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How to influence in any situation / / Mike Clayton
How to influence in any situation / / Mike Clayton
Autore Clayton Mike
Edizione [Rejacketed edition.]
Pubbl/distr/stampa Harlow, England : , : Pearson, , 2015
Descrizione fisica 1 online resource (1 volume) : illustrations
Disciplina 153.8520285
Collana Brilliant
Soggetto topico Influence (Psychology)
Persuasion (Psychology)
ISBN 1-292-08403-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Altri titoli varianti Brilliant how to influence in any situation
Brilliant influence
Record Nr. UNINA-9910154781803321
Clayton Mike  
Harlow, England : , : Pearson, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Persuasive Technology : 18th International Conference, PERSUASIVE 2023, Eindhoven, The Netherlands, April 19–21, 2023, Proceedings / / edited by Alexander Meschtscherjakov, Cees Midden, Jaap Ham
Persuasive Technology : 18th International Conference, PERSUASIVE 2023, Eindhoven, The Netherlands, April 19–21, 2023, Proceedings / / edited by Alexander Meschtscherjakov, Cees Midden, Jaap Ham
Edizione [1st ed. 2023.]
Pubbl/distr/stampa Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Descrizione fisica 1 online resource (XVI, 426 p. 86 illus., 64 illus. in color.)
Disciplina 004.019
153.8520285
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 3-031-30933-2
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Persuasive Technologies in Virtual and Augmented Reality -- Sharing Speaker Heart Rate with the Audience Elicits Empathy and Increases Persuasion -- Sugarcoating a bitter pill - VR against police ethnic profiling -- Perception of Virtual Agents as Communicators in Virtual vs. Augmented Reality by a Male Sample -- ReadAR, playful book finding through peer book reviews for multi-faceted characters in AR -- Persuasive Strategies -- mRAPID Study: Effect of Micro-incentives and Daily Deadlines on Practice Behavior -- What the Fork? The Impact of Social Norm Violation on User Behavior -- Evaluative Conditioning in Consumer Psychology: Can Affective Images of Climate Change Influence Sustainability Perception of Supermarket Products? -- System for Inducing Acceptance of Unconsidered Information by Connecting Current Interests Proof of Concept in Snack Purchasing Scenarios -- Persuasive Design and Applications -- Can we re-design social media to persuade people to challenge misinformation? An exploratory study -- A study of women’s perceptions and opinions of a persuasive breastfeeding mHealth app -- From Persuasive Applications to Persuasive Systems in Non-Communicable Disease Care - a Systematic Literature Analysis -- Methods for Tailoring and Personalisation -- Comparing Psychometric and Behavioral Predictors of Compliance During Human-AI Interactions -- Kindness makes you happy and happiness makes you healthy: Actual persuasiveness and personalisation of persuasive messages in a behaviour change intervention for wellbeing -- Persuasive Strategies and Emotional States: Towards Emotion-Adaptive Persuasive Technologies Design -- Tailoring Persuasive Health Messages to the Predominant Ego State of Patients -- Artificial Persuasive Agents -- Persuasive Robots in the Field -- Attitudes Toward a Virtual Smoking Cessation Coach: Relationship and Willingness to Continuec -- Persuasive-Building Fundamental Premises and Implications for Conversational Agent: A Conceptual Model in Captology -- On Further Reflection... Moral Reflections Enhance Robotic Moral Persuasive Capability -- Gamification -- Gamified medication adherence applications for chronic health conditions: Scoping Review -- Relatedness for Moral Courage: Game Experience Dimensions as Persuasive Strategies for Moral Courage in Contrast to Other Facets of Altruistic Behavior -- GardenQuest: Using Hexad Player Types to Design a Step-Based Multiplayer Persuasive Game for Motivating Physical Activity -- Personal Factors in Persuasion -- Does the association between persuasive strategies and personality types vary across regions? -- Me versus them: exploring the perception of susceptibility to persuasion in oneself and others in online gambling -- Credibility in Persuasive Systems: A Systematic Review -- Notifying Users: Customisation Preferences for Notifications in Health and Well-being Applications.
Record Nr. UNINA-9910698642803321
Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2023
Materiale a stampa
Lo trovi qui: Univ. Federico II
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Persuasive Technology : 17th International Conference, PERSUASIVE 2022, Virtual Event, March 29–31, 2022, Proceedings / / edited by Nilufar Baghaei, Julita Vassileva, Raian Ali, Kiemute Oyibo
Persuasive Technology : 17th International Conference, PERSUASIVE 2022, Virtual Event, March 29–31, 2022, Proceedings / / edited by Nilufar Baghaei, Julita Vassileva, Raian Ali, Kiemute Oyibo
Edizione [1st ed. 2022.]
Pubbl/distr/stampa Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022
Descrizione fisica 1 online resource (286 pages)
Disciplina 153.852
153.8520285
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 3-030-98438-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Preface -- Organization -- Contents -- Impact of Medical Device Regulation on Developing Health Behavior Change Support Systems -- 1 Introduction -- 2 Medical Device Regulation (MDR) -- 2.1 Transition Timeline -- 2.2 Notable Changes from MDD to MDR -- 2.3 Compliance Process -- 3 Qualification and Classifications -- 4 Design and Cost Implications -- 4.1 Design Implications -- 4.2 Cost Implications -- 5 Discussion -- 6 Conclusions -- References -- SortOut: Persuasive Stress Management Mobile Application for Higher Education Students -- 1 Introduction -- 2 Mental Health and Time Management Behaviour Model -- 3 Mapping PFO Items to Corresponding Persuasive Strategies -- 4 Designing of SortOut Mobile Application -- 5 Research Questions -- 6 Methodology -- 6.1 Study Design -- 7 Results -- 7.1 Perceived Persuasiveness of the App Core Features -- 7.2 Perceived Usability-Usefulness and Ease of Use of the App -- 7.3 Motivational Appeal of the App -- 7.4 Effectiveness of SourOut App Design Based on Gender and Degree Level -- 7.5 Thematic Analysis of Qualitative Feedback and Suggestions -- 8 Discussion -- 9 Conclusion and Future Work -- References -- Perceptions of Interactive, Real-Time Persuasive Technology for Managing Online Gambling -- 1 Introduction -- 1.1 Current RG Tools -- 1.2 Limitations of Current RG Tools and Solutions from Persuasive Technology -- 1.3 Rationale -- 2 Method -- 2.1 Design -- 2.2 Participants -- 2.3 Procedure -- 2.4 Data Analysis -- 3 Results -- 3.1 Tool for Providing Information -- 3.2 Tool for Limiting Gambling -- 3.3 Tool for Providing Support to Gamblers -- 4 Discussion -- 4.1 Summary of the Findings -- 4.2 Discussion of Findings in Relation to Previous Research -- 4.3 Individual Differences -- 4.4 Limitations -- 5 Conclusions -- References -- Human-Robot Interaction and User Manipulation -- 1 Introduction.
2 Robots as Products: The Ontological Dimension -- 3 The Turing Test and the Appearance of Intelligence -- 4 From Intelligence to User Manipulation -- 5 Case Studies -- 5.1 JiBo -- 5.2 Alexa and the Old Lady -- 6 A Legal Framework -- 6.1 The AI Act and the Prohibited Practices Involving User Manipulation -- 6.2 Beyond Proposed Regulation, the Role of Human Dignity -- 7 Discussion and Conclusions -- References -- Breathing Training on the Run: Exploring Users Perception on a Gamified Breathing Training Application During Treadmill Running -- 1 Introduction -- 2 Related Work -- 2.1 Breathing Training Applications -- 2.2 Respiratory Biofeedback -- 3 Methods -- 3.1 Participants -- 3.2 The GBTA -- 3.3 Procedure -- 4 Results and Discussion -- 4.1 RQ1: Does Using the GBTA Has an Impact on Conscious Breath-Control? -- 4.2 RQ2: How Do User Perceive the Breathing Alignment Process Within the GBTA? -- 4.3 RQ3: How Do Users Perceive the Effectiveness of the GBTA While Running? -- 5 Limitations and Future Work -- 6 Conclusion -- References -- Don't Touch This! - Investigating the Potential of Visualizing Touched Surfaces on the Consideration of Behavior Change -- 1 Introduction -- 2 Related Work -- 3 Implementation -- 3.1 Visualization of Contaminated Surfaces -- 3.2 Implementation of Surface Contamination -- 4 User Study -- 4.1 Measurements -- 4.2 Study Procedure -- 4.3 Participants -- 5 Results -- 5.1 Persuasive Potential Questionnaire (PPQ) -- 5.2 Hygienic Behavior -- 5.3 Information System Usage -- 6 Discussion -- 7 Conclusion -- References -- Smartphone Security and Privacy - A Gamified Persuasive Approach with Protection Motivation Theory -- 1 Introduction -- 2 Methodology -- 2.1 Design and Development of Game for Smartphone Security -- 2.2 Protection Motivation Theory - An Overview -- 2.3 Study Design -- 3 Analysis of Study Results.
