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2013, 5th International Workshop on Social Software Engineering (SSE) : proceedings : August 18, 2013, Saint Petersburg, Russia
2013, 5th International Workshop on Social Software Engineering (SSE) : proceedings : August 18, 2013, Saint Petersburg, Russia
Autore Ali Raian
Pubbl/distr/stampa [Place of publication not identified], : ACM, 2013
Descrizione fisica 1 online resource (32 pages)
Collana ACM Conferences
Soggetto topico Engineering & Applied Sciences
Computer Science
ISBN 1-4503-2313-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti SSE 2013
Proceedings of the 2013 International Workshop on Social Software Engineering
Record Nr. UNINA-9910375723303321
Ali Raian  
[Place of publication not identified], : ACM, 2013
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
6th International Workshop on Social Software Engineering (SSE) : proceedings : November 17, 2014, Hong Kong, China
6th International Workshop on Social Software Engineering (SSE) : proceedings : November 17, 2014, Hong Kong, China
Autore Lanubile Filippo
Pubbl/distr/stampa [Place of publication not identified], : ACM, 2014
Descrizione fisica 1 online resource (48 pages)
Collana ACM Conferences
Soggetto topico Engineering & Applied Sciences
Computer Science
ISBN 1-4503-3227-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti SSE
Social Software Engineering
Proceedings of the 6th International Workshop on Social Software Engineering
Record Nr. UNINA-9910375757303321
Lanubile Filippo  
[Place of publication not identified], : ACM, 2014
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Evaluation of novel approaches to software engineering : 16th International Conference, ENASE 2021, Virtual event, April 26-27, 2021, Revised selected papers / / Raian Ali, Hermann Kaindl, Leszek Maciaszek, editors
Evaluation of novel approaches to software engineering : 16th International Conference, ENASE 2021, Virtual event, April 26-27, 2021, Revised selected papers / / Raian Ali, Hermann Kaindl, Leszek Maciaszek, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (364 pages)
Disciplina 005.1
Collana Communications in computer and information science
Soggetto topico Software engineering
ISBN 3-030-96648-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910544852403321
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Evaluation of novel approaches to software engineering : 16th International Conference, ENASE 2021, Virtual event, April 26-27, 2021, Revised selected papers / / Raian Ali, Hermann Kaindl, Leszek Maciaszek, editors
Evaluation of novel approaches to software engineering : 16th International Conference, ENASE 2021, Virtual event, April 26-27, 2021, Revised selected papers / / Raian Ali, Hermann Kaindl, Leszek Maciaszek, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2022]
Descrizione fisica 1 online resource (364 pages)
Disciplina 005.1
Collana Communications in computer and information science
Soggetto topico Software engineering
ISBN 3-030-96648-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996464552203316
Cham, Switzerland : , : Springer, , [2022]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Evaluation of novel approaches to software engineering : 5th international conference, ENASE 2020, Prague, Czech Republic, May 5-6, 2020, revised selected papers / / Raian Ali, Hermann Kaindl, Leszek A. Maciaszek, editors
Evaluation of novel approaches to software engineering : 5th international conference, ENASE 2020, Prague, Czech Republic, May 5-6, 2020, revised selected papers / / Raian Ali, Hermann Kaindl, Leszek A. Maciaszek, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (xii, 495 pages) : illustrations
Disciplina 005.1
Collana Communications in computer and information science
Soggetto topico Software engineering
ISBN 3-030-70006-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910483364003321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Evaluation of novel approaches to software engineering : 5th international conference, ENASE 2020, Prague, Czech Republic, May 5-6, 2020, revised selected papers / / Raian Ali, Hermann Kaindl, Leszek A. Maciaszek, editors
Evaluation of novel approaches to software engineering : 5th international conference, ENASE 2020, Prague, Czech Republic, May 5-6, 2020, revised selected papers / / Raian Ali, Hermann Kaindl, Leszek A. Maciaszek, editors
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (xii, 495 pages) : illustrations
Disciplina 005.1
Collana Communications in computer and information science
Soggetto topico Software engineering
ISBN 3-030-70006-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996464394803316
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Persuasive Technology : 19th International Conference, PERSUASIVE 2024, Wollongong, NSW, Australia, April 10–12, 2024, Proceedings / / edited by Nilufar Baghaei, Raian Ali, Khin Win, Kiemute Oyibo
Persuasive Technology : 19th International Conference, PERSUASIVE 2024, Wollongong, NSW, Australia, April 10–12, 2024, Proceedings / / edited by Nilufar Baghaei, Raian Ali, Khin Win, Kiemute Oyibo
Autore Baghaei Nilufar
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (316 pages)
Disciplina 303.4834
Altri autori (Persone) AliRaian
WinKhin
OyiboKiemute
Collana Lecture Notes in Computer Science
Soggetto topico 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
ISBN 3-031-58226-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto -- 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.
