Información del autor
Autor Karapanos, Evangelos |
Documentos disponibles escritos por este autor (3)



14th International Conference, PERSUASIVE 2019, Limassol, Cyprus, April 9–11, 2019, Proceedings / Oinas-Kukkonen, Harri ; Win, Khin Than ; Karapanos, Evangelos ; Karppinen, Pasi ; Kyza, Eleni
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TÃtulo : 14th International Conference, PERSUASIVE 2019, Limassol, Cyprus, April 9–11, 2019, Proceedings Tipo de documento: documento electrónico Autores: Oinas-Kukkonen, Harri, ; Win, Khin Than, ; Karapanos, Evangelos, ; Karppinen, Pasi, ; Kyza, Eleni, Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2019 Número de páginas: XIV, 376 p. 84 ilustraciones, 51 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-17287-9 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Computadoras y sociedad Computadoras y civilización Aplicación informática en ciencias sociales y del comportamiento. Aplicaciones informáticas y de sistemas de información Procesamiento de datos Ciencias sociales La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Application software Interfaces de usuario e interacción persona-computadora Clasificación: 3.034.834 Resumen: Este libro constituye las actas arbitradas de la 14.ª Conferencia Internacional sobre TecnologÃa Persuasiva, PERSUASIVE 2019, celebrada en Limassol, Chipre, en abril de 2019. Los 29 artÃculos completos presentados fueron cuidadosamente revisados ​​y seleccionados entre 79 presentaciones. Los artÃculos demuestran cómo las tecnologÃas persuasivas pueden ayudar a resolver problemas sociales. Posteriormente se agruparon en las siguientes secciones temáticas: TerminologÃas y metodologÃas; autocontrol y reflexión; proceso de desarrollo de sistemas; drones y automóviles; aspectos éticos y legales; dominios de aplicaciones especiales; motivación y establecimiento de objetivos; personalidad, edad y género; apoyo social; tipos de usuarios y adaptación. Nota de contenido: Terminologies and methodologies -- Questioning Our Attitudes and Feelings Towards Persuasive Technology -- Effects of a virtual model's pitch and speech rate on affective and cognitive learning -- Self-monitoring and reflection -- Are Trackers Social Actors? The Role of Self-Tracking on Self-Evaluation -- Supporting and Understanding Reflection on Persuasive Technology through a Reflection Schema -- Designing Representations of Behavioral Data with Blended Causality: An Approach to Interventions for Lifestyle Habits -- Systems development process -- Scrutable & Persuasive Push-Notifications -- Applications for Persuasive Technologies in Participatory Design Processes -- Is ArguMessage Effective? A Critical Evaluation of the Persuasive Message Generation System -- Drones and automotives -- "I am the eye in the sky – can you read my mind?" How to address public concerns towards drone use -- Exploring the Validity of Methods to Track Emotions Behind the Wheel -- Persuading the Driver: A Framework for Persuasive Interface Design in the Automotive Domain -- Ethical and legal aspects -- Do Ethics Matter in Persuasive Technology? -- The Ethics of Persuasive Technologies in Pervasive Industry Platforms: The Need for a Robust Management and Governance Framework -- How does GDPR (General Data Protection Regulation) affect persuasive system design: Design requirements and cost implications -- Special application domains -- Long-Term User Experience and Persuasion on 3DFysio, a Mobile Rehabilitation Application -- Evaluation of Breastfeeding Mobile Health Applications Based on the Persuasive System Design Model -- Engaging bystanders using Persuasive Technology: A Meta-analysis of Influencing Factors on Moral Courage -- Motivation and goal setting -- I Focus on Improvement: Effects of Type of Mastery Feedback on Motivational Experiences -- Recovering from Work-related Strain and Stress with the Help of a Persuasive Mobile Application: Interview-based Thematic Analysis of Micro-entrepreneurs -- Goal Setting for Persuasive Information Systems: Five Reference Checklists -- Personality, age and gender -- A Study on Effect of Big Five Personality Traits on Ad Targeting and Creative Design -- Effect of Shopping Value on the Susceptibility of E- Commerce Shoppers to Persuasive Strategies and the Role of Gender -- Actual Persuasiveness: Impact of Personality, Age and Gender on Message Type Susceptibility -- Social support -- Exploring the Effectiveness of Socially-Oriented Persuasive Strategies in Education -- Social behaviors: A social topology and interaction pattern affect the properties of a changed behavior -- A group intervention to improve physical activity at the workplace -- User types and tailoring -- Combining Behavior Change Intentions and User Types to Select Suitable Gamification Elements for Persuasive Fitness Systems -- Engaging the audience with biased news: An exploratory study on prejudice and engagement -- Persuasive technology, social representations and ergonomics of interfaces: a new theoretical articulation. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 14th International Conference on Persuasive Technology, PERSUASIVE 2019, held in Limassol, Cyprus, in April 2019. The 29 full papers presented were carefully reviewed and selected from 79 submissions. The papers demonstrate how persuasive technologies can help solve societal issues. They were subsequently grouped in the following topical sections: Terminologies and methodologies; self-monitoring and reflection; systems development process; drones and automotives; ethical and legal aspects; special application domains; motivation and goal setting; personality, age and gender; social support; user types and tailoring. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] 14th International Conference, PERSUASIVE 2019, Limassol, Cyprus, April 9–11, 2019, Proceedings [documento electrónico] / Oinas-Kukkonen, Harri, ; Win, Khin Than, ; Karapanos, Evangelos, ; Karppinen, Pasi, ; Kyza, Eleni, . - 1 ed. . - [s.l.] : Springer, 2019 . - XIV, 376 p. 84 ilustraciones, 51 ilustraciones en color.
ISBN : 978-3-030-17287-9
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Computadoras y sociedad Computadoras y civilización Aplicación informática en ciencias sociales y del comportamiento. Aplicaciones informáticas y de sistemas de información Procesamiento de datos Ciencias sociales La interacción persona-ordenador Interfaces de usuario (sistemas informáticos) Application software Interfaces de usuario e interacción persona-computadora Clasificación: 3.034.834 Resumen: Este libro constituye las actas arbitradas de la 14.ª Conferencia Internacional sobre TecnologÃa Persuasiva, PERSUASIVE 2019, celebrada en Limassol, Chipre, en abril de 2019. Los 29 artÃculos completos presentados fueron cuidadosamente revisados ​​y seleccionados entre 79 presentaciones. Los artÃculos demuestran cómo las tecnologÃas persuasivas pueden ayudar a resolver problemas sociales. Posteriormente se agruparon en las siguientes secciones temáticas: TerminologÃas y metodologÃas; autocontrol y reflexión; proceso de desarrollo de sistemas; drones y automóviles; aspectos éticos y legales; dominios de aplicaciones especiales; motivación y establecimiento de objetivos; personalidad, edad y género; apoyo social; tipos de usuarios y adaptación. Nota de contenido: Terminologies and methodologies -- Questioning Our Attitudes and Feelings Towards Persuasive Technology -- Effects of a virtual model's pitch and speech rate on affective and cognitive learning -- Self-monitoring and reflection -- Are Trackers Social Actors? The Role of Self-Tracking on Self-Evaluation -- Supporting and Understanding Reflection on Persuasive Technology through a Reflection Schema -- Designing Representations of Behavioral Data with Blended Causality: An Approach to Interventions for Lifestyle Habits -- Systems development process -- Scrutable & Persuasive Push-Notifications -- Applications for Persuasive Technologies in Participatory Design Processes -- Is ArguMessage Effective? A Critical Evaluation of the Persuasive Message Generation System -- Drones and automotives -- "I am the eye in the sky – can you read my mind?" How to address public concerns towards drone use -- Exploring the Validity of Methods to Track Emotions Behind the Wheel -- Persuading the Driver: A Framework for Persuasive Interface Design in the Automotive Domain -- Ethical and legal aspects -- Do Ethics Matter in Persuasive Technology? -- The Ethics of Persuasive Technologies in Pervasive Industry Platforms: The Need for a Robust Management and Governance Framework -- How does GDPR (General Data Protection Regulation) affect persuasive system design: Design requirements and cost implications -- Special application domains -- Long-Term User Experience and Persuasion on 3DFysio, a Mobile Rehabilitation Application -- Evaluation of Breastfeeding Mobile Health Applications Based on the Persuasive System Design Model -- Engaging bystanders using Persuasive Technology: A Meta-analysis of Influencing Factors on Moral Courage -- Motivation and goal setting -- I Focus on Improvement: Effects of Type of Mastery Feedback on Motivational Experiences -- Recovering from Work-related Strain and Stress with the Help of a Persuasive Mobile Application: Interview-based Thematic Analysis of Micro-entrepreneurs -- Goal Setting for Persuasive Information Systems: Five Reference Checklists -- Personality, age and gender -- A Study on Effect of Big Five Personality Traits on Ad Targeting and Creative Design -- Effect of Shopping Value on the Susceptibility of E- Commerce Shoppers to Persuasive Strategies and the Role of Gender -- Actual Persuasiveness: Impact of Personality, Age and Gender on Message Type Susceptibility -- Social support -- Exploring the Effectiveness of Socially-Oriented Persuasive Strategies in Education -- Social behaviors: A social topology and interaction pattern affect the properties of a changed behavior -- A group intervention to improve physical activity at the workplace -- User types and tailoring -- Combining Behavior Change Intentions and User Types to Select Suitable Gamification Elements for Persuasive Fitness Systems -- Engaging the audience with biased news: An exploratory study on prejudice and engagement -- Persuasive technology, social representations and ergonomics of interfaces: a new theoretical articulation. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 14th International Conference on Persuasive Technology, PERSUASIVE 2019, held in Limassol, Cyprus, in April 2019. The 29 full papers presented were carefully reviewed and selected from 79 submissions. The papers demonstrate how persuasive technologies can help solve societal issues. They were subsequently grouped in the following topical sections: Terminologies and methodologies; self-monitoring and reflection; systems development process; drones and automotives; ethical and legal aspects; special application domains; motivation and goal setting; personality, age and gender; social support; user types and tailoring. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Advances in Longitudinal HCI Research / Karapanos, Evangelos ; Gerken, Jens ; Kjeldskov, Jesper ; Skov, Mikael B.
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TÃtulo : Advances in Longitudinal HCI Research Tipo de documento: documento electrónico Autores: Karapanos, Evangelos, ; Gerken, Jens, ; Kjeldskov, Jesper, ; Skov, Mikael B., Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2021 Número de páginas: VI, 242 p. 48 ilustraciones, 38 ilustraciones en color. ISBN/ISSN/DL: 978-3-030-67322-2 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Informática móvil SociologÃa Software de la aplicacion Interfaces de usuario e interacción persona-computadora Métodos sociológicos Aplicaciones informáticas y de sistemas de información Clasificación: 005.437 Resumen: Tradicionalmente, los estudios longitudinales se han considerado demasiado engorrosos y laboriosos para ser de mucha utilidad en la investigación sobre la interacción persona-computadora (HCI). Sin embargo, las tendencias recientes en el mercado, la legislación y las preguntas de investigación que abordamos han resaltado la importancia de estudiar el uso prolongado, mientras que la tecnologÃa misma ha hecho que la investigación longitudinal sea más accesible para los investigadores en diferentes dominios de aplicación. Diseñado como un recurso educativo para estudiantes de posgrado e investigadores en HCI, este libro reúne una colección de capÃtulos que abordan consideraciones teóricas y metodológicas y presentan estudios de casos de investigación longitudinal de HCI. Entre otros, los autores: discuten los fundamentos teóricos de la investigación longitudinal de HCI, como cuándo es apropiado un estudio longitudinal, qué preguntas de investigación se pueden abordar y qué desafÃos implican los diferentes diseños de investigación longitudinal, reflexionan sobre los desafÃos metodológicos en la recopilación y el análisis de datos longitudinales. tales como cómo mantener la adherencia de los participantes y la confiabilidad de los datos al emplear el Método de muestreo de experiencias en entornos longitudinales, o cómo hacer frente a la fatiga de la recopilación de datos y la seguridad de los datos en aplicaciones de autoetnografÃa y diseño autobiográfico, que pueden abarcar desde meses hasta varios años, presentan una serie