3.1 Analysis of Survey Results and Game Logs -- 3.2 Analysis of Participants' Qualitative Feedback -- 4 Conclusion and Future Work -- References -- Mixed Methods Examination of Behaviour Change from Learning Supports Based on a Model of Helping in Equity Focused Simulation Based Teacher Education -- 1 Introduction -- 2 Related Work -- 2.1 Equity Focused Teacher Education with Simulations -- 2.2 Supporting Behavior Change with a Model of Helping -- 3 Methods -- 3.1 Participants -- 3.2 Materials -- 3.3 Instruments -- 3.4 Procedure -- 3.5 Analysis -- 4 Results -- 4.1 RQ1 -- 4.2 RQ2 -- 5 Discussion -- References -- Supporting to be Credible: Investigating Perceived Social Support as a Determinant of Perceived Credibility -- 1 Introduction -- 1.1 Background -- 2 Research Model and Hypotheses -- 3 Method -- 3.1 Materials -- 3.2 Procedure -- 3.3 Participants -- 4 Results -- 4.1 The Measurement Model -- 4.2 The Structural Model -- 5 Discussion -- 6 Future Work and Conclusion -- References -- Investigating the Efficacy of Persuasive Strategies on Promoting Fair Recommendations -- 1 Introduction -- 2 Literature Review -- 2.1 Fair Recommenders -- 2.2 Popularity Bias in Music Recommender Systems -- 2.3 Explainable and Persuasive Recommendation -- 3 Method -- 3.1 Participants -- 3.2 Study Procedure -- 4 Results -- 4.1 The Effect of Persuasive Messages on User Ratings of Songs from New Artists -- 4.2 The Effect of Mentioning New Artists on User Ratings of Songs by New Artists -- 4.3 Comparison Between Different Persuasive Messages Effectiveness -- 4.4 The Relation Between Ratings of New Songs, Popular Ratings and Overall Rating -- 5 Discussion and Conclusion -- References -- Player Personality Traits and the Effectiveness of a Persuasive Game for Disease Awareness Among the African Population -- 1 Introduction -- 2 Methodology -- 2.1 The COVID Dodge Game.
2.2 Study Design -- 2.3 Data Analysis -- 3 Results -- 3.1 The Effectiveness of Each Persuasive Strategy -- 3.2 The Impact of Personality Traits on the Effectiveness of Persuasive Strategies -- 4 Discussion -- 4.1 Designing Persuasive Technologies Targeted at Africans of Various Personality Types -- 4.2 Limitations -- 4.3 Conclusion -- References -- Exploring for Possible Effect of Persuasive Strategy Implementation Choices: Towards Tailoring Persuasive Technologies -- 1 Introduction -- 2 Related Work -- 2.1 Self-monitoring Strategy -- 2.2 Suggestion Strategy -- 2.3 Reward Strategy -- 2.4 Social Role Strategy -- 2.5 Cooperation Strategy -- 2.6 Normative Influence Strategy -- 3 Methodology -- 3.1 Prototype Design -- 3.2 Data Collection: Online Study -- 3.3 Data Analysis -- 4 Results -- 4.1 Comparing the Persuasiveness of Distinct Implementations of Each Strategy -- 5 Discussion -- 6 Conclusion and Future Work -- References -- Player Matching in a Persuasive Mobile Exergame: Towards Performance-Driven Collaboration and Adaptivity -- 1 Introduction -- 2 Methodology -- 2.1 TreeCare Game and the "Tournament Mode" -- 2.2 Study Procedure and Data Collection -- 2.3 Data Analysis -- 3 Results -- 4 Discussion -- 5 Conclusion and Future Work -- References -- Coaxing: An Empirical Exploration of a Novel Way to Nudge Athletic Performance in Sports -- 1 Introduction -- 2 Related Work -- 2.1 Affordances -- 2.2 Approaches to Steering Behaviour -- 3 Illustrating Coaxing Through Concept Designs -- 4 Investigating Coaxing in an Experimental Task -- 4.1 Methods -- 4.2 Results -- 5 Discussion -- 5.1 Interpreting the Results of Coaxing -- 5.2 Running Towards Effective Coaxing Experiments -- 5.3 Hidden Balancing -- 5.4 The Ethics of Coaxing -- 6 Conclusion -- References -- Saving Life and Keeping Privacy: A Study on Mobile Apps for Suicide Prevention and Privacy Policies.