Record Nr. UNINA-9910847583703321
Baghaei Nilufar  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Persuasive Technology : 19th International Conference, PERSUASIVE 2024, Wollongong, NSW, Australia, April 10–12, 2024, Proceedings / / edited by Nilufar Baghaei, Raian Ali, Khin Win, Kiemute Oyibo
Persuasive Technology : 19th International Conference, PERSUASIVE 2024, Wollongong, NSW, Australia, April 10–12, 2024, Proceedings / / edited by Nilufar Baghaei, Raian Ali, Khin Win, Kiemute Oyibo
Autore Baghaei Nilufar
Edizione [1st ed. 2024.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Descrizione fisica 1 online resource (316 pages)
Disciplina 303.4834
Altri autori (Persone) AliRaian
WinKhin
OyiboKiemute
Collana Lecture Notes in Computer Science
Soggetto topico 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
ISBN 3-031-58226-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto -- 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.
Record Nr. UNISA-996594170003316
Baghaei Nilufar  
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Persuasive technology : 16th international conference, PERSUASIVE 2021, virtual event, April 12-14, 2021, proceedings / / Raian Ali, Birgit Lugrin, Fred Charles (editors)
Persuasive technology : 16th international conference, PERSUASIVE 2021, virtual event, April 12-14, 2021, proceedings / / Raian Ali, Birgit Lugrin, Fred Charles (editors)
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (335 pages)
Disciplina 303.4834
Collana Lecture notes in computer science, Information systems and applications, incl. Internet/Web, and HCI
Soggetto topico Computers and civilization
ISBN 3-030-79460-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents -- AI and Persuasion -- Positing a Sense of Agency-Aware Persuasive AI: Its Theoretical and Computational Frameworks -- 1 Introduction -- 2 Why Should SoA Matter to Persuasive Technologies? -- 3 The Phenomenology of Sense of Agency -- 4 Computing for a Sense of Agency-Aware Persuasive AI -- 4.1 Intention-Action Link of a Beneficial and Trustworthy Persuasive AI -- 4.2 Action-Outcome Link of a Creative Causal Inferencing AI -- 4.3 Computing for the Sense of Agency -- 5 From Formalisms to Practical Design -- 6 Conclusion -- References -- Designing Effective Dialogue Content for a Virtual Coaching Team Using the Interaction Process Analysis and Interpersonal Circumplex Models -- 1 Introduction -- 1.1 Background -- 1.2 The Models -- 1.3 Our Approach -- 1.4 Research Questions -- 1.5 Structure of This Paper -- 2 Materials and Methods -- 2.1 Materials -- 2.2 Sampling and Participants -- 2.3 Design and Procedure -- 3 Results -- 4 Conclusion -- 4.1 Discussion -- 4.2 Limitations -- 4.3 Future Work -- References -- Towards Adaptive Robotic Tutors in Universities: A Field Study -- 1 Introduction -- 2 Social Robots in Higher Education -- 3 Contribution -- 4 Learning Environment -- 4.1 Learning Material -- 4.2 Implementation of the Adaptive Robotic Tutor -- 5 User Study -- 5.1 Participants -- 5.2 Questionnaires -- 5.3 Procedure -- 6 Results -- 7 Discussion -- 8 Conclusion and Future Work -- References -- The Use of a Tablet to Increase Older Adults' Exercise Adherence -- 1 Introduction -- 2 Methods -- 2.1 Study Design -- 2.2 Measures -- 3 Results -- 3.1 Participants -- 3.2 Exercise Adherence and Tablet Engagement -- 3.3 Prediction of Exercise Adherence -- 4 Discussion -- 4.1 Principal Findings -- 4.2 Limitations -- 4.3 Conclusions -- References -- Towards an Automatic Generation of Persuasive Messages.