de problemas. de estudios de casos que cubren diferentes temas de investigación longitudinal de HCI, desde "tecnologÃa lenta" hasta auto-seguimiento, retroalimentación háptica en el aire y crowdsourcing. Nota de contenido: Introduction to Longitudinal HCI Research -- Part A: Theoretical Perspectives -- Longitudinal Studies in HCI Research -- Longitudinal Studies in Information Systems -- Part B: Methods for Longitudinal HCI Research -- Recommendations for Conducting Longitudinal Experience Sampling Studies -- Longitudinal First Person HCI Research Methods -- Imagining the Future of Longitudinal HCI Studies: Sensor-Embedded Everyday Objects as Subjective Data Collection Tools -- Experiments, Longitudinal Studies and Sequential Experimentation: How Using 'Intermediate Results' can Help Design Experiments -- Part C: Reviews of, and Case Studies on Longitudinal HCI Research -- Tensions and Techniques in Investigating Longitudinal Experiences with Slow Technology Research Products -- Opportunities and Challenges for Long-Term Tracking -- Augmenting Gestural Interactions with Mid-air Haptic Feedback: A Case Study of Mixed-method Longitudinal UX-testing in the Lab -- A Six-Month, Multi-Platform Investigation of Creative Crowdsourcing. . Tipo de medio : Computadora Summary : Longitudinal studies have traditionally been seen as too cumbersome and labor-intensive to be of much use in research on Human-Computer Interaction (HCI). However, recent trends in market, legislation, and the research questions we address, have highlighted the importance of studying prolonged use, while technology itself has made longitudinal research more accessible to researchers across different application domains. Aimed as an educational resource for graduate students and researchers in HCI, this book brings together a collection of chapters, addressing theoretical and methodological considerations, and presenting case studies of longitudinal HCI research. Among others, the authors: discuss the theoretical underpinnings of longitudinal HCI research, such as when a longitudinal study is appropriate, what research questions can be addressed and what challenges are entailed in different longitudinal research designs reflect onmethodological challenges in longitudinal data collection and analysis, such as how to maintain participant adherence and data reliability when employing the Experience Sampling Method in longitudinal settings, or how to cope with data collection fatigue and data safety in applications of autoethnography and autobiographical design, which may span from months to several years present a number of case studies covering different topics of longitudinal HCI research, from "slow technology", to self-tracking, to mid-air haptic feedback, and crowdsourcing. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Advances in Longitudinal HCI Research [documento electrónico] / Karapanos, Evangelos, ; Gerken, Jens, ; Kjeldskov, Jesper, ; Skov, Mikael B., . - 1 ed. . - [s.l.] : Springer, 2021 . - VI, 242 p. 48 ilustraciones, 38 ilustraciones en color.
ISBN : 978-3-030-67322-2
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Informática móvil SociologÃa Software de la aplicacion Interfaces de usuario e interacción persona-computadora Métodos sociológicos Aplicaciones informáticas y de sistemas de información Clasificación: 005.437 Resumen: Tradicionalmente, los estudios longitudinales se han considerado demasiado engorrosos y laboriosos para ser de mucha utilidad en la investigación sobre la interacción persona-computadora (HCI). Sin embargo, las tendencias recientes en el mercado, la legislación y las preguntas de investigación que abordamos han resaltado la importancia de estudiar el uso prolongado, mientras que la tecnologÃa misma ha hecho que la investigación longitudinal sea más accesible para los investigadores en diferentes dominios de aplicación. Diseñado como un recurso educativo para estudiantes de posgrado e investigadores en HCI, este libro reúne una colección de capÃtulos que abordan consideraciones teóricas y metodológicas y presentan estudios de casos de investigación longitudinal de HCI. Entre otros, los autores: discuten los fundamentos teóricos de la investigación longitudinal de HCI, como cuándo es apropiado un estudio longitudinal, qué preguntas de investigación se pueden abordar y qué desafÃos implican los diferentes diseños de investigación longitudinal, reflexionan sobre los desafÃos metodológicos en la