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Record Nr. |
UNISA996664548303316 |
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Autore |
Win Khin Than |
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Titolo |
Persuasive Technology : 20th International Conference, PERSUASIVE 2025, Limassol, Cyprus, May 5-7, 2025, Proceedings / / edited by Khin Than Win, Raian Ali, Evangelos Karapanos, George A. Papadopoulos, Kiemute Oyibo, Elena Vlahu-Gjorgievska |
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Pubbl/distr/stampa |
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Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2025 |
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ISBN |
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Edizione |
[1st ed. 2025.] |
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Descrizione fisica |
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1 online resource (499 pages) |
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Collana |
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Lecture Notes in Computer Science, , 1611-3349 ; ; 15711 |
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Altri autori (Persone) |
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AliRaian |
KarapanosEvangelos |
PapadopoulosGeorge A |
OyiboKiemute |
Vlahu-GjorgievskaElena |
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Disciplina |
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Soggetti |
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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 |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di contenuto |
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-- Personalized Persuasion. -- Design of a Personalised AI Coaching Assistant for Occupational Health and Safety. -- Analysing user feedback on Commerical diet tracking app. -- Personalized Social Proof for Persuasive Human-Robot Interaction. -- Personalized Digital Interventions for Behavior Change: Insights from the MoM App Study. -- Theory and Exploration. -- Exploring the Potential and Limitations |
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of Large Language Models to Control the Behavior of Embodied Persuasive Agents. -- Insights into the Design of Ethical and Trustworthy Persuasive Technologies. -- Effect of Competitive and Cooperative Learning Contexts in Controversial Information Search: Preliminary Results. -- The Heuristic Evaluation of Manipulative Interfaces. -- Digital Persuasion: Understanding the Impact of Online Influencers on Public Opinion. -- Design and Solutions. -- LifeLink: The Design and Evaluation of an mHealth App for Caregivers Supporting Individuals with Suicidality. -- Bridging Research and Practice in Persuasive Mobile Stress Management Apps: A 21-Year Comparative Analysis and Novel Design Framework. -- Designing Behavior Change Support Systems for Recovery from Addictions: Mapping Software Features with Counseling Strategies. -- Investigation of the Eye Donor Aust app’s Persuasiveness. -- MyHealthCore: Towards A Community-Engaged HIV Prevention Persuasive mHealth App for Black Communities in Canada. -- Emotions and Behaviour. -- Health Risk Management Using Persuasive Technology: A Scoping Review. -- Evaluation of an Emotion-Aware Persuasive Framework Based on Peripheral Interaction for Reducing Physical Strain in Office Environments. -- On People’s Susceptibility to Persuasive Techniques in Social Engineering: Is It About the Technique or Their Readiness to Be Persuaded. -- Behavior Change Games. -- AMRageddon v1: The Design and Usability Evaluation of a Digital Escape Room Game for Antimicrobial Resistance Education through Persuasive technology. -- PetBuddy: An Examination of Augmented Reality Mobile Health Game for Promoting Physical Activity. -- The Motivational Appeal of Persuasive Strategies in a Healthy Eating Behaviour Change Game. -- Personality and Individual Differences. -- (Un)sustainable Personalities: The Role of Personality When Persuading To Adopt Sustainable Behaviours. -- Non binary-people are harder to persuade: evidence and insights. -- Gamified vs. Non-Gamified Language Learning: the Role of Working Memory and Gaming Disorder. |
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Sommario/riassunto |
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This book constitutes the refereed proceedings of the 20th International Conference on Persuasive Technology, PERSUASIVE 2025, held in Limassol, Cyprus, during May 5–7, 2025. The 17 full papers and 6 short papers included in this book were carefully reviewed and selected from 49 submissions. They are organized in topical sections as follows: Personalized Persuasion; Theory and Exploration; Design and Solutions; Emotions and Behaviour; Behavior Change Games; Personality and Individual Differences. . |
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