1 Introduction -- 2 Related Works on Text Generation -- 3 The Persuasive Messages Generator -- 4 Experiment -- 4.1 Training Dataset -- 4.2 Variables and Metrics -- 4.3 Results -- 5 Conclusions and Future Work -- References -- Persuasive Social Robot Using Reward Power over Repeated Instances of Persuasion -- 1 Introduction -- 2 Research Method -- 2.1 Design -- 2.2 Hypothesis -- 2.3 Measure -- 2.4 Participants -- 3 Procedure -- 3.1 Task, Robot, and Environment -- 4 Conclusion -- References -- Case Studies -- Planning Habit: Daily Planning Prompts with Alexa -- 1 Introduction -- 2 Related Work -- 2.1 IVAs -- 2.2 Planning Prompts -- 3 Design Process -- 3.1 Stage I: Initial Design -- 3.2 Stage II: Usability Testing -- 3.3 Stage III: Final Design -- 4 Feasibility Study -- 4.1 Method -- 4.2 Quantitative Findings -- 4.3 Qualitative Findings -- 5 Discussion -- 5.1 Limitations and Future Research -- 6 Conclusion -- References -- Emotional Feedback to Mitigate Aggressive Driving: A Real-World Driving Study -- 1 Introduction -- 2 Related Work -- 3 Driving Feedback Avatar -- 3.1 Avatar and Feedback Design -- 3.2 Feedback Algorithm -- 3.3 Persuasiveness -- 4 Method -- 4.1 Wizard-of-Oz Setup -- 4.2 Procedure -- 4.3 Measures -- 4.4 Participants -- 5 Results -- 5.1 Aggressive Driving -- 5.2 Emotional Attachment -- 5.3 Perceived Functionality -- 6 Discussion -- 6.1 Methodological Limitations -- 6.2 Design Considerations -- 7 Conclusion -- References -- Mobile Persuasive Application for Responsible Alcohol Use: Drivers for Use and Impact of Social Influence Strategies -- 1 Introduction -- 2 Background -- 3 Methods -- 4 Results and Discussion -- 4.1 Evaluating the CHEERS App and the Effect of Social Influence Strategies -- 4.2 User Acceptance of a Mobile Persuasive Ap for Responsible Alcohol Use -- 5 Summary, Conclusions, Limitations, and Future Work -- References.
Improving Context-Aware Habit-Support Interventions Using Egocentric Visual Contexts -- 1 Introduction -- 2 Related Work -- 2.1 Context-Based Habit-Support Interventions -- 2.2 Context-Aware (Non-habit) Behavior Change Interventions -- 2.3 Wearable Visual Context Detection -- 3 Habit-Support Interventions Design -- 3.1 Intervention Contexts -- 3.2 Intervention Mediums -- 3.3 Cameras and Privacy -- 4 PAL Implementation -- 4.1 Mobile App -- 4.2 Wearable Device -- 4.3 Context Detection Models -- 5 Study Design -- 5.1 Participants -- 5.2 Measures -- 5.3 Procedures -- 6 Results -- 6.1 Chosen Habit-Support Contexts -- 6.2 Quantitative Habit Formation -- 6.3 Qualitative Responses -- 7 Discussion -- 7.1 Key Findings -- 7.2 Limitations and Future Work -- 7.3 Recommendations and Implications -- 8 Conclusion -- References -- Emotions and User Experience -- Disparate Impact Diminishes Consumer Trust Even for Advantaged Users -- 1 Introduction -- 2 Background and Related Work -- 3 Method -- 3.1 Operationalization -- 3.2 Hypotheses -- 3.3 Procedure -- 3.4 Statistical Analyses -- 3.5 Participants -- 4 Results -- 5 Discussion -- 5.1 Implications -- 5.2 Limitations and Future Work -- 6 Conclusion -- References -- Towards Better Rating Scale Design: An Experimental Analysis of the Influence of User Preference and Visual Cues on User Response -- 1 Introduction -- 2 Related Work -- 2.1 Rating Scales Design Impact -- 2.2 Users' Preference of Rating Scale -- 2.3 Use of Colour Cues for Rating Scale -- 3 Methodology -- 3.1 Research Hypotheses -- 3.2 Rating Scale Designs for the User Study -- 3.3 User Study Interface Design -- 4 Empirical and Statistical Evaluations -- 5 Results and Discussion -- 6 Limitations and Future Work -- 7 Conclusion -- References -- Investigating User Perceptions of Persuasive Design Elements that Influence Perceived Credibility -- 1 Introduction.
