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 A. IJsselsteijn, Yvonne A. W. Kort, Cees Midden, Berry Eggen, Elise Hoven.
by IJsselsteijn, Wijnand A [editor.]; Kort, Yvonne A. W [editor.]; Midden, Cees [editor.]; Eggen, Berry [editor.]; Hoven, Elise [editor.]; SpringerLink (Online service).
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BookSeries: Lecture Notes in Computer Science: 3962Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg, 2006.Description: XII, 216 p. Also available online. online resource.ISBN: 9783540342939.Subject(s): Computer science | Computer Communication Networks | Software engineering | Database management | Artificial intelligence | Social sciences -- Data processing | Computer Science | User Interfaces and Human Computer Interaction | Special Purpose and Application-Based Systems | Computer Communication Networks | Computer Appl. in Social and Behavioral Sciences | Artificial Intelligence (incl. Robotics) | Database ManagementDDC classification: 005.437 | 4.019 Online resources: Click here to access online | Item type | Current location | Call number | Status | Date due | Barcode |
|---|---|---|---|---|---|
| QA76.9.H85 (Browse shelf) | Available | ||||
| Long Loan | MAIN LIBRARY | QA76.9.U83 (Browse shelf) | Available |
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| QA76.9.U83 Computer Supported Cooperative Work in Design II | QA76.9.U83 Technologies for E-Learning and Digital Entertainment | QA76.9.U83 Interactive Systems. Design, Specification, and Verification | QA76.9.U83 Persuasive Technology | QA76.9.U83 Computers Helping People with Special Needs | QA76.9.U83 Haptic and Audio Interaction Design | QA76.9.U83 Groupware: Design, Implementation, and Use |
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.
This book constitutes the refereed proceedings of the First International Conference on Persuasive Technology for human well-being, PERSUASIVE 2006, held in Eindhoven, The Netherlands, in May 2006. The 31 revised full papers presented together with 1 introductory paper were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on psychological principles of persuasive technology, persuasive technology: theory and modelling, design, applications and evaluations, ethics of persuasive technology persuasive gerontechnology, and ambient intelligence and persuasive technology.
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