of Publication:
- Cham : Springer International Publishing : Imprint: Springer, 2022.
- Summary:
- This book constitutes the refereed post-conference proceedings of the 17th International Conference on Persuasive Technology, PERSUASIVE 2022, held as a virtual event, in March 2022. The 13 full papers presented in this book together with 7 short papers were carefully reviewed and selected from 46 submissions. .
- Contents:
- Intro
- Preface
- Organization
- Contents
- Impact of Medical Device Regulation on Developing Health Behavior Change Support Systems
- 1 Introduction
- 2 Medical Device Regulation (MDR)
- 2.1 Transition Timeline
- 2.2 Notable Changes from MDD to MDR
- 2.3 Compliance Process
- 3 Qualification and Classifications
- 4 Design and Cost Implications
- 4.1 Design Implications
- 4.2 Cost Implications
- 5 Discussion
- 6 Conclusions
- References
- SortOut: Persuasive Stress Management Mobile Application for Higher Education Students
- 2 Mental Health and Time Management Behaviour Model
- 3 Mapping PFO Items to Corresponding Persuasive Strategies
- 4 Designing of SortOut Mobile Application
- 5 Research Questions
- 6 Methodology
- 6.1 Study Design
- 7 Results
- 7.1 Perceived Persuasiveness of the App Core Features
- 7.2 Perceived Usability-Usefulness and Ease of Use of the App
- 7.3 Motivational Appeal of the App
- 7.4 Effectiveness of SourOut App Design Based on Gender and Degree Level
- 7.5 Thematic Analysis of Qualitative Feedback and Suggestions
- 8 Discussion
- 9 Conclusion and Future Work
- Perceptions of Interactive, Real-Time Persuasive Technology for Managing Online Gambling
- 1.1 Current RG Tools
- 1.2 Limitations of Current RG Tools and Solutions from Persuasive Technology
- 1.3 Rationale
- 2 Method
- 2.1 Design
- 2.2 Participants
- 2.3 Procedure
- 2.4 Data Analysis
- 3 Results
- 3.1 Tool for Providing Information
- 3.2 Tool for Limiting Gambling
- 3.3 Tool for Providing Support to Gamblers
- 4 Discussion
- 4.1 Summary of the Findings
- 4.2 Discussion of Findings in Relation to Previous Research
- 4.3 Individual Differences
- 4.4 Limitations
- 5 Conclusions
- Human-Robot Interaction and User Manipulation
- 1 Introduction.
- 2 Robots as Products: The Ontological Dimension
- 3 The Turing Test and the Appearance of Intelligence
- 4 From Intelligence to User Manipulation
- 5 Case Studies
- 5.1 JiBo
- 5.2 Alexa and the Old Lady
- 6 A Legal Framework
- 6.1 The AI Act and the Prohibited Practices Involving User Manipulation
- 6.2 Beyond Proposed Regulation, the Role of Human Dignity
- 7 Discussion and Conclusions
- Breathing Training on the Run: Exploring Users Perception on a Gamified Breathing Training Application During Treadmill Running
- 2 Related Work
- 2.1 Breathing Training Applications
- 2.2 Respiratory Biofeedback
- 3 Methods
- 3.1 Participants
- 3.2 The GBTA
- 3.3 Procedure
- 4 Results and Discussion
- 4.1 RQ1: Does Using the GBTA Has an Impact on Conscious Breath-Control?
- 4.2 RQ2: How Do User Perceive the Breathing Alignment Process Within the GBTA?
- 4.3 RQ3: How Do Users Perceive the Effectiveness of the GBTA While Running?
- 5 Limitations and Future Work
- 6 Conclusion
- Don't Touch This! - Investigating the Potential of Visualizing Touched Surfaces on the Consideration of Behavior Change
- 3 Implementation
- 3.1 Visualization of Contaminated Surfaces
- 3.2 Implementation of Surface Contamination
- 4 User Study
- 4.1 Measurements
- 4.2 Study Procedure
- 4.3 Participants
- 5 Results
- 5.1 Persuasive Potential Questionnaire (PPQ)
- 5.2 Hygienic Behavior
- 5.3 Information System Usage
- 6 Discussion
- 7 Conclusion
- Smartphone Security and Privacy - A Gamified Persuasive Approach with Protection Motivation Theory
- 2 Methodology
- 2.1 Design and Development of Game for Smartphone Security
- 2.2 Protection Motivation Theory - An Overview
- 2.3 Study Design
- 3 Analysis of Study Results.