1 Introduction -- 2 Related Works -- 3 Method -- 3.1 Selection Process -- 3.2 Data Analysis -- 4 Result -- 4.1 Persuasive Strategies Used in Mobile Apps for Suicide Prevention -- 4.2 The Approach Used in Suicide Apps in Managing Suicide -- 4.3 Transparency of Privacy Policy -- 5 Discussion -- 5.1 Design Recommendations -- 6 Conclusions -- References -- A Psychological Model for Predicting the Smartphone Zombie Phenomenon and Intervention -- 1 Introduction -- 1.1 Social Issue -- 1.2 Related Works -- 1.3 Purpose of the Study -- 2 Method -- 2.1 Developing Intervention Materials in Pilot Study -- 2.2 Main Study -- 2.3 Measurements -- 2.4 Data Analysis -- 3 Results -- 3.1 The Evaluation of Intervention Materials -- 3.2 A New Psychological Model with Behavior Log -- 3.3 Intervention Effects -- 4 Discussion -- 4.1 Theoretical Insights -- 4.2 Empirical Insights -- 4.3 Limitations and Future Directions -- 5 Conclusion -- References -- A Blueprint for an AI & -- AR-Based Eye Tracking System to Train Cardiology Professionals Better Interpret Electrocardiograms -- 1 Introduction -- 2 Related Works -- 3 Investigative Study Description -- 3.1 Method -- 3.2 Participants -- 3.3 Ethics -- 3.4 Results -- 3.5 Discussion -- 4 Proposed System's Blueprint -- 4.1 System's Goal -- 4.2 System's Components -- 5 Conclusion -- 5.1 Concluding Remarks -- 5.2 Limitations -- 5.3 Future Works -- References -- Context-Aware Chatbot Based on Cyber-Physical Sensing for Promoting Serendipitous Face-to-Face Communication -- 1 Introduction -- 2 Related Work -- 3 System Design and Implementation -- 4 Experiment -- 4.1 Results and Discussion -- 5 Conclusion -- References -- The Utility of Personality Types for Personalizing Persuasion -- 1 Introduction -- 2 Key Concepts -- 2.1 The Big Five Personality Traits -- 2.2 Personality Types and Gerlach Et Al.'s Personality Type.
2.3 The Six Principles of Influence.
Record Nr. UNINA-9910553069703321
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2022
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Persuasive Technology [[electronic resource] ] : 5th International Conference, PERSUASIVE 2010, Copenhagen, Denmark, June 7-10, 2010, Proceedings / / edited by Thomas Ploug, Per Hasle, Harri Oinas-Kukkonen
Persuasive Technology [[electronic resource] ] : 5th International Conference, PERSUASIVE 2010, Copenhagen, Denmark, June 7-10, 2010, Proceedings / / edited by Thomas Ploug, Per Hasle, Harri Oinas-Kukkonen
Edizione [1st ed. 2010.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Descrizione fisica 1 online resource (XI, 299 p. 75 illus.)
