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Persuasive Technology [[electronic resource] ] : First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings / / edited by Wijnand IJsselsteijn, Yvonne de Kort, Cees Midden, Berry Eggen, Elise van den Hoven
Persuasive Technology [[electronic resource] ] : First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings / / edited by Wijnand IJsselsteijn, Yvonne de Kort, Cees Midden, Berry Eggen, Elise van den Hoven
Edizione [1st ed. 2006.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Descrizione fisica 1 online resource (XII, 224 p.)
Disciplina 153.8/52
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Special purpose computers
Computer communication systems
Application software
Artificial intelligence
Database management
User Interfaces and Human Computer Interaction
Special Purpose and Application-Based Systems
Computer Communication Networks
Computer Appl. in Social and Behavioral Sciences
Artificial Intelligence
Database Management
ISBN 3-540-34293-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Persuasive Technology for Human Well-Being: Setting the Scene -- Persuasive Technology for Human Well-Being: Setting the Scene -- Psychological Principles of Persuasive Technology -- The Six Most Powerful Persuasion Strategies -- Changing Induced Moods Via Virtual Reality -- Technology Adds New Principles to Persuasive Psychology: Evidence from Health Education -- Persuasiveness of a Mobile Lifestyle Coaching Application Using Social Facilitation -- Cueing Common Ecological Behaviors to Increase Environmental Attitudes -- Persuasive Appliances: Goal Priming and Behavioral Response to Product-Integrated Energy Feedback -- The Persuasive Power of Mediated Risk Experiences -- Social Presence as a Conduit to the Social Dimensions of Online Trust -- Persuasive Technology: Theory and Modelling -- Feeling Strangely Fine: The Well-Being Economy in Popular Games -- Our Place or Mine? Exploration into Collectivism-Focused Persuasive Technology Design -- Persuasion Artifices to Promote Wellbeing -- Well-Being to “Well Done!”: The Development Cycle in Role-Playing Games -- Using Computational Agents to Motivate Diet Change -- Investigating Social Software as Persuasive Technology -- Towards an Architecture for an Adaptive Persuasive System -- Persuasive Technology: Design, Applications and Evaluations -- Persuasive Design: Fringes and Foundations -- The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption -- Break the Habit! Designing an e-Therapy Intervention Using a Virtual Coach in Aid of Smoking Cessation -- Persuasive Technologies in Education: Improving Motivation to Read and Write for Children -- Communication and Persuasion Technology: Psychophysiology of Emotions and User-Profiling -- Effect of a Virtual Coach on Athletes’ Motivation -- Self-management of Vascular Patients Activated by the Internet and Nurses: Rationale and Design -- Visualizing Energy Consumption of Radiators -- Ethics of Persuasive Technology -- Captology: A Critical Review -- Persuasive Gerontechnology -- Persuasive GERONtechnology: An Introduction -- Persuasive Technology for Leisure and Health: Development of a Personal Navigation Tool -- Persuasive Story Table: Promoting Exchange of Life History Stories Among Elderly in Institutions -- Persuasive Pillboxes: Improving Medication Adherence with Personal Digital Assistants -- Persuasive GERONtechnology: Reaping Technology’s Coaching Benefits at Older Age -- Ambient Intelligence and Persuasive Technology -- perCues: Trails of Persuasion for Ambient Intelligence -- Biofeedback Revisited: Dynamic Displays to Improve Health Trajectories -- Erratum -- The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption.
Record Nr. UNISA-996465900203316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Persuasive Technology : First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings / / edited by Wijnand IJsselsteijn, Yvonne de Kort, Cees Midden, Berry Eggen, Elise van den Hoven
Persuasive Technology : First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings / / edited by Wijnand IJsselsteijn, Yvonne de Kort, Cees Midden, Berry Eggen, Elise van den Hoven
Edizione [1st ed. 2006.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Descrizione fisica 1 online resource (XII, 224 p.)
Disciplina 153.8/52
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico User interfaces (Computer systems)
Special purpose computers
Computer communication systems
Application software
Artificial intelligence
Database management
User Interfaces and Human Computer Interaction
Special Purpose and Application-Based Systems
Computer Communication Networks
Computer Appl. in Social and Behavioral Sciences
Artificial Intelligence
Database Management
ISBN 3-540-34293-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Persuasive Technology for Human Well-Being: Setting the Scene -- Persuasive Technology for Human Well-Being: Setting the Scene -- Psychological Principles of Persuasive Technology -- The Six Most Powerful Persuasion Strategies -- Changing Induced Moods Via Virtual Reality -- Technology Adds New Principles to Persuasive Psychology: Evidence from Health Education -- Persuasiveness of a Mobile Lifestyle Coaching Application Using Social Facilitation -- Cueing Common Ecological Behaviors to Increase Environmental Attitudes -- Persuasive Appliances: Goal Priming and Behavioral Response to Product-Integrated Energy Feedback -- The Persuasive Power of Mediated Risk Experiences -- Social Presence as a Conduit to the Social Dimensions of Online Trust -- Persuasive Technology: Theory and Modelling -- Feeling Strangely Fine: The Well-Being Economy in Popular Games -- Our Place or Mine? Exploration into Collectivism-Focused Persuasive Technology Design -- Persuasion Artifices to Promote Wellbeing -- Well-Being to “Well Done!”: The Development Cycle in Role-Playing Games -- Using Computational Agents to Motivate Diet Change -- Investigating Social Software as Persuasive Technology -- Towards an Architecture for an Adaptive Persuasive System -- Persuasive Technology: Design, Applications and Evaluations -- Persuasive Design: Fringes and Foundations -- The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption -- Break the Habit! Designing an e-Therapy Intervention Using a Virtual Coach in Aid of Smoking Cessation -- Persuasive Technologies in Education: Improving Motivation to Read and Write for Children -- Communication and Persuasion Technology: Psychophysiology of Emotions and User-Profiling -- Effect of a Virtual Coach on Athletes’ Motivation -- Self-management of Vascular Patients Activated by the Internet and Nurses: Rationale and Design -- Visualizing Energy Consumption of Radiators -- Ethics of Persuasive Technology -- Captology: A Critical Review -- Persuasive Gerontechnology -- Persuasive GERONtechnology: An Introduction -- Persuasive Technology for Leisure and Health: Development of a Personal Navigation Tool -- Persuasive Story Table: Promoting Exchange of Life History Stories Among Elderly in Institutions -- Persuasive Pillboxes: Improving Medication Adherence with Personal Digital Assistants -- Persuasive GERONtechnology: Reaping Technology’s Coaching Benefits at Older Age -- Ambient Intelligence and Persuasive Technology -- perCues: Trails of Persuasion for Ambient Intelligence -- Biofeedback Revisited: Dynamic Displays to Improve Health Trajectories -- Erratum -- The PowerHouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption.
Record Nr. UNINA-9910483674003321
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2006
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui