LEADER 05426nam 22007215 450 001 9910847583703321 005 20250417134813.0 010 $a3-031-58226-8 024 7 $a10.1007/978-3-031-58226-4 035 $a(MiAaPQ)EBC31267333 035 $a(Au-PeEL)EBL31267333 035 $a(CKB)31406685100041 035 $a(DE-He213)978-3-031-58226-4 035 $a(MiAaPQ)EBC31319718 035 $a(Au-PeEL)EBL31319718 035 $a(EXLCZ)9931406685100041 100 $a20240410d2024 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aPersuasive Technology $e19th International Conference, PERSUASIVE 2024, Wollongong, NSW, Australia, April 10?12, 2024, Proceedings /$fedited by Nilufar Baghaei, Raian Ali, Khin Win, Kiemute Oyibo 205 $a1st ed. 2024. 210 1$aCham :$cSpringer Nature Switzerland :$cImprint: Springer,$d2024. 215 $a1 online resource (316 pages) 225 1 $aLecture Notes in Computer Science,$x1611-3349 ;$v14636 311 08$a3-031-58225-X 320 $aIncludes bibliographical references and index. 327 $a -- 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. 330 $aThis book constitutes the refereed post-conference proceedings the 19th International Conference on Persuasive Technology, PERSUASIVE 2024 held in Wollongong, NSW, Australia, during April 10?12, 2024. The 14 revised full papers and 8 short papers presented in this book were carefully reviewed and selected from 51 submissions. based on their content: methods for tailoring and personalization; persuasive design and applications, persuasive strategies; and persuasive technologies and ethics. 410 0$aLecture Notes in Computer Science,$x1611-3349 ;$v14636 606 $aComputers and civilization 606 $aComputer networks 606 $aApplication software 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aArtificial intelligence 606 $aComputers and Society 606 $aComputer Communication Networks 606 $aComputer and Information Systems Applications 606 $aUser Interfaces and Human Computer Interaction 606 $aArtificial Intelligence 615 0$aComputers and civilization. 615 0$aComputer networks. 615 0$aApplication software. 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 0$aArtificial intelligence. 615 14$aComputers and Society. 615 24$aComputer Communication Networks. 615 24$aComputer and Information Systems Applications. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aArtificial Intelligence. 676 $a004.019 702 $aBaghaei$b Nilufar 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910847583703321 996 $aPersuasive Technology$9772782 997 $aUNINA