Literatura académica sobre el tema "Technologies Persuasives"

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Artículos de revistas sobre el tema "Technologies Persuasives"

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Pluchart, Sandra. "Les effets subjectifs des technologies persuasives : entre illusion et fiction". Recherches en psychanalyse N° 35/36, n.º 1/2 (5 de abril de 2024): 85–100. http://dx.doi.org/10.3917/rep2.035.36.0085.

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Dans cet article, nous interrogerons les incidences subjectives des technologies persuasives couplées aux réseaux sociaux. Nous soutenons l’hypothèse que ces dernières favorisent l’illusion de la complétude de l’Autre par la présentation de leurres en analogie avec la dimension spectaculaire de la magie. Nous supposons que ces images comportent des effets subjectifs et, au premier rang, l’envie comme un effet de cette présentification de l’Autre en la promotion de soi. Cependant, le sujet peut se dégager de la contemplation des images dans les réseaux sociaux, notamment en s’appuyant sur des modalités de création à la place. Ce mouvement pourrait permettre de sortir de l’illusion de l’omnipotence de l’Autre et donner accès à une fiction, reconstruisant une réalité autour du manque et relançant ainsi la logique désirante.
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King, Phillip y Jason Tester. "The landscape of persuasive technologies". Communications of the ACM 42, n.º 5 (mayo de 1999): 31–38. http://dx.doi.org/10.1145/301353.301398.

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Guerini, Marco y Oliviero Stock. "Intelligent Persuasive Technologies: Prospects for Tourism". Information Technology & Tourism 12, n.º 2 (1 de abril de 2010): 107–23. http://dx.doi.org/10.3727/109830510x12887971002620.

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Linder, Christian. "Are Persuasive Technologies Really Able to Communicate?" International Journal of Technoethics 5, n.º 1 (enero de 2014): 44–58. http://dx.doi.org/10.4018/ijt.2014010104.

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Since a while the ethics of persuasive technology (PT) have been discussed. One interesting approach is the assessment of PTs in the light of discourse ethics and the speech-act theory as proposed recently. While some see such an approach as promising, the author will illustrate that the application of discourse ethics is only appropriate for a few limited persuasive strategies. It is argued that most often PT does not provide the essentials of a discourse; reason or arguments to convince the counterpart. In line with discourse ethics the elements of speech-act theory refer to the preconditions every debater has to subscribe to in order to reach a mutual understanding that is the ultimate goal of a discourse. It is evident that PT has to deal with serious problems in order to fulfill the preconditions such as comprehensibility, truth, truthfulness and legitimacy. If discourse ethics is the theoretical framework which reflects the moral content of PT, the intention of the designer and his arguments or reasons have to be taken into account. It is argued that this often contradicts the purpose of persuasion or manipulation if PT is applied. This paper provides propositions that should ensure that the design of PT fulfill the basic requirements of discourse ethics.
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Simons, Joseph J. P. "Psychological Frameworks for Persuasive Information and Communications Technologies". IEEE Pervasive Computing 15, n.º 3 (julio de 2016): 68–76. http://dx.doi.org/10.1109/mprv.2016.52.

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Idrees, Abdul Rahman, Robin Kraft, Agnes Mutter, Harald Baumeister, Manfred Reichert y Rüdiger Pryss. "Persuasive technologies design for mental and behavioral health platforms: A scoping literature review". PLOS Digital Health 3, n.º 5 (16 de mayo de 2024): e0000498. http://dx.doi.org/10.1371/journal.pdig.0000498.

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This review investigates persuasive design frameworks within eHealth, concentrating on methodologies, their prevalence in mental and behavioral health applications, and identifying current research gaps. An extensive search was conducted across 8 databases, focusing on English publications with full text available. The search prioritized primary research articles, post-2011 applications, and eHealth platforms emphasizing treatment or support. The inclusion process was iterative, involving multiple authors, and relied on detailed criteria to ensure the relevance and contemporaneity of selected works. The final review set comprised 161 articles, providing an overview of persuasive design frameworks in eHealth. The review highlights the state of the art in the domain, emphasizing the utilization and effectiveness of these frameworks in eHealth platforms. This review details the restricted adoption of persuasive design frameworks within the field of eHealth, particularly in the mental and behavioral sectors. Predominant gaps include the scarcity of comparative evaluations, the underrepresentation of tailored interventions, and the unclear influence of persuasive components on user experience. There is a notable requirement for further scrutiny and refinement of persuasive design frameworks. Addressing these concerns promises a more substantial foundation for persuasive design in eHealth, potentially enhancing user commitment and platform efficiency.
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Kodapanakkal, Rabia I., Mark J. Brandt, Christoph Kogler y Ilja van Beest. "Moral Frames Are Persuasive and Moralize Attitudes; Nonmoral Frames Are Persuasive and De-Moralize Attitudes". Psychological Science 33, n.º 3 (25 de febrero de 2022): 433–49. http://dx.doi.org/10.1177/09567976211040803.

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Moral framing and reframing strategies persuade people holding moralized attitudes (i.e., attitudes having a moral basis). However, these strategies may have unintended side effects: They have the potential to moralize people’s attitudes further and as a consequence lower their willingness to compromise on issues. Across three experimental studies with adult U.S. participants (Study 1: N = 2,151, Study 2: N = 1,590, Study 3: N = 1,015), we used persuasion messages (moral, nonmoral, and control) that opposed new big-data technologies (crime-surveillance technologies and hiring algorithms). We consistently found that moral frames were persuasive and moralized people’s attitudes, whereas nonmoral frames were persuasive and de-moralized people’s attitudes. Moral frames also lowered people’s willingness to compromise and reduced behavioral indicators of compromise. Exploratory analyses suggest that feelings of anger and disgust may drive moralization, whereas perceiving the technologies to be financially costly may drive de-moralization. The findings imply that use of moral frames can increase and entrench moral divides rather than bridge them.
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Albrechtslund, Anders y Louise Nørgaard Glud. "Empowering Residents: A Theoretical Framework for Negotiating Surveillance Technologies". Surveillance & Society 8, n.º 2 (18 de diciembre de 2010): 235–50. http://dx.doi.org/10.24908/ss.v8i2.3488.

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The aim of this article is to develop an understanding of negotiation as a proactive user behavior in response to persuasive, surveillance-enabling technologies. We work with a case where the ambition is to use maps to persuade residents in marginalized residential areas to take co-ownership of the future of their neighborhood. However, we argue that by negotiating persuasive technologies, residents can domesticate and “reconfigure” these, thus we need to broaden the dominant understanding of persuasion (Fogg 2003) to include the process of negotiation. Inspired by Actor-Network Theory, we argue that we need a framework that takes into account negotiations of other actors than the persuasive designer to bring a more nuanced and active understanding of responses to surveillance technologies. This article suggests that negotiation can be both user empowering as well as a productive measure in an ongoing designer-user relation. While the designer persuades, the user negotiates, and this dynamic relation contributes to potentially better technology development.
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Drosatos, George, Fotis Nalbadis, Emily Arden-Close, Victoria Baines, Elvira Bolat, Laura Vuillier, Theodoros Kostoulas et al. "Enabling Responsible Online Gambling by Real-time Persuasive Technologies". Complex Systems Informatics and Modeling Quarterly, n.º 17 (31 de diciembre de 2018): 44–68. http://dx.doi.org/10.7250/csimq.2018-17.03.

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Chatterjee, S. y A. Price. "Healthy Living with Persuasive Technologies: Framework, Issues, and Challenges". Journal of the American Medical Informatics Association 16, n.º 2 (1 de marzo de 2009): 171–78. http://dx.doi.org/10.1197/jamia.m2859.

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Tesis sobre el tema "Technologies Persuasives"

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Foulonneau, Anthony. "Les technologies persuasives adaptatives". Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAM085/document.

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Cette thèse traite des technologies persuasives et plus particulièrement de leur adaptation, pour en optimiser l’efficacité et la pertinence auprès de l’utilisateur. Les technologies persuasives sont des technologies conçues pour modifier le comportement de leurs utilisateurs, sans utilisation de la coercition ni de la tromperie. L’étude de la persuasion technologique se caractérise par un grand nombre de techniques pour altérer le comportement de l’utilisateur, mais des méthodes pour mettrent en oeuvre ces technologies encoreperfectibles.Elles ont pour fondement la persuasion inter-personnelle, étudiée depuis plus de deux millénaires dans le champ de la rhétorique, de la philosophie, et plus récemment de la psychologie. Cette dernière discipline proposent des théories et modèles pour rendre compte et comprendre les processus à l’oeuvre dans le choix d’un comportement. Ces théories nous montrent en particulier que les situations persuasives sont complexes, variées, avec de nombreux facteurs d’influence. C’est pourquoi nous proposons la notion de technologies persuasives adaptatives, des technologies capables d’adapter leurs stratégies de persuasion à l’utilisateur dans son contexte. Pour mettre en oeuvre ces dispositifs, nous proposons dans un premier un modèle du contexte persuasif, c’est-à-dire de l’ensemble des contraintes qui influencent l’adoption d’un comportement cible par un individu et à un instant donnés. Chacune de ces contraintes est à la fois un critère d’adaptation et un levier d’action dans la quête persuasive de la technologie. Pour chacun de ces leviers, nous avons identifié les techniques de persuasion qui permettent de les actionner. Dans un second temps, nous avons caractérisé l’adaptation de la persuasion sur un espace problème autour de cinq axes : la finalité, la cible, les critères et la dynamique de l’adaptation, ainsi que le rôle joué par l’utilisateur dans ce processus. Enfin, nous avons montré l’intérêt de l’adaptation, et des outils précédemment cités, dans la mise en oeuvre d’un dispositif persuasif dédié à la régulation du temps d’usage du smartphone
This thesis deals with persuasive technologies, and in particular adaptation of the persuasion in order to optimize efficiency and relevance of those technologies. Persuasive technologies are technologies design to change behaviors without using coercion or deception. Numerous techniques to shape user behavior but few and perfectible methods to design these technologies characterized the research domain of persuasive technologies.The background of persuasive technologies is the traditional interpersonal persuasion, studied for over two thousand years in rethoric, philosophy, and more recently psychology. This last discipline offers many theories and models to understand more precisely the process that determine human behaviors. These theories show in particular that persuasive situations are complex, varied, with many influence factors. That is why we propose the notion of adaptive persuasive technologies : technologies able to adapt their persuasive stategies to the user context. To design these products and services, we propose in the first place a model of the persuasive context, that is all the constraints that influence the practice of a targeted behavior by the user at a given time. Each constraint in the persuasive context is at the same time an adaptation criteria and an action lever for the adaptive persuasive technology. For each lever, we identify the persuasive principle that can be used to move it. In a second time, we propose a problem space that characterized the adaptation of the persuasion, thanks to five axis : the purpose, the target, the criteria and the dynamic of the adaptation, and the user role in the adaptation process. Finally, by making and assessing TILT, a persuasive application dedicated to smartphone usage regulation, we show that the adaptation of the persuasion, with the use of the persuasive contexte model and the problem space, benefits to the persuasive efficiency
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Corrégé, Jean-Baptiste. "Application des normes sociales aux technologies persuasives : le cas de la rénovation énergétique". Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS530/document.

