05426nam 22007215 450 991084758370332120250417134813.03-031-58226-810.1007/978-3-031-58226-4(MiAaPQ)EBC31267333(Au-PeEL)EBL31267333(CKB)31406685100041(DE-He213)978-3-031-58226-4(MiAaPQ)EBC31319718(Au-PeEL)EBL31319718(EXLCZ)993140668510004120240410d2024 u| 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierPersuasive Technology 19th International Conference, PERSUASIVE 2024, Wollongong, NSW, Australia, April 10–12, 2024, Proceedings /edited by Nilufar Baghaei, Raian Ali, Khin Win, Kiemute Oyibo1st ed. 2024.Cham :Springer Nature Switzerland :Imprint: Springer,2024.1 online resource (316 pages)Lecture Notes in Computer Science,1611-3349 ;146363-031-58225-X Includes bibliographical references and index. -- Harnessing Large Language Models for Automatic Evaluation of Mobile Health Applications based on Persuasive System Design Principles and Mobile Application Rating Scale. -- Evaluating the Persuasive Potential from Software Design Specification. -- Exploring the Effect of Using a Single Versus Multiple Behaviour Change Strategies on Motivation to Use Gratitude App and Possible Gender Differences. -- Persuasive design principles for a medication adherence app for chronic arthritis conditions. -- DROP DASH: A Persuasive Mobile Game to Promote Healthy Hydration Choices Using Machine Learning. -- Predicting Ethical Orientation based on Personality for Tailored Cyberethics Training. -- Design and Development of mHealth App: Eye Donor Aust. -- Persuasive Systems Features in Digital Health Interventions for Diabetes Management: A Scoping Review. -- Collaboratively Setting Daily Step Goals with a Virtual Coach: Using Reinforcement Learning to Personalize Initial Proposals. -- Persuasive System Design Features for Mobile Mental Health Applications. -- How would I be perceived if I challenge individuals sharing misinformation? Exploring misperceptions in the UK and Arab samples and the potential for the social norms approach. -- Persuasive Technology through Behavior and Emotion with Pet-type Artifacts. -- An Embodied Conversational Agent to Support Wellbeing After Injury: Insights from a Stakeholder Inclusive Design Approach. -- Exploring Self-competition as a Viable Motivation to Promote Healthy Behavior. -- The Effect of Dark Patterns and User Knowledge on User Experience and Decision-Making. -- Exploring the Influence of Game Framing and Gamer Types on the Effectiveness of Persuasive Games. -- Exploring the influence of persuasive strategies on student motivation: self-determination theory perspective. -- SmileApp: The design and evaluation of an mHealth app for Stress Reduction through Artificial Intelligence and Persuasive Technology. -- How the role of a persuasive robot impacts one's attitude towards it. -- Experiential Learning or direct training: Fostering ethical cybersecurity decision-making via serious games. -- Estimating Sense of Agency from Behavioral Logs of Smartphones and Wearable Devices: Toward a Just-in-Time Adaptive Intervention System. -- Counterfactual Reasoning Using Predicted Latent Personality Dimensions for Optimizing Persuasion Outcome.This book constitutes the refereed post-conference proceedings the 19th International Conference on Persuasive Technology, PERSUASIVE 2024 held in Wollongong, NSW, Australia, during April 10–12, 2024. The 14 revised full papers and 8 short papers presented in this book were carefully reviewed and selected from 51 submissions. based on their content: methods for tailoring and personalization; persuasive design and applications, persuasive strategies; and persuasive technologies and ethics.Lecture Notes in Computer Science,1611-3349 ;14636Computers and civilizationComputer networksApplication softwareUser interfaces (Computer systems)Human-computer interactionArtificial intelligenceComputers and SocietyComputer Communication NetworksComputer and Information Systems ApplicationsUser Interfaces and Human Computer InteractionArtificial IntelligenceComputers 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.004.019Baghaei NilufarMiAaPQMiAaPQMiAaPQBOOK9910847583703321Persuasive Technology772782UNINA