1.1 Background -- 1.2 Current Study -- 2 Method -- 2.1 Materials -- 2.2 Procedure -- 3 Results -- 3.1 The Measurement Model -- 3.2 The Structural Model -- 4 Discussion -- 5 Conclusion -- References -- Exploring the Impact of Persuasive Features on Customer Satisfaction Levels of E-Commerce Websites Based on the Kano Model -- 1 Introduction -- 2 Related Literature -- 2.1 Customer Satisfaction -- 2.2 Kano's Model of Customer Satisfaction -- 2.3 Persuasive Systems Features and E-Commerce Websites -- 3 Research Approach -- 4 Results -- 4.1 Respondents' Characteristics -- 4.2 Kano's Categorization of Persuasive Features -- 5 Discussion and Implications -- 5.1 Primary Task Support Features -- 5.2 Dialogue Support -- 5.3 Credibility Support -- 5.4 Social Support -- 6 Conclusions and Future Work -- References -- The Role of Emotional Expression in Behavior Change Coaching by a Social Robot -- 1 Introduction -- 1.1 Behavior Change - Tiny Habits Method -- 1.2 Robots as a Persuasive Technology -- 2 Case Study: Emotional Expression in Behavior Change Coaching -- 2.1 Method -- 2.2 Experimental Setup -- 2.3 Results -- 3 Discussion -- 4 Conclusion -- References -- Exploring the Impact of Color on User Ratings: A Personality and Culture-Based Approach -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Experimental Design -- 3.2 Participants -- 4 Data Analysis and Results -- 4.1 Personality-Based Rating Behavior Analysis -- 4.2 Culture-Based Rating Behavior Analysis -- 5 Discussion -- 6 Design Recommendations -- 7 Conclusion -- References -- Making Them Use It: User Perceptions that Determine the Acceptance of a Persuasive Interventions for Child Healthcare -- 1 Introduction -- 2 Persuasive Technologies and Information Systems -- 3 Methods -- 4 Results -- 5 Discussion -- 6 Conclusions -- References -- Methods and Techniques.
A Systematic Review of Persuasive Strategies in Mobile E-Commerce Applications and Their Implementations -- 1 Introduction -- 2 Related Studies -- 3 Methodology -- 3.1 Selection of Applications -- 3.2 Coding Applications -- 3.3 Analysis -- 4 Results -- 4.1 Common Persuasive Strategies in E-Commerce Applications -- 4.2 Relation Between Application's Popularity and Strategies Used -- 4.3 Relation Between Application's Rating and Strategies Used -- 4.4 Detailed Analysis of the Top 7 Applications -- 5 Discussion -- 5.1 Strengths and Weaknesses of the Applications -- 5.2 Design Recommendations -- 6 Limitations -- 7 Conclusion -- References -- Using Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations -- 1 Introduction -- 2 Background -- 2.1 Inspiration Cards -- 2.2 Canvases -- 2.3 Designing Persuasive Technology -- 2.4 Challenges and Potentials in Creative Situations -- 3 Research Design -- 4 Artifact Description: Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations -- 4.1 Technology Cards -- 4.2 Application Cards -- 4.3 Potentials Cards -- 4.4 Canvas -- 5 Demonstration and Evaluation -- 6 Discussion and Conclusion -- References -- Users Want Diverse, Multiple, and Personalized Behavior Change Support: Need-Finding Survey -- 1 Introduction -- 2 Related Work -- 3 Survey Design -- 4 Results -- 5 Discussion -- 5.1 Key Findings -- 5.2 Key Recommendations -- 5.3 Key Limitations and Future Work -- 6 Conclusion -- References -- Theory and Guidelines -- Theory-Informed Design Guidelines for Shared Decision Making Tools for Health Behaviour Change -- 1 Introduction -- 2 Bringing Together Shared Decision Making and Behaviour Change -- 2.1 Existing Models About Caregiver's Role and the Dialog Between Caregiver and Patient -- 2.2 Existing Models About Designing for Behaviour Change.