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Cette thèse s'intéresse à la question des changements de comportement, et notamment à la manière dont cette question s'applique au domaine informatique à travers les technologies persuasives. Dans un contexte applicatif particulier, celui de la rénovation de logements, nous nous intéressons au rôle que peuvent jouent les informations à disposition des utilisateurs sur leur façon d'élaborer leur projet de rénovation. Une façon de modifier les comportements des utilisateurs est de modifier les buts qu'ils poursuivent, soit de manière explicite, soit de manière implicite. Si l'efficacité de la première a été montrée en contexte expérimental, elle semble toutefois moins adaptée à des situations naturelles. Nous proposons donc une approche visant à modifier les buts poursuivis par les utilisateurs implicitement.Dans cette optique, nous travaillons d'abord à l'emploi de normes sociales injonctives pour inciter les utilisateurs à travailler particulièrement sur la rénovation énergétique. Au cours d'une première étude, nous comparons norme sociale injonctive et objectif arbitraire à une condition contrôle. Nous nous intéressons à la performance des participants à la tâche (améliorer la performance énergétique d'un logement) ainsi qu'à la manière dont le projet se met en place tout au long de l'étude. Les résultats montrent que norme sociale et objectif explicite ont un effet similaire sur la performance à la tâche mais différent sur l'organisation temporelle. On observe ainsi des comportements plus stables dans le cas où la norme sociale est activée, et un effet qui semble globalement moins artificiel que dans le cas où on fixe un objectif explicite à l'utilisateur. Cette première étude met également en avant la nécessité pour la norme d'être saillante, ou activée.Nous nous intéressons donc dans une deuxième étude à ce qui caractérise la saillance du message normatif.Dans la première étude, nous avions utilisé deux types d'informations différentes : le message normatif et des indices concrets relatifs au comportement désirable. Cette deuxième étude vise à distinguer ces deux informations et tester leur effet respectif. Les résultats montrent que le message normatif semble avoir un effet légèrement plus important sur la performance mais aussi plus artificiel sur les comportements des utilisateurs.Dans une troisième étude, nous nous intéressons aux caractéristiques du message, en faisant l'hypothèse qu'un message mieux perçu pourrait appuyer la saillance de la norme qu'il porte. Dans le cadre d'une collaboration avec des chercheurs en intelligence artificielle nous avons ainsi testé différents types de cadrage afin d'évaluer leur effet respectif sur la perception de l'argument auquel ils s'appliquaient.Les résultats, mitigés, montrent essentiellement que le style argumentatif (rationnel et factuel plutôt qu'émotionnel ou moral) semble avoir un poids conséquent sur la perception de l'argument. En outre, la thématique abordée par l'argument semble jouer un rôle non négligeable et devrait donc faire l'objet d'une attention particulière pour le développement d'interventions similaires.Sur le plan applicatif, nos résultats mettent d'abord en évidence la pertinence de l'utilisation des normes sociales injonctives dans un contexte de technologie persuasive. Ils montrent également que les messages portant la norme sociale doivent être conçus avec soin, en tenant compte de multiples facteurs. Sur le plan théorique, nous montrons qu'une norme sociale peut avoir un effet comparable à celui d'un objectif explicitement fixé, mais que les deux génèrent la mise en place de processus cognitifs différents. Enfin, sur le plan méthodologique, nous appliquons l'analyse de traces de l'activité au champ de l'influence sociale, ce qui, à notre connaissance, n'avait pas encore été mis en place
This thesis deals with the question of behavioral changes, and in particular with the way this question applies to the computer domain through persuasive technologies.In a particular application context, that of the renovation of housing, we are interested in the role that the information available to users can play in the way they develop their renovation project. One way to change user behavior is to change the goals they pursue, either explicitly or implicitly. Although the effectiveness of the former has been shown in an experimental context, it seems less suitable for natural situations. We therefore propose an approach aimed at modifying the goals pursued by the users implicitly.With this in mind, we are working first on the use of injunctive social norms to encourage users to work particularly on energy renovation. In a first study, we compare injunctive social norm and goal setting to a control condition. We are interested in the performance of the participants in the task (improving the energy performance of a home) as well as the way in which the project is set up throughout the study. The results show that social norm and explicit goal have a similar effect on task performance but different on temporal organization. We also observe a more stable behavior in the case where the social norm is activated, and an effect that seems globally less artificial than in the case where we set an explicit objective to the user. This first study also highlights the need for the norm to be salient, or activated.In a second study, we focus on what characterizes the salience of the normative message. In the first study, we used two different types of information: the normative message and concrete cues of desirable behavior. This second study aims to distinguish these two types of information and test their respective effect. The results show that the normative message seems to have a slightly greater effect on performance but also more artificial on user behavior.In a third study, we are interested in the characteristics of the message, assuming that a better perceived message could support the salience of the norm it carries. As part of a collaboration with artificial intelligence researchers, we tested different types of framing to assess their respective effect on the perception of the argument to which they applied. The mixed results essentially show that the argumentative style (rational and factual rather than emotional or moral) seems to have a significant weight on the perception of the argument. In addition, the theme addressed by the argument seems to play a significant role and should therefore be given special attention for the development of similar interventions.At the application level, our results first highlight the relevance of the use of injunctive social norms in a context of persuasive technology. They also show that social standard messages must be carefully crafted, taking into account multiple factors. On the theoretical level, we show that a social norm can have an effect comparable to that of an explicitly fixed objective, but that both generate the setting up of different cognitive processes. Eventually, methodologically, we apply the analysis of traces of activity to the field of social influence, which, to our knowledge, had not yet been put in place
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Rei, David. "Interactions Humain-Machine Adaptées à la Personnalité des Utilisateurs : Application de Motivation à l'Activité Physique". Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASG012.

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L'activité physique est un moyen reconnu de prévention des maladies non transmissibles. Elle a un impact positif sur la santé et le bien-être si elle est réalisée régulièrement, avec un seuil minimal d'activité. Le manque d'activité physique est une problématique de santé publique connue et documentée depuis longtemps, avec une importance sociétale forte, accentuée ces dernières années avec la crise liée au Covid-19. Il est donc nécessaire de motiver les gens à pratiquer des activités physiques accessibles et faciles à mettre en oeuvre, telle que la marche à pied. De nombreuses interventions de marche avec des dispositifs de suivi, tels que les podomètres ou les téléphones mobiles, ont entraîné une augmentation de l'activité physique, mais seulement à court terme, et les effets positifs de ces interventions s'estompent rapidement. Au-delà de l'effet de nouveauté d'un dispositif ou d'une application mobile, ce sont le manque de personnalisation et d'adaptation à l'utilisateur qui semblent diminuer les effets à plus long terme des interventions de marche.Dans cette thèse, nous proposons un nouveau modèle d'interactions humain-machine adaptatives pour la motivation à la marche sur mobile. Ce modèle s'inspire de deux théories de psychologie en particulier : la théorie de l'auto détermination, qui décrit trois besoins fondamentaux à satisfaire pour atteindre un état de motivation et de bien-être, et la théorie de l'orientation régulatrice, qui décrit les stratégies d'action des individus en fonction du contexte, de leur objectif et de la manière de l'atteindre. Notre modèle prend également en compte l'activité des utilisateurs afin de leur offrir des interactions motivationnelles adaptées à leur profil.Nous avons implémenté ce modèle dans une application mobile Android et nous avons évalué son efficacité en termes de performances de marche et de motivation par trois études longitudinales sur le terrain et une étude de conception. La première étude a mis en oeuvre la dimension d'adaptation d'un objectif quotidien de marche aux performances de l'utilisateur. Les résultats ont montré une hausse de la marche à court terme, puis une diminution de l'utilisation de l'application et des performances des utilisateurs. La deuxième étude a ajouté la dimension d'adaptation de messages motivationnels. Les messages motivationnels étaient adaptés au profil d'orientation régulatrice des utilisateurs. Les résultats étaient encourageants, notamment concernant la diminution de l'amotivation des utilisateurs, mais nous avons de nouveau constaté une baisse de l'utilisation de l'application à plus long terme. La troisième étude avait pour but d'évaluer la dimension d'adaptation de la ludification de notre modèle, remplaçant les messages motivationnels. Notre ludification tient compte à la fois de la théorie de l'auto détermination et de la théorie de l'orientation régulatrice pour proposer une interaction adaptée au profil de l'utilisateur.Nous revenons sur les forces et faiblesses de nos contributions et nous proposons des perspectives sur l'utilisation conjointe de ces deux théories pour concevoir des interactions humain-machine sur téléphone mobile visant la motivation à la marche
Physical activity is a recognized means of preventing non-communicable diseases. It has a positive impact on health and well-being if carried out regularly, with a minimum level of activity. Lack of physical activity has long been recognized and documented as a public health problem, and is of major societal importance, accentuated in recent years by the Covid-19 crisis. It is therefore necessary to motivate people to take part in physical activities that are accessible and easy to implement, such as walking. Many walking interventions with tracking devices, such as pedometers or smartphones, have led to an increase in physical activity, but only in the short term, and the positive effects of these interventions quickly fade. Beyond the novelty effect of a device or mobile application, it is the lack of personalisation and adaptation to the user that seem to diminish the longer-term effects of walking interventions.In this thesis, we propose a new model of adaptive human-machine interactions for mobile walking motivation. This model is inspired by two psychology theories in particular: the self-determination theory, which describes three fundamental needs to be satisfied in order to achieve motivation and well-being, and the regulatory focus theory, which describes individuals' action strategies depending on the context, their goal and how to achieve it. Our model also takes into account users' activity, so as to offer them motivational interactions adapted to their profile.We implemented this model in an Android mobile application and evaluated its effectiveness in terms of walking performance and motivation through three longitudinal field studies and a design study. The first field study implemented the dimension of adapting a daily walking goal to the user's performance. Results showed an increase in short-term walking, followed by a decrease in application use and user performance. The second field study added the dimension of adapting motivational messages. The motivational messages were adapted to the users' regulatory focus profile. The results were encouraging, particularly with regard to the reduction in user amotivation, but we again noted a decline in application use over the longer term. The third field study was designed to evaluate the adaptation dimension of the gamification of our model, replacing the motivational messages. Our gamification takes into account both the self-determination theory and the regulatory focus theory to propose an interaction adapted to the user's profile.We look back at the strengths and weaknesses of our contributions, and offer some perspectives on the joint use of these two theories to motivate walking on smartphones
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Khaghani, Far Iman. "Persuasive Technologies for Active Ageing". Doctoral thesis, Università degli studi di Trento, 2016. https://hdl.handle.net/11572/368843.