- 3.1 Analysis of Survey Results and Game Logs
- 3.2 Analysis of Participants' Qualitative Feedback
- 4 Conclusion and Future Work
- Mixed Methods Examination of Behaviour Change from Learning Supports Based on a Model of Helping in Equity Focused Simulation Based Teacher Education
- 2.1 Equity Focused Teacher Education with Simulations
- 2.2 Supporting Behavior Change with a Model of Helping
- 3.2 Materials
- 3.3 Instruments
- 3.4 Procedure
- 3.5 Analysis
- 4 Results
- 4.1 RQ1
- 4.2 RQ2
- Supporting to be Credible: Investigating Perceived Social Support as a Determinant of Perceived Credibility
- 1.1 Background
- 2 Research Model and Hypotheses
- 3 Method
- 3.1 Materials
- 3.2 Procedure
- 3.3 Participants
- 4.1 The Measurement Model
- 4.2 The Structural Model
- 6 Future Work and Conclusion
- Investigating the Efficacy of Persuasive Strategies on Promoting Fair Recommendations
- 2 Literature Review
- 2.1 Fair Recommenders
- 2.2 Popularity Bias in Music Recommender Systems
- 2.3 Explainable and Persuasive Recommendation
- 3.2 Study Procedure
- 4.1 The Effect of Persuasive Messages on User Ratings of Songs from New Artists
- 4.2 The Effect of Mentioning New Artists on User Ratings of Songs by New Artists
- 4.3 Comparison Between Different Persuasive Messages Effectiveness
- 4.4 The Relation Between Ratings of New Songs, Popular Ratings and Overall Rating
- 5 Discussion and Conclusion
- Player Personality Traits and the Effectiveness of a Persuasive Game for Disease Awareness Among the African Population
- 2.1 The COVID Dodge Game.
- 2.2 Study Design
- 2.3 Data Analysis
- 3.1 The Effectiveness of Each Persuasive Strategy
- 3.2 The Impact of Personality Traits on the Effectiveness of Persuasive Strategies
- 4.1 Designing Persuasive Technologies Targeted at Africans of Various Personality Types
- 4.2 Limitations
- 4.3 Conclusion
- Exploring for Possible Effect of Persuasive Strategy Implementation Choices: Towards Tailoring Persuasive Technologies
- 2.1 Self-monitoring Strategy
- 2.2 Suggestion Strategy
- 2.3 Reward Strategy
- 2.4 Social Role Strategy
- 2.5 Cooperation Strategy
- 2.6 Normative Influence Strategy
- 3 Methodology
- 3.1 Prototype Design
- 3.2 Data Collection: Online Study
- 3.3 Data Analysis
- 4.1 Comparing the Persuasiveness of Distinct Implementations of Each Strategy
- 6 Conclusion and Future Work
- Player Matching in a Persuasive Mobile Exergame: Towards Performance-Driven Collaboration and Adaptivity
- 2.1 TreeCare Game and the "Tournament Mode"
- 2.2 Study Procedure and Data Collection
- 5 Conclusion and Future Work
- Coaxing: An Empirical Exploration of a Novel Way to Nudge Athletic Performance in Sports
- 2.1 Affordances
- 2.2 Approaches to Steering Behaviour
- 3 Illustrating Coaxing Through Concept Designs
- 4 Investigating Coaxing in an Experimental Task
- 4.1 Methods
- 4.2 Results
- 5.1 Interpreting the Results of Coaxing
- 5.2 Running Towards Effective Coaxing Experiments
- 5.3 Hidden Balancing
- 5.4 The Ethics of Coaxing
- Saving Life and Keeping Privacy: A Study on Mobile Apps for Suicide Prevention and Privacy Policies.
- 1 Introduction
- 2 Related Works
- 3.1 Selection Process
- 3.2 Data Analysis
- 4 Result
- 4.1 Persuasive Strategies Used in Mobile Apps for Suicide Prevention
- 4.2 The Approach Used in Suicide Apps in Managing Suicide
- 4.3 Transparency of Privacy Policy
- 5.1 Design Recommendations
- A Psychological Model for Predicting the Smartphone Zombie Phenomenon and Intervention
- 1.1 Social Issue
- 1.2 Related Works
- 1.3 Purpose of the Study
- 2.1 Developing Intervention Materials in Pilot Study
- 2.2 Main Study
- 2.3 Measurements
- 3.1 The Evaluation of Intervention Materials
- 3.2 A New Psychological Model with Behavior Log
- 3.3 Intervention Effects
- 4.1 Theoretical Insights
- 4.2 Empirical Insights
- 4.3 Limitations and Future Directions
- 5 Conclusion
- A Blueprint for an AI &
- AR-Based Eye Tracking System to Train Cardiology Professionals Better Interpret Electrocardiograms
- 3 Investigative Study Description
- 3.1 Method
- 3.2 Participants
- 3.3 Ethics
- 3.4 Results
- 3.5 Discussion
- 4 Proposed System's Blueprint
- 4.1 System's Goal
- 4.2 System's Components
- 5.1 Concluding Remarks
- 5.2 Limitations
- 5.3 Future Works
- Context-Aware Chatbot Based on Cyber-Physical Sensing for Promoting Serendipitous Face-to-Face Communication
- 3 System Design and Implementation
- 4 Experiment
- 4.1 Results and Discussion
- The Utility of Personality Types for Personalizing Persuasion
- 2 Key Concepts
- 2.1 The Big Five Personality Traits
- 2.2 Personality Types and Gerlach Et Al.'s Personality Type.
- 2.3 The Six Principles of Influence.
- Other Format:
- Print version: Baghaei, Nilufar Persuasive Technology
- ISBN:
- 3-030-98438-9
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