2.3 Shared Decision Making for Behaviour Change.
Record Nr. UNINA-9910488708703321
Cham, Switzerland : , : Springer, , [2021]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Persuasive technology : 16th international conference, PERSUASIVE 2021, virtual event, April 12-14, 2021, proceedings / / Raian Ali, Birgit Lugrin, Fred Charles (editors)
Persuasive technology : 16th international conference, PERSUASIVE 2021, virtual event, April 12-14, 2021, proceedings / / Raian Ali, Birgit Lugrin, Fred Charles (editors)
Pubbl/distr/stampa Cham, Switzerland : , : Springer, , [2021]
Descrizione fisica 1 online resource (335 pages)
Disciplina 303.4834
Collana Lecture notes in computer science, Information systems and applications, incl. Internet/Web, and HCI
Soggetto topico Computers and civilization
ISBN 3-030-79460-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents -- AI and Persuasion -- Positing a Sense of Agency-Aware Persuasive AI: Its Theoretical and Computational Frameworks -- 1 Introduction -- 2 Why Should SoA Matter to Persuasive Technologies? -- 3 The Phenomenology of Sense of Agency -- 4 Computing for a Sense of Agency-Aware Persuasive AI -- 4.1 Intention-Action Link of a Beneficial and Trustworthy Persuasive AI -- 4.2 Action-Outcome Link of a Creative Causal Inferencing AI -- 4.3 Computing for the Sense of Agency -- 5 From Formalisms to Practical Design -- 6 Conclusion -- References -- Designing Effective Dialogue Content for a Virtual Coaching Team Using the Interaction Process Analysis and Interpersonal Circumplex Models -- 1 Introduction -- 1.1 Background -- 1.2 The Models -- 1.3 Our Approach -- 1.4 Research Questions -- 1.5 Structure of This Paper -- 2 Materials and Methods -- 2.1 Materials -- 2.2 Sampling and Participants -- 2.3 Design and Procedure -- 3 Results -- 4 Conclusion -- 4.1 Discussion -- 4.2 Limitations -- 4.3 Future Work -- References -- Towards Adaptive Robotic Tutors in Universities: A Field Study -- 1 Introduction -- 2 Social Robots in Higher Education -- 3 Contribution -- 4 Learning Environment -- 4.1 Learning Material -- 4.2 Implementation of the Adaptive Robotic Tutor -- 5 User Study -- 5.1 Participants -- 5.2 Questionnaires -- 5.3 Procedure -- 6 Results -- 7 Discussion -- 8 Conclusion and Future Work -- References -- The Use of a Tablet to Increase Older Adults' Exercise Adherence -- 1 Introduction -- 2 Methods -- 2.1 Study Design -- 2.2 Measures -- 3 Results -- 3.1 Participants -- 3.2 Exercise Adherence and Tablet Engagement -- 3.3 Prediction of Exercise Adherence -- 4 Discussion -- 4.1 Principal Findings -- 4.2 Limitations -- 4.3 Conclusions -- References -- Towards an Automatic Generation of Persuasive Messages.