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Most of the world countries are challenged with a large ageing population who spend most of their time at home and are mostly sedentary (8.5 hours per day as of today). Sedentary behavior and physical inactivity affect the social, physical and mental states of people leading to social isolation and physical declines and hence an ideal candidate for chronic and degenerative diseases. To maintain an active aging process (healthy state of physical, mental and social wellbeing), regular and daily exercising is necessary. However, many older adults do not maintain regular exercising due to poor health, lack of company, lack of motivation, lack of transportation and suitable outdoor facilities. In this context, home based physical exercises can help people maintain their physical activity and ICT can act as a key player and facilitator by providing interactive training applications (through desktops and mobile devices), self-monitoring (using activity trackers and wearables) and automated coaching (using rule-based systems or remote assistance). Yet, for many people and, in particular, the sedentary older population at home; even with the existence of the technology, there is not enough motivation to maintain a regular exercising routine. Thus, this thesis aims to investigate the IT-mediated persuasive strategies that help independent-living older adults at home to maintain a regular exercising lifestyle. In particular, this research examines the effect of social inclusion and group exercising on the motivation of trainees at home to adhere to the training program which has proven to be effective.
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Khaghani, Far Iman. "Persuasive Technologies for Active Ageing". Doctoral thesis, University of Trento, 2016. http://eprints-phd.biblio.unitn.it/1708/1/Iman-Khaghanifar-thesis-min.pdf.

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Most of the world countries are challenged with a large ageing population who spend most of their time at home and are mostly sedentary (8.5 hours per day as of today). Sedentary behavior and physical inactivity affect the social, physical and mental states of people leading to social isolation and physical declines and hence an ideal candidate for chronic and degenerative diseases. To maintain an active aging process (healthy state of physical, mental and social wellbeing), regular and daily exercising is necessary. However, many older adults do not maintain regular exercising due to poor health, lack of company, lack of motivation, lack of transportation and suitable outdoor facilities. In this context, home based physical exercises can help people maintain their physical activity and ICT can act as a key player and facilitator by providing interactive training applications (through desktops and mobile devices), self-monitoring (using activity trackers and wearables) and automated coaching (using rule-based systems or remote assistance). Yet, for many people and, in particular, the sedentary older population at home; even with the existence of the technology, there is not enough motivation to maintain a regular exercising routine. Thus, this thesis aims to investigate the IT-mediated persuasive strategies that help independent-living older adults at home to maintain a regular exercising lifestyle. In particular, this research examines the effect of social inclusion and group exercising on the motivation of trainees at home to adhere to the training program which has proven to be effective.
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Hanell, Jenny. "Quantified Dog: Supporting Dog Health through Persuasive Technologies". Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209575.

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In collaboration with HappyTail, a Swedish company developing a mobile application for dog owners, this qualitative research study examines and identifies important factors, for developers or other stakeholders, to have in mind when developing mobile applications that aim to support dog health. According to behavioural scientists, there needs to be a bridge between health themed mobile applications and behavioural change theories in order to achieve desirable results. Therefore, literature on dog health as well as on behavioural and persuasive technologies were reviewed. To fully understand dog owners’ behaviours, empirical data was collected from five in-depth interviews with dog owners recruited from groups on Facebook. The data collected, in combination with the reviewed literature, results in increased understanding of dog owners’ behaviours in relation to their dogs’ health, their sources of motivation and inspiration, and how persuasive technologies can affect their behaviours towards their dogs. It turned out that psychological aspects, such as the relationship between the dog and dog owner, was crucial among the interviewees, and that they prefer to use dog themed mobile applications with features such as social support and tailored content as parts of the design. Finally, ethical aspects that need to be considered when including dogs as stakeholders in new technologies were discussed. The result is valuable for researchers investigating dog owners’ behaviour as well as for those developing new technology, especially mobile applications, with focus on dog health.
I samarbete med HappyTail, ett svenskt företag som utvecklar en mobilapplikation för hundägare, syftar den här kvalitativa undersökningen till att identifiera viktiga faktorer som personer verksamma inom applikationsutveckling med fokus på hundhälsa bör ha i åtanke under utvecklingsskedet. Enligt forskare inom beteendevetenskap är det viktigt att det finns en bro mellan mobilapplikationer med hälsotema och befintliga teorier inom området beteendeförändring för att kunna uppnå önskvärda resultat. Därför har litteratur som berör hundens hälsa samt viktiga faktorer för beteendeförändring i samband med utveckling av ny teknik beaktats. För att få ökad förståelse för hundägares beteende utfördes fem djupgående intervjuer med deltagare rekryterade från hundrelaterade grupper på Facebook. Tillsammans med den granskade litteraturen resulterade den insamlade datan i en djupare inblick i hundägares liv, vilka faktorer som motiverar och inspirerar dem till att ta hand om sin egen såväl som sin hunds hälsa, och hur teknik bör vara utformad för att påverka dem till att ändra beteende gentemot sin hund. Det visade sig bland annat att relationen mellan hund och hundägare var extra viktig för deltagarnas syn på sin hunds hälsa, och att social support och personalisering är grundstenar för en intressant mobilapplikation med hundrelaterat innehåll. Avslutningsvis diskuteras även vilka etiska aspekter som är nödvändiga att beakta när hundar inkluderas i utvecklingen av ny teknik. Undersökningens resultat har ett värde för forskare som specialiserar sig på hundägares beteende samt för utvecklare av ny teknik som strävar efter att förbättra hundars hälsa.
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Whelan, Maxine E. "Persuasive digital health technologies for lifestyle behaviour change". Thesis, Loughborough University, 2018. https://dspace.lboro.ac.uk/2134/32507.