recopilación y el análisis de datos longitudinales. tales como cómo mantener la adherencia de los participantes y la confiabilidad de los datos al emplear el Método de muestreo de experiencias en entornos longitudinales, o cómo hacer frente a la fatiga de la recopilación de datos y la seguridad de los datos en aplicaciones de autoetnografÃa y diseño autobiográfico, que pueden abarcar desde meses hasta varios años, presentan una serie de problemas. de estudios de casos que cubren diferentes temas de investigación longitudinal de HCI, desde "tecnologÃa lenta" hasta auto-seguimiento, retroalimentación háptica en el aire y crowdsourcing. Nota de contenido: Introduction to Longitudinal HCI Research -- Part A: Theoretical Perspectives -- Longitudinal Studies in HCI Research -- Longitudinal Studies in Information Systems -- Part B: Methods for Longitudinal HCI Research -- Recommendations for Conducting Longitudinal Experience Sampling Studies -- Longitudinal First Person HCI Research Methods -- Imagining the Future of Longitudinal HCI Studies: Sensor-Embedded Everyday Objects as Subjective Data Collection Tools -- Experiments, Longitudinal Studies and Sequential Experimentation: How Using 'Intermediate Results' can Help Design Experiments -- Part C: Reviews of, and Case Studies on Longitudinal HCI Research -- Tensions and Techniques in Investigating Longitudinal Experiences with Slow Technology Research Products -- Opportunities and Challenges for Long-Term Tracking -- Augmenting Gestural Interactions with Mid-air Haptic Feedback: A Case Study of Mixed-method Longitudinal UX-testing in the Lab -- A Six-Month, Multi-Platform Investigation of Creative Crowdsourcing. . Tipo de medio : Computadora Summary : Longitudinal studies have traditionally been seen as too cumbersome and labor-intensive to be of much use in research on Human-Computer Interaction (HCI). However, recent trends in market, legislation, and the research questions we address, have highlighted the importance of studying prolonged use, while technology itself has made longitudinal research more accessible to researchers across different application domains. Aimed as an educational resource for graduate students and researchers in HCI, this book brings together a collection of chapters, addressing theoretical and methodological considerations, and presenting case studies of longitudinal HCI research. Among others, the authors: discuss the theoretical underpinnings of longitudinal HCI research, such as when a longitudinal study is appropriate, what research questions can be addressed and what challenges are entailed in different longitudinal research designs reflect onmethodological challenges in longitudinal data collection and analysis, such as how to maintain participant adherence and data reliability when employing the Experience Sampling Method in longitudinal settings, or how to cope with data collection fatigue and data safety in applications of autoethnography and autobiographical design, which may span from months to several years present a number of case studies covering different topics of longitudinal HCI research, from "slow technology", to self-tracking, to mid-air haptic feedback, and crowdsourcing. Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]
TÃtulo : Persuasive Technology : 13th International Conference, PERSUASIVE 2018, Waterloo, ON, Canada, April 18-19, 2018, Proceedings Tipo de documento: documento electrónico Autores: Ham, Jaap, ; Karapanos, Evangelos, ; Morita, Plinio P., ; Burns, Catherine M., Mención de edición: 1 ed. Editorial: [s.l.] : Springer Fecha de publicación: 2018 Número de páginas: XIII, 312 p. ISBN/ISSN/DL: 978-3-319-78978-1 Nota general: Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos. Idioma : Inglés (eng) Palabras clave: Computadoras y civilización Software de la aplicacion Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras Propósitos especiales Ciencias sociales Computadoras y sociedad Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Sistemas de propósito especial y basados ​​en aplicaciones Aplicación informática en ciencias sociales y del comportamiento. Clasificación: 3.034.834 Resumen: Este libro constituye las actas arbitradas de la 13.