1 Introduction -- 2 Related Works on Text Generation -- 3 The Persuasive Messages Generator -- 4 Experiment -- 4.1 Training Dataset -- 4.2 Variables and Metrics -- 4.3 Results -- 5 Conclusions and Future Work -- References -- Persuasive Social Robot Using Reward Power over Repeated Instances of Persuasion -- 1 Introduction -- 2 Research Method -- 2.1 Design -- 2.2 Hypothesis -- 2.3 Measure -- 2.4 Participants -- 3 Procedure -- 3.1 Task, Robot, and Environment -- 4 Conclusion -- References -- Case Studies -- Planning Habit: Daily Planning Prompts with Alexa -- 1 Introduction -- 2 Related Work -- 2.1 IVAs -- 2.2 Planning Prompts -- 3 Design Process -- 3.1 Stage I: Initial Design -- 3.2 Stage II: Usability Testing -- 3.3 Stage III: Final Design -- 4 Feasibility Study -- 4.1 Method -- 4.2 Quantitative Findings -- 4.3 Qualitative Findings -- 5 Discussion -- 5.1 Limitations and Future Research -- 6 Conclusion -- References -- Emotional Feedback to Mitigate Aggressive Driving: A Real-World Driving Study -- 1 Introduction -- 2 Related Work -- 3 Driving Feedback Avatar -- 3.1 Avatar and Feedback Design -- 3.2 Feedback Algorithm -- 3.3 Persuasiveness -- 4 Method -- 4.1 Wizard-of-Oz Setup -- 4.2 Procedure -- 4.3 Measures -- 4.4 Participants -- 5 Results -- 5.1 Aggressive Driving -- 5.2 Emotional Attachment -- 5.3 Perceived Functionality -- 6 Discussion -- 6.1 Methodological Limitations -- 6.2 Design Considerations -- 7 Conclusion -- References -- Mobile Persuasive Application for Responsible Alcohol Use: Drivers for Use and Impact of Social Influence Strategies -- 1 Introduction -- 2 Background -- 3 Methods -- 4 Results and Discussion -- 4.1 Evaluating the CHEERS App and the Effect of Social Influence Strategies -- 4.2 User Acceptance of a Mobile Persuasive Ap for Responsible Alcohol Use -- 5 Summary, Conclusions, Limitations, and Future Work -- References.
Improving Context-Aware Habit-Support Interventions Using Egocentric Visual Contexts -- 1 Introduction -- 2 Related Work -- 2.1 Context-Based Habit-Support Interventions -- 2.2 Context-Aware (Non-habit) Behavior Change Interventions -- 2.3 Wearable Visual Context Detection -- 3 Habit-Support Interventions Design -- 3.1 Intervention Contexts -- 3.2 Intervention Mediums -- 3.3 Cameras and Privacy -- 4 PAL Implementation -- 4.1 Mobile App -- 4.2 Wearable Device -- 4.3 Context Detection Models -- 5 Study Design -- 5.1 Participants -- 5.2 Measures -- 5.3 Procedures -- 6 Results -- 6.1 Chosen Habit-Support Contexts -- 6.2 Quantitative Habit Formation -- 6.3 Qualitative Responses -- 7 Discussion -- 7.1 Key Findings -- 7.2 Limitations and Future Work -- 7.3 Recommendations and Implications -- 8 Conclusion -- References -- Emotions and User Experience -- Disparate Impact Diminishes Consumer Trust Even for Advantaged Users -- 1 Introduction -- 2 Background and Related Work -- 3 Method -- 3.1 Operationalization -- 3.2 Hypotheses -- 3.3 Procedure -- 3.4 Statistical Analyses -- 3.5 Participants -- 4 Results -- 5 Discussion -- 5.1 Implications -- 5.2 Limitations and Future Work -- 6 Conclusion -- References -- Towards Better Rating Scale Design: An Experimental Analysis of the Influence of User Preference and Visual Cues on User Response -- 1 Introduction -- 2 Related Work -- 2.1 Rating Scales Design Impact -- 2.2 Users' Preference of Rating Scale -- 2.3 Use of Colour Cues for Rating Scale -- 3 Methodology -- 3.1 Research Hypotheses -- 3.2 Rating Scale Designs for the User Study -- 3.3 User Study Interface Design -- 4 Empirical and Statistical Evaluations -- 5 Results and Discussion -- 6 Limitations and Future Work -- 7 Conclusion -- References -- Investigating User Perceptions of Persuasive Design Elements that Influence Perceived Credibility -- 1 Introduction.