Disciplina 153.8520285
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Education—Data processing
Application software
User interfaces (Computer systems)
Information storage and retrieval
Artificial intelligence
Computers and Education
Information Systems Applications (incl. Internet)
User Interfaces and Human Computer Interaction
Information Storage and Retrieval
Artificial Intelligence
Computer Appl. in Social and Behavioral Sciences
ISBN 1-280-38671-1
9786613564634
3-642-13226-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Technology for Changing Feelings -- I Persuade, They Persuade, It Persuades! -- Behavior Change Support Systems: A Research Model and Agenda -- Persuasive Conversational Agent with Persuasion Tactics -- Happier Together: Integrating a Wellness Application into a Social Network Site -- Animate Objects: How Physical Motion Encourages Public Interaction -- What Makes Social Feedback from a Robot Work? Disentangling the Effect of Speech, Physical Appearance and Evaluation -- The Persuasive Power of Virtual Reality: Effects of Simulated Human Distress on Attitudes towards Fire Safety -- Successful Persuasive Technology for Behavior Reduction: Mapping to Fogg’s Gray Behavior Grid -- Selecting Effective Means to Any End: Futures and Ethics of Persuasion Profiling -- Individual Differences in Persuadability in the Health Promotion Domain -- Designing for Persuasion: Toward Ambient Eco-Visualization for Awareness -- Behavior Wizard: A Method for Matching Target Behaviors with Solutions -- Ambient Persuasive Technology Needs Little Cognitive Effort: The Differential Effects of Cognitive Load on Lighting Feedback versus Factual Feedback -- Design Dimensions Enabling Divergent Behaviour across Physical, Digital, and Social Library Interfaces -- Personality and Persuasive Technology: An Exploratory Study on Health-Promoting Mobile Applications -- Persuasive Features in Six Weight Loss Websites: A Qualitative Evaluation -- The Dominant Robot: Threatening Robots Cause Psychological Reactance, Especially When They Have Incongruent Goals -- Practical Findings from Applying the PSD Model for Evaluating Software Design Specifications -- Activity-Based Micro-pricing: Realizing Sustainable Behavior Changes through Economic Incentives -- Enhancing Human Responses to Climate Change Risks through Simulated Flooding Experiences -- Pitfalls in Persuasion: How Do Users Experience Persuasive Techniques in a Web Service? -- Using Persuasive Design Principles in Motivational Feeling towards Children Dental Anxiety (CDA) -- Facilitation of Goal-Setting and Follow-Up in an Internet Intervention for Health and Wellness -- Persuasive Dialogue Based on a Narrative Theory: An ECA Implementation -- Generating Directions for Persuasive Technology Design with the Inspiration Card Workshop -- Designing Effective Persuasive Systems Utilizing the Power of Entanglement: Communication Channel, Strategy and Affect -- Embodied Agents, E-SQ and Stickiness: Improving Existing Cognitive and Affective Models.
Record Nr. UNISA-996465867203316
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Persuasive Technology : 5th International Conference, PERSUASIVE 2010, Copenhagen, Denmark, June 7-10, 2010, Proceedings / / edited by Thomas Ploug, Per Hasle, Harri Oinas-Kukkonen
Persuasive Technology : 5th International Conference, PERSUASIVE 2010, Copenhagen, Denmark, June 7-10, 2010, Proceedings / / edited by Thomas Ploug, Per Hasle, Harri Oinas-Kukkonen
Edizione [1st ed. 2010.]
Pubbl/distr/stampa Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Descrizione fisica 1 online resource (XI, 299 p. 75 illus.)