ª Conferencia Internacional sobre TecnologÃa Persuasiva, PERSUASIVE 2018, celebrada en Waterloo, ON, Canadá, en abril de 2018. Los 21 artÃculos completos revisados ​​y los 4 artÃculos breves presentados fueron cuidadosamente revisados ​​y seleccionados entre 59 presentaciones. Los artÃculos demuestran cómo las tecnologÃas persuasivas pueden ayudar a resolver problemas sociales. Exploran nuevas fronteras para la tecnologÃa persuasiva, como la persuasión personalizada, el uso de nuevos sensores, usos de big data y nuevas formas de generar compromiso a través de juegos o conexiones sociales, centrándose en una variedad de tecnologÃas (por ejemplo, web, dispositivos portátiles, inteligencia artificial y entornos inteligentes). Los artÃculos están organizados en las siguientes secciones temáticas: medios sociales para la persuasión; intervenciones de empujón y justo a tiempo; principios y prácticas de diseño; juegos persuasivos; personalización y confección; y reflexiones teóricas. . Nota de contenido: Thinking about persuasive technology from the strategic business perspective: A call for research on cost-based competitive advantage -- What makes it persuasive -- Sustaining Health Behaviors Through Empowerment: A Deductive Theoretical Model of Behavior Change Based on Information and Communication Technology (ICT) -- Can an Enterprise System Persuade? The Role of Perceived Effectiveness and Social Influence -- Is it my looks? Or something I said? The Impact of Explanations, Embodiment, and Expectations on Trust and Performance in Human-Robot Teams -- Building Online Platforms for Peer Support Groups as a Persuasive Behavioural Change Technique -- A Decision-Making Perspective on Coaching Behavior Change: A Field Experiment on Promoting Exercise at Work -- Towards Finding Windows of Opportunity for Ubiquitous Healthy Eating Interventions -- Influencing Participant Behavior Through a Notification-Based Recommendation System -- Using Visual Cues to Leverage the Use of Speech Input in theVehicle -- Time Off: Designing Lively Representations as Imaginative Triggers for Healthy Smartphone Use -- Rationale Behind Socially Influencing Design Choices for Health Behavior Change -- The Values of Self-tracking and Persuasive eCoaching according to Employees and Human Resource Advisors for a Workplace Stress Management Application: a Qualitative Study -- Participatory Design of a Persuasive Mobile Application for Helping Entrepreneurs to Recover from Work -- Might we learn from learning? -- Shock Tactics: Perceived Controversy in Molleindustria Persuasive Games -- Reflection through Gaming: Reinforcing health message response through gamified rehearsal -- Designing and testing credibility: The case of a serious game on nightlife risks -- Persuasive Interventions for Sustainable Travel Choices Leveraging Users' Personality and Mobility Type -- Building Website Certificate Mental Models -- Persuasive Technology to Support Chronic Health Conditions: Investigating the Optimal Persuasive Strategies for Persons with COPD -- Cardiovascular Reactions during Exposure to Persuasion Principles -- Consumers' Need for Uniqueness and The Influence of Persuasive Strategies in E-commerce -- Using an Artificial Agent as a Behavior Model to Promote Assistive Technology Acceptance -- Understanding Home Energy Saving Recommendations. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 13th International Conference on Persuasive Technology, PERSUASIVE 2018, held in Waterloo, ON, Canada, in April 2018. The 21 revised full papers and 4 short papers presented were carefully reviewed and selected from 59 submissions. The papers demonstrate how persuasive technologies can help solve societal issues. They explore new frontiers for persuasive technology, such as personalized persuasion, new sensor usage, uses of big data, and new ways of creating engagement through gaming or social connection, focusing on a variety of technologies (e.g., web, wearables, AI, and smart environments). The papers are organized in the following topical sections: social means to persuasion; nudging and just-in-time interventions; design principles and practices; persuasive games; personalization and tailoring; and theoretical reflections. . Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...] Persuasive Technology : 13th International Conference, PERSUASIVE 2018, Waterloo, ON, Canada, April 18-19, 2018, Proceedings [documento electrónico] / Ham, Jaap, ; Karapanos, Evangelos, ; Morita, Plinio P., ; Burns, Catherine M., . - 1 ed. . - [s.l.] : Springer, 2018 . - XIII, 312 p.
ISBN : 978-3-319-78978-1
Libro disponible en la plataforma SpringerLink. Descarga y lectura en formatos PDF, HTML y ePub. Descarga completa o por capítulos.