1.1 Background -- 1.2 Current Study -- 2 Method -- 2.1 Materials -- 2.2 Procedure -- 3 Results -- 3.1 The Measurement Model -- 3.2 The Structural Model -- 4 Discussion -- 5 Conclusion -- References -- Exploring the Impact of Persuasive Features on Customer Satisfaction Levels of E-Commerce Websites Based on the Kano Model -- 1 Introduction -- 2 Related Literature -- 2.1 Customer Satisfaction -- 2.2 Kano's Model of Customer Satisfaction -- 2.3 Persuasive Systems Features and E-Commerce Websites -- 3 Research Approach -- 4 Results -- 4.1 Respondents' Characteristics -- 4.2 Kano's Categorization of Persuasive Features -- 5 Discussion and Implications -- 5.1 Primary Task Support Features -- 5.2 Dialogue Support -- 5.3 Credibility Support -- 5.4 Social Support -- 6 Conclusions and Future Work -- References -- The Role of Emotional Expression in Behavior Change Coaching by a Social Robot -- 1 Introduction -- 1.1 Behavior Change - Tiny Habits Method -- 1.2 Robots as a Persuasive Technology -- 2 Case Study: Emotional Expression in Behavior Change Coaching -- 2.1 Method -- 2.2 Experimental Setup -- 2.3 Results -- 3 Discussion -- 4 Conclusion -- References -- Exploring the Impact of Color on User Ratings: A Personality and Culture-Based Approach -- 1 Introduction -- 2 Related Work -- 3 Methodology -- 3.1 Experimental Design -- 3.2 Participants -- 4 Data Analysis and Results -- 4.1 Personality-Based Rating Behavior Analysis -- 4.2 Culture-Based Rating Behavior Analysis -- 5 Discussion -- 6 Design Recommendations -- 7 Conclusion -- References -- Making Them Use It: User Perceptions that Determine the Acceptance of a Persuasive Interventions for Child Healthcare -- 1 Introduction -- 2 Persuasive Technologies and Information Systems -- 3 Methods -- 4 Results -- 5 Discussion -- 6 Conclusions -- References -- Methods and Techniques.
A Systematic Review of Persuasive Strategies in Mobile E-Commerce Applications and Their Implementations -- 1 Introduction -- 2 Related Studies -- 3 Methodology -- 3.1 Selection of Applications -- 3.2 Coding Applications -- 3.3 Analysis -- 4 Results -- 4.1 Common Persuasive Strategies in E-Commerce Applications -- 4.2 Relation Between Application's Popularity and Strategies Used -- 4.3 Relation Between Application's Rating and Strategies Used -- 4.4 Detailed Analysis of the Top 7 Applications -- 5 Discussion -- 5.1 Strengths and Weaknesses of the Applications -- 5.2 Design Recommendations -- 6 Limitations -- 7 Conclusion -- References -- Using Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations -- 1 Introduction -- 2 Background -- 2.1 Inspiration Cards -- 2.2 Canvases -- 2.3 Designing Persuasive Technology -- 2.4 Challenges and Potentials in Creative Situations -- 3 Research Design -- 4 Artifact Description: Inspiration Cards for Designing Persuasive Technology to Improve Creative Situations -- 4.1 Technology Cards -- 4.2 Application Cards -- 4.3 Potentials Cards -- 4.4 Canvas -- 5 Demonstration and Evaluation -- 6 Discussion and Conclusion -- References -- Users Want Diverse, Multiple, and Personalized Behavior Change Support: Need-Finding Survey -- 1 Introduction -- 2 Related Work -- 3 Survey Design -- 4 Results -- 5 Discussion -- 5.1 Key Findings -- 5.2 Key Recommendations -- 5.3 Key Limitations and Future Work -- 6 Conclusion -- References -- Theory and Guidelines -- Theory-Informed Design Guidelines for Shared Decision Making Tools for Health Behaviour Change -- 1 Introduction -- 2 Bringing Together Shared Decision Making and Behaviour Change -- 2.1 Existing Models About Caregiver's Role and the Dialog Between Caregiver and Patient -- 2.2 Existing Models About Designing for Behaviour Change.
2.3 Shared Decision Making for Behaviour Change.
Record Nr. UNISA-996464521003316
Cham, Switzerland : , : Springer, , [2021]
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