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Persuasive technology : 17th international conference, Persuasive 2022, virtual event, March 29-31, 2022, proceedings / / edited by Nilufar Baghaei [and three others]



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Titolo: Persuasive technology : 17th international conference, Persuasive 2022, virtual event, March 29-31, 2022, proceedings / / edited by Nilufar Baghaei [and three others] Visualizza cluster
Pubblicazione: Cham, Switzerland : , : Springer, , [2022]
©2022
Descrizione fisica: 1 online resource (286 pages)
Disciplina: 153.852
Soggetto topico: Human-computer interaction
Persona (resp. second.): BaghaeiNilufar
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.
Titolo autorizzato: Persuasive Technology  Visualizza cluster
ISBN: 3-030-98438-9
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 996464543403316
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Serie: Lecture Notes in Computer Science