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BACKGROUND. Unhealthy lifestyle behaviours such as physical inactivity are global risk factors for chronic disease. Despite this, a substantial proportion of the UK population fail to achieve the recommended levels of physical activity. This may partly be because the health messages presently disseminated are not sufficiently potent to evoke behaviour change. There has been an exponential growth in the availability of digital health technologies within the consumer marketplace. This influx of technology has allowed people to self-monitor a plethora of health indices, such as their physical activity, in real-time. However, changing movement behaviours is difficult and often predicated on the assumption that individuals are willing to change their lifestyles today to reduce the risk of developing disease years or even decades later. One approach that may help overcome this challenge is to present physiological feedback in parallel with physical activity feedback. In combination, this approach may help people to observe the acute health benefits of being more physically active and subsequently translate that insight into a more physically active lifestyle. AIMS. Study One aimed to review existing studies employing fMRI to examine neurological responses to health messages pertaining to physical activity, sedentary behaviour, smoking, diet and alcohol consumption to assess the capacity for fMRI to assist in evaluating health behaviours. Study Two aimed to use fMRI to evaluate physical activity, sedentary behaviour and glucose feedback obtained through wearable digital health technologies and to explore associations between activated brain regions and subsequent changes in behaviour. Study Three aimed to explore engagement of people at risk of type 2 diabetes using digital health technologies to monitor physical activity and glucose levels. METHODS. Study One was a systematic review of published studies investigating health messages relating to physical activity, sedentary behaviour, diet, smoking or alcohol consumption using fMRI. Study Two asked adults aged 30-60 years to undergo fMRI whilst presented personalised feedback on their physical activity, sedentary behaviour and glucose levels, following a 14-day wear protocol of an accelerometer, inclinometer and flash glucose monitor. Study Three was a six-week, three-armed randomised feasibility trial for individuals at moderate-to-high risk of developing type 2 diabetes. The study used commercially available wearable physical activity (Fitbit Charge 2) and flash glucose (Freestyle Libre) technologies. Group 1 were offered glucose feedback for 4 weeks followed by glucose plus physical activity feedback for 2 weeks (G4GPA2). Group 2 were offered physical activity feedback for 4 weeks followed by glucose plus physical activity feedback for 2 weeks (PA4GPA2). Group 3 were offered glucose plus physical activity feedback for six weeks (GPA6). The primary outcome for the study was engagement, measured objectively by time spent on the Fitbit app, LibreLink app (companion app for the Freestyle Libre) as well as the frequency of scanning the Freestyle Libre and syncing the Fitbit. RESULTS. For Study One, 18 studies were included in the systematic review and of those, 15 examined neurological responses to smoking related health messages. The remaining three studies examined health messages about diet (k=2) and physical activity (k=1). Areas of the prefrontal cortex and amygdala were most commonly activated with increased activation of the ventromedial prefrontal cortex predicting subsequent behaviour (e.g. smoking cessation). Study Two identified that presenting people with personalised feedback relating to interstitial glucose levels resulted in significantly more brain activation when compared with feedback on personalised movement behaviours (P < .001). Activations within regions of the prefrontal cortex were significantly greater for glucose feedback compared with feedback on personalised movement behaviours. Activation in the subgyral area was correlated with moderate-to-vigorous physical activity at follow-up (r=.392, P=.043). In Study Three, time spent on the LibreLink app significantly reduced for G4GPA2 and GPA6 (week 1: 20.2±20 versus week 6: 9.4±14.6min/day, p=.007) and significantly fewer glucose scans were recorded (week 1: 9.2±5.1 versus week 6: 5.9±3.4 scans/day, p=.016). Similarly, Fitbit app usage significantly reduced (week 1: 7.1±3.8 versus week 6: 3.8±2.9min/day p=.003). The number of Fitbit syncs did not change significantly (week 1: 6.9±7.8 versus week 6: 6.5±10.2 syncs/day, p=.752). CONCLUSIONS. Study One highlighted the fact that thus far the field has focused on examining neurological responses to health messages using fMRI for smoking with important knowledge gaps in the neurological evaluation of health messages for other lifestyle behaviours. The prefrontal cortex and amygdala were most commonly activated in response to health messages. Using fMRI, Study Two was able to contribute to the knowledge gaps identified in Study One, with personalised glucose feedback resulting in a greater neurological response than personalised feedback on physical activity and sedentary behaviour. From this, Study Three found that individuals at risk of developing type 2 diabetes were able to engage with digital health technologies offering real-time feedback on behaviour and physiology, with engagement diminishing over time. Overall, this thesis demonstrates the potential for digital health technologies to play a key role in feedback paradigms relating to chronic disease prevention.
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Larsson, Emma. "CHALLENGING PERSUASIVE PRINCIPLES IN MOBILE APPLICATIONS". Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-11382.

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This thesis focuses on persuasion and how principles of persuasion embedded within mobile health applications are there to promote attitude and behavioral change. It includes a background in rhetoric; beginning with the Aristotelian method for persuasion, then stretching on to psychological rhetoric, and finally how the Aristotelian methods have worked its way into everyday society, especially in marketing and games. The thesis then benefits from the rhetoric background as it explores Dr. BJ Fogg’s model of behavior as well as his principles of persuasion. An analysis of the mobile health application “My Fitness Pal” is made. After which the principles are transferred into a mockup designed to fit another context, namely education. This to challenge the authors hypothesis, that the same principles of persuasion used to promote and persuade the user to do a physical activity, can also be used to persuade a user to study.
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Shevchuk, N. (Nataliya). "Application of persuasive systems design for adopting green information systems and technologies". Doctoral thesis, Oulun yliopisto, 2019. http://urn.fi/urn:isbn:9789526223780.