Disciplina 153.8520285
Altri autori (Persone) PlougThomas
HaslePer
Oinas-KukkonenHarri
Collana Information Systems and Applications, incl. Internet/Web, and HCI
Soggetto topico Education - Data processing
Application software
User interfaces (Computer systems)
Human-computer interaction
Information storage and retrieval systems
Artificial intelligence
Social sciences - Data processing
Computers and Education
Computer and Information Systems Applications
User Interfaces and Human Computer Interaction
Information Storage and Retrieval
Artificial Intelligence
Computer Application in Social and Behavioral Sciences
ISBN 1-280-38671-1
9786613564634
3-642-13226-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Technology for Changing Feelings -- I Persuade, They Persuade, It Persuades! -- Behavior Change Support Systems: A Research Model and Agenda -- Persuasive Conversational Agent with Persuasion Tactics -- Happier Together: Integrating a Wellness Application into a Social Network Site -- Animate Objects: How Physical Motion Encourages Public Interaction -- What Makes Social Feedback from a Robot Work? Disentangling the Effect of Speech, Physical Appearance and Evaluation -- The Persuasive Power of Virtual Reality: Effects of Simulated Human Distress on Attitudes towards Fire Safety -- Successful Persuasive Technology for Behavior Reduction: Mapping to Fogg’s Gray Behavior Grid -- Selecting Effective Means to Any End: Futures and Ethics of Persuasion Profiling -- Individual Differences in Persuadability in the Health Promotion Domain -- Designing for Persuasion: Toward Ambient Eco-Visualization for Awareness -- Behavior Wizard: A Method for Matching Target Behaviors with Solutions -- Ambient Persuasive Technology Needs Little Cognitive Effort: The Differential Effects of Cognitive Load on Lighting Feedback versus Factual Feedback -- Design Dimensions Enabling Divergent Behaviour across Physical, Digital, and Social Library Interfaces -- Personality and Persuasive Technology: An Exploratory Study on Health-Promoting Mobile Applications -- Persuasive Features in Six Weight Loss Websites: A Qualitative Evaluation -- The Dominant Robot: Threatening Robots Cause Psychological Reactance, Especially When They Have Incongruent Goals -- Practical Findings from Applying the PSD Model for Evaluating Software Design Specifications -- Activity-Based Micro-pricing: Realizing Sustainable Behavior Changes through Economic Incentives -- Enhancing Human Responses to Climate Change Risks through SimulatedFlooding Experiences -- Pitfalls in Persuasion: How Do Users Experience Persuasive Techniques in a Web Service? -- Using Persuasive Design Principles in Motivational Feeling towards Children Dental Anxiety (CDA) -- Facilitation of Goal-Setting and Follow-Up in an Internet Intervention for Health and Wellness -- Persuasive Dialogue Based on a Narrative Theory: An ECA Implementation -- Generating Directions for Persuasive Technology Design with the Inspiration Card Workshop -- Designing Effective Persuasive Systems Utilizing the Power of Entanglement: Communication Channel, Strategy and Affect -- Embodied Agents, E-SQ and Stickiness: Improving Existing Cognitive and Affective Models.
Record Nr. UNINA-9910484709203321
Berlin, Heidelberg : , : Springer Berlin Heidelberg : , : Imprint : Springer, , 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Tecnologia della persuasione : un'introduzione alla captologia, la disciplina che studia l'uso dei computer per influenzare idee e comportamenti / B. J. Fogg ; traduzione di Silvia Panzavolta e Lisa Fontani
Tecnologia della persuasione : un'introduzione alla captologia, la disciplina che studia l'uso dei computer per influenzare idee e comportamenti / B. J. Fogg ; traduzione di Silvia Panzavolta e Lisa Fontani
Autore Fogg, B. J.
Pubbl/distr/stampa Milano, : Apogeo, ©2005
Descrizione fisica XIX, 296 p. : fig., tab. ; 22 cm
Disciplina 153.852
153.8520285
Collana Saggi, Territori della comunicazione
Soggetto non controllato Persuasione - Aspetti Psicologici - Impiego del computer
Uomo - Interazione col computer
ISBN 88-503-2272-0
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ita
Record Nr. UNINA-990008489540403321
Fogg, B. J.  
Milano, : Apogeo, ©2005
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Tecnologia della persuasione : un'introduzione alla captologia, la disciplina che studia l'uso dei computer per influenzare idee e comportamenti / B. J. Fogg
Tecnologia della persuasione : un'introduzione alla captologia, la disciplina che studia l'uso dei computer per influenzare idee e comportamenti / B. J. Fogg
Autore Fogg, B. J.
Pubbl/distr/stampa Milano : Apogeo, 2005
Descrizione fisica xix, 296 p. : ill. ; 21 cm
Disciplina 302
153.8520285
Collana Apogeo saggi
Territori della comunicazione
Soggetto topico Persuasione - Impiego degli elaboratori elettronici
ISBN 8850322720
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione ita
Record Nr. UNISALENTO-991001510489707536
Fogg, B. J.  
Milano : Apogeo, 2005
Materiale a stampa
Lo trovi qui: Univ. del Salento
Opac: Controlla la disponibilità qui