Persuasive Technology: Second International Conference on Persuasive Technology, PERSUASIVE 2007, Palo Alto, CA, USA, April 26-27, 2007. Revised Selected Papers
Yvonne de Kort, Wijnand IJsselsteijn, Cees Midden, Berry Eggen, B.J. Fogg
Springer, 2007. gada 24. nov. - 316 lappuses
Persuasive technology is the general class of technologies that purposefully apply psychological principles of persuasion principles of credibility, trust, reciprocity, authority and the like in interactive media, in the service of changing their users attitudes and behavior. Only one year ago, in 2006, the first international conference in this area, PERSUASIVE 2006 was hosted in Eindhoven. The conference was entirely geared towards communicating the progress made in the area of persuasive technology, and towards presenting recent results in theory, design, technology and evaluation. It brought together a wide range of research fields, including social psychology, HCI, computer science, industrial design, engineering, game design, communication science, and human factors, and the formula worked: plans for a follow-up were made immediately upon its conclusion. PERSUASIVE 2007, the second international conference on persuasive technology, was hosted by Stanford University, April 2627. The program featured a large number of presentations, both oral and in poster format, on new findings, new conceptualizations and designs, and new reflections on persuasion through technology. Sponsored by the National Science Foundation, this conference featured the best new insights into how video games, mobile phone applications, and Web sites can be designed to motivate and influence people.
Lietotāju komentāri - Rakstīt atsauksmi
Ierastajās vietās neesam atraduši nevienu atsauksmi.
Fine Tuning the Persuasion in Persuasive Games
Captivating Patterns A First Validation
Promoting ew Patterns in Household Energy Consumption with Pervasive Learning Games
Towards Designing a Persuasive Agent for Energy Conservation
Can Companies Initiate Positive Word of Mouth? A Field Experiment Examining the Effects of Incentive Magnitude and Equity and eReferral Mech...
The Mediating Role of Social Trust
An Examination of the Influence of Involvement Level of Web Site Users on the Perceived Credibility of Web Sites
Comparing Reward and Reciprocity in an Amateur KnowledgeBased Website
How Successful Web Services Structure Persuasion
Exploring Persuasive Potential of Embodied Conversational Agents Utilizing Synthetic Embodied Conversational Agents
Voice Alone Is Less Effective in Impacting Young Womens Attitudes Toward Engineering
Modelling an Attitudinal Route of Influence
Developing an Inanimate Emotionally Interactive Tool for the Elderly
Distributed User Experience in Persuasive Technology Environments
The PerCues Framework and Its Application for Sustainable Mobility
Persuasive Technologies Should Be Boring
Can a Wayward Technology Be Redeemed?
Logical Modeling of Deceptive Negative Persuasion
Surveillance Persuasion and Panopticon
Persuading Employees and Customers to Do what Is in the Communitys Best Interest
Improving CrossCultural Communication Through Collaborative Technologies
Group Reactions to Visual Feedback Tools
Can Brotherhood Be Sold Like SoapOnline? An Online Social Marketing and Advocacy Pilot Study Synopsis
Social Comparisons to Motivate Contributions to an Online Community
Is it Me or Is it what I say? Source Image and Persuasion
Digital Television as Persuasive Technology
The Use of Mobile Phones to Support Childrens Literacy Learning
Toward a Systematic Understanding of Suggestion Tactics in Persuasive Technologies
Modelling a Receivers Position to Persuasive Arguments
Serial Position Effects in KnowledgeBased Recommender Systems
Persuade Into What? Why HumanComputer Interaction Needs a Philosophy of Technology
Classical Rhetoric and a Limit to Persuasion
Persuasion Theories and IT Design
activity African American agent argument attitudes attributes behavior change Berlin Heidelberg 2007 captology cognitive communication comparison Consumer context cultural devices discussion Elaboration Likelihood Model environment evaluation example factors feedback focus Fogg goal health behavior human Human-Computer Human-Computer Interaction impact important Individuating Cue influence interaction intercultural competencies interface Internet intervention iParrot Journal Kort learning LinkedIn LNCS mobile monitoring motivation MovieLens Nike+iPod Panopticon participants perceived credibility person PERSUASIVE 2007 persuasive games persuasive strategies persuasive technology pet plant philosophy of technology players potential PowerAgent presented programs rated recommendations relationship relevant self-efficacy serial position effects significant Social Psychology specific Springer-Verlag Berlin Heidelberg subjects suggestion surveillance Target Behaviors theory trustworthiness University user experience viewers Web services
110. lappuse - Morals reformed health preserved industry invigorated instruction diffused public burthens lightened- Economy seated, as it were, upon a rock - the gordian knot of the Poor-Laws not cut, but untied - all by a simple idea in architecture!
303. lappuse - Thus a stove used to furnish more than mere warmth. It was a focus, a hearth, a place that gathered the work and leisure of a family and gave the house a center. Its coldness marked the morning, and the spreading of its warmth the beginning of the day. It assigned to the different family members tasks that defined their place in the household. The mother built the fire, the children kept the firebox filled, and the father cut the firewood.
122. lappuse - The basic idea behind open source is very simple: When programmers can read, redistribute, and modify the source code for a piece of software, the software evolves. People improve it, people adapt it, people fix bugs. And this can happen at a speed that, if one is used to the slow pace of conventional software development, seems astonishing.
53. lappuse - This work is supported by the German Federal Ministry of Education and Research. 8. REFERENCES 1. A. Moser. EE Latta, "Arrhenius parameters for the rate process leading to catastrophic damage of AlGaAsGaAs laser facets".
112. lappuse - So much for the question of observation. But the Panopticon was also a laboratory; it could be used as a machine to carry out experiments, to alter behaviour, to train or correct individuals. To experiment with medicines and monitor their effects. To try out different punishments on prisoners, according to their crimes and character, and to seek the most effective ones.
118. lappuse - The nontrivial extraction of implicit, previously unknown, and potentially useful information from data...
303. lappuse - It provided for the entire family a regular and bodily engagement with the rhythm of the seasons that was woven together of the threat of cold and the solace of warmth, the smell of wood smoke, the exertion of sawing and of carrying, the teaching of skills, and the fidelity to daily tasks.
228. lappuse - Yan, H.: Human conversation as a system framework: Designing embodied conversational agents. In: Cassell, J., Sullivan, J., Prevost, S.
185. lappuse - Media credibility Experience or image? A survey on the credibility of the World Wide Web in Germany in comparison to other media. European Journal of Communication, 15, 37-59.
63. lappuse - Bandura, A. (2001). Social cognitive theory: An agentic perspective. Annual Review of Psychology, 52, 1-26.