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Abstract Critical environmental situation requires academics and practitioners of various disciplines join efforts at planning sustainable development of the society. In information systems research, Green Information Systems and Technologies domain is the one that directly contributes to strengthening environmental values of individuals, communities, and organizations. Abundance of technology influences people most of the time. Although this influence is not always positive, research on persuasive technologies and behavior change support systems searches for the beneficial ways to utilize the impact of information systems on the daily activities of individuals. Ability to assist with encouraging certain behaviors is a defining characteristic of many contemporary systems and devices. Building on the knowledge obtained from the health domain, this dissertation investigates using persuasive technologies for fostering pro-environmental behavior change. Theoretical frameworks of the articles included in the dissertation are based primarily on the Persuasive Systems Design (PSD) model, accompanied by the other prominent socio-psychological theories commonly utilized in information systems research. This dissertation focuses on finding out how to encourage people to adopt and continue using mobile applications designed to assist with acquiring sustainable habits and behaviors. The dissertation is composed of the historical analysis, systematic literature review, and four experimental studies that explore different aspects of persuasive Green IS/IT. Besides analyzing existing research using PSD model as a tool for evaluation, new empirical studies provide fresh insights on Green IS/IT designed for behavior change. Addressed topics include technology adoption and continuance intention, perceived persuasiveness, self-disclosure and risk, endogenous motivations, gamification, and cognitive absorption. Conducted statistical analyses investigate relationships among PSD constructs and other related concepts to discover factors that can convince people initiate and continue using Green IS/IT to develop or maintain environmentally sound practices. Overall, the results reveal a high potential of the PSD model to become a vehicle for enhancement of the existing Green IS/IT. The dissertation provides implications for both academics and practitioners as well as suggestions for the future evolvement of persuasive Green IS/IT research
Tiivistelmä Ympäristön ja ilmaston vakava tilanne vaatii kaikilta osapuolilta kestävää kehitystä tukevaa toimintaa. Niin sanotut ‘vihreät’ tietojärjestelmät ja informaatioteknologiat pyrkivät vaikuttamaan ihmisten käyttäytymiseen vahvistamalla yksilöiden, yhteisöjen ja organisaatioiden ympäristöarvoja ja niiden mukaista käyttäytymistä. Yltäkylläinen teknologiatarjonta vaikuttaa käyttäytymiseemme koko ajan. Vaikka tämä vaikutus ei aina olekaan positiivista, vakuuttavien ja suostuttelevien teknologioiden sekä käyttäytymisen muutosta tukevien järjestelmien tutkimus pyrkii etsimään niitä hyödyllisiä keinoja, joilla tietojärjestelmien avulla voidaan vaikuttaa myönteisesti jokapäiväiseen elämäämme. Monien nykyaikaisten järjestelmien ja laitteiden perusominaisuutena voidaankin nykyään pitää niiden kykyä rohkaista ja kannustaa käyttäjiä myönteiseen kohdekäyttäytymiseen. Tämä väitöskirja rakentuu erityisesti terveystoimialalta omaksuttuun suostuttelevia teknologioita koskevaan tutkimustietoon ja pyrkii soveltamaan tätä ympäristöystävällisen käyttäytymisen vahvistamiseen. Tämän väitöstutkimuksen johtavana teoreettisena viitekehityksenä toimii Persuasive Systems Design -malli (PSD). Sen lisäksi hyödynnetään joitakin muita tietojärjestelmätutkimuksessa hyödynnettyjä sosiaalipsykologian teorioita. Väitöskirja keskittyy tarkastelemaan, miten voidaan kannustaa ottamaan käyttöön mobiilisovelluksia, jotka on jo alun perin suunniteltu tukemaan kestävän kehityksen kannalta myönteistä käyttäytymistä ja käyttäytymisen muutosta, sekä jatkamaan niiden käyttöä. Väitöskirja koostuu aihealueen historiallisesta analyysistä ja systemaattisesta kirjallisuuskatsauksesta sekä neljästä kokeellisesta tutkimuksesta, jotka tutkivat ’vihreiden’ tietojärjestelmien ja informaatioteknologioiden vakuuttavia ja suostuttelevia ohjelmisto-ominaisuuksia. Sen lisäksi että olemassa olevaa kirjallisuutta on analysoitu PSD-mallia käyttäen, samaan malliin pohjautuvat empiiriset tutkimukset tuottavat tuoreita oivalluksia käyttäytymisen muutosta tukevaan suunnitteluun liittyen. Tutkimuksessa tarkastellaan teknologian käyttöönottoa, aikomuksia jatkaa teknologian käyttöä, koettua vakuuttavuutta ja suostuttelevuutta, sensitiivisten tietojen jakamista ja siihen liittyviä riskejä, sisäsyntyistä motivaatiota, pelillistämistä sekä kognitiivista absorptiota. Tilastollisten analyysien avulla tarkastellaan PSD-mallin ydinkäsitteiden ja muiden konstruktien välisiä suhteita, jotta tunnistettaisiin niitä tekijöitä, joiden avulla voidaan vaikuttaa hyödyllisten ‘vihreiden’ tietojärjestelmien ja informaatioteknologioiden käyttöönottoon ja käytön jatkamiseen, ja yleisemmin kannustamaan ympäristöystävällisiin käytänteisiin. Tutkimustulokset osoittavat PSD-mallin merkityksen kestävää kehitystä tukeville tietojärjestelmille ja informaatioteknologioille. Suoritetun tutkimuksen perusteella ehdotetaan teemoja jatkotutkimusta varten. Väitöstutkimuksen tuloksilla on merkitystä sekä tieteenharjoittajille että käytännön soveltajille
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PILLONI, PAOLO. "Persuasive Mobile Systems Design to Help People be Physically Active". Doctoral thesis, Università degli Studi di Cagliari, 2014. http://hdl.handle.net/11584/266503.