Idioma : Inglés (eng)
Palabras clave: Computadoras y civilización Software de la aplicacion Interfaces de usuario (sistemas informáticos) La interacción persona-ordenador Computadoras Propósitos especiales Ciencias sociales Computadoras y sociedad Aplicaciones informáticas y de sistemas de información Interfaces de usuario e interacción persona-computadora Sistemas de propósito especial y basados ​​en aplicaciones Aplicación informática en ciencias sociales y del comportamiento. Clasificación: 3.034.834 Resumen: Este libro constituye las actas arbitradas de la 13.ª Conferencia Internacional sobre TecnologÃa Persuasiva, PERSUASIVE 2018, celebrada en Waterloo, ON, Canadá, en abril de 2018. Los 21 artÃculos completos revisados ​​y los 4 artÃculos breves presentados fueron cuidadosamente revisados ​​y seleccionados entre 59 presentaciones. Los artÃculos demuestran cómo las tecnologÃas persuasivas pueden ayudar a resolver problemas sociales. Exploran nuevas fronteras para la tecnologÃa persuasiva, como la persuasión personalizada, el uso de nuevos sensores, usos de big data y nuevas formas de generar compromiso a través de juegos o conexiones sociales, centrándose en una variedad de tecnologÃas (por ejemplo, web, dispositivos portátiles, inteligencia artificial y entornos inteligentes). Los artÃculos están organizados en las siguientes secciones temáticas: medios sociales para la persuasión; intervenciones de empujón y justo a tiempo; principios y prácticas de diseño; juegos persuasivos; personalización y confección; y reflexiones teóricas. . Nota de contenido: Thinking about persuasive technology from the strategic business perspective: A call for research on cost-based competitive advantage -- What makes it persuasive -- Sustaining Health Behaviors Through Empowerment: A Deductive Theoretical Model of Behavior Change Based on Information and Communication Technology (ICT) -- Can an Enterprise System Persuade? The Role of Perceived Effectiveness and Social Influence -- Is it my looks? Or something I said? The Impact of Explanations, Embodiment, and Expectations on Trust and Performance in Human-Robot Teams -- Building Online Platforms for Peer Support Groups as a Persuasive Behavioural Change Technique -- A Decision-Making Perspective on Coaching Behavior Change: A Field Experiment on Promoting Exercise at Work -- Towards Finding Windows of Opportunity for Ubiquitous Healthy Eating Interventions -- Influencing Participant Behavior Through a Notification-Based Recommendation System -- Using Visual Cues to Leverage the Use of Speech Input in theVehicle -- Time Off: Designing Lively Representations as Imaginative Triggers for Healthy Smartphone Use -- Rationale Behind Socially Influencing Design Choices for Health Behavior Change -- The Values of Self-tracking and Persuasive eCoaching according to Employees and Human Resource Advisors for a Workplace Stress Management Application: a Qualitative Study -- Participatory Design of a Persuasive Mobile Application for Helping Entrepreneurs to Recover from Work -- Might we learn from learning? -- Shock Tactics: Perceived Controversy in Molleindustria Persuasive Games -- Reflection through Gaming: Reinforcing health message response through gamified rehearsal -- Designing and testing credibility: The case of a serious game on nightlife risks -- Persuasive Interventions for Sustainable Travel Choices Leveraging Users' Personality and Mobility Type -- Building Website Certificate Mental Models -- Persuasive Technology to Support Chronic Health Conditions: Investigating the Optimal Persuasive Strategies for Persons with COPD -- Cardiovascular Reactions during Exposure to Persuasion Principles -- Consumers' Need for Uniqueness and The Influence of Persuasive Strategies in E-commerce -- Using an Artificial Agent as a Behavior Model to Promote Assistive Technology Acceptance -- Understanding Home Energy Saving Recommendations. Tipo de medio : Computadora Summary : This book constitutes the refereed proceedings of the 13th International Conference on Persuasive Technology, PERSUASIVE 2018, held in Waterloo, ON, Canada, in April 2018. The 21 revised full papers and 4 short papers presented were carefully reviewed and selected from 59 submissions. The papers demonstrate how persuasive technologies can help solve societal issues. They explore new frontiers for persuasive technology, such as personalized persuasion, new sensor usage, uses of big data, and new ways of creating engagement through gaming or social connection, focusing on a variety of technologies (e.g., web, wearables, AI, and smart environments). The papers are organized in the following topical sections: social means to persuasion; nudging and just-in-time interventions; design principles and practices; persuasive games; personalization and tailoring; and theoretical reflections. . Enlace de acceso : https://link-springer-com.biblioproxy.umanizales.edu.co/referencework/10.1007/97 [...]