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This PhD thesis puts forward the results of research activities I have carried out at the Department of Mathematics and Computer Science of the University of Cagliari since March 2011. My work can be placed in the general field of Human-Computer Interaction and, more precisely, in the relative new and trending area of Persuasive Computing. Broadly speaking, a persuasive system is a system designed to change some habits or behaviors of the users by means of persuasion. My research activity sets out to address fundamental questions related to the application of mobile persuasive technologies to real-life problems, including: Are mobile technologies able to persuade people to a more physically active lifestyle? Are currently available systems actually effective? How can user experience design be improved in this class of softwares? How can human to device interaction be improved to favor users during their physical activities? Are these systems really effective over long time periods? The research activity this thesis presents, aimed at answering at previous questions through the study of the effects of mobile persuasive systems designed to foster people to a more active lifestyle. In literature, we can find many examples of prototypal persuasive mobile system. The results they reported are encouraging but, almost always, they are deducted from qualitative studies over short periods of time. This work endeavors to overcome these limitations through the development of a real world complex software platform designed to encourage people to a more active lifestyle. Users interact with the platform mainly through two Android-based applications freely available on the market. Thanks to our platform, our experimentations can rely on a conspicuous base of real users and a huge amount of automatically recorded statistics for potentially unlimited periods of time.
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Libros sobre el tema "Technologies Persuasives"

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Palaszewski, Bryan. Propellant technologies: A persuasive wave of future propulsion benefits. [Cleveland, Ohio]: National Aeronautics and Space Administration, Lewis Research Center, 1997.

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S, Ianovski Leonid, Carrick Patrick y Lewis Research Center, eds. Propellant technologies: A persuasive wave of future propulsion benefits. [Cleveland, Ohio]: National Aeronautics and Space Administration, Lewis Research Center, 1997.

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La Hera, Teresa, Jeroen Jansz, Joost Raessens y Ben Schouten, eds. Persuasive Gaming in Context. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463728805.

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The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
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de Vries, Peter W., Harri Oinas-Kukkonen, Liseth Siemons, Nienke Beerlage-de Jong y Lisette van Gemert-Pijnen, eds. Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-55134-0.

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Fogg, B. J. Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies). Morgan Kaufmann, 2002.

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Vries, Peter W. de, Harri Oinas-Kukkonen, Liseth Siemons, Nienke Beerlage-de Jong y Lisette van Gemert-Pijnen. Persuasive Technology: Development and Implementation of Personalized Technologies to Change Attitudes and Behaviors. Springer, 2017.

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Fogg, B. J. Persuasive Technology: Using Computers to Change What We Think and Do (Morgan Kaufmann Series in Interactive Technologies). Tandem Library, 2002.

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Schneider, Florian. Introduction. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190876791.003.0001.

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This chapter establishes the relevance of nationalism in the digital age, and it discusses the importance of contemporary China in this regard, not merely as a simple case, but as a vast laboratory for social, cultural, and political change. The chapter introduces the ambiguities and contradictions that characterize digital politics in China today, and it outlines the themes that shape scholarly debates about digital China. This prominently includes discussions about the potential of digital technologies like the internet to empower Chinese citizens against the state and the ruling Chinese Communist Party. The introduction questions such interpretations of digital technologies as inherently democratizing. Instead, it makes the case that digital politics should not be viewed as simple struggles between state and society, but rather as complex negotiations, collaborations, and persuasions that benefit various stake-holders. Nationalist discourses in digital China, and particularly Chinese online representations of Japan, are a case in point.
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de Melo-Martín, Inmaculada. Procreative Liberty. Oxford University Press, 2016. http://dx.doi.org/10.1093/med/9780190460204.003.0003.

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Proponents of reprogenetics usually use a right-based liberal approach as the framework to assess and defend these technologies. They claim that reproductive choice is a basic freedom and that interfering with individuals’ autonomous reproductive choices is legitimate only when such choices clearly and seriously harm others. This chapter shows that, although appeals to procreative freedom are persuasive regarding some aspects of reproduction, they fail to settle important questions about the permissibility of reprogenetics. It calls attention to the lack of agreement on the existence and nature of reproductive liberty. It then shows that even if one agreed that reproductive liberty entails the right to procreate, further argument is needed to show that such a right also involves a right to have a particular child. It also shows that proponents’ contention that no relevant harms can be proven to result from the use of reprogenetics is unpersuasive.
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McNarry, Melitta A. y Neil Armstrong. Aerobic trainability. Editado por Neil Armstrong y Willem van Mechelen. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780198757672.003.0034.

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The key parameters of aerobic fitness are arguably peak oxygen uptake (V̇O2), pulmonary V̇O2 kinetics, blood lactate/ventilatory gas exchange thresholds, and exercise economy. The effects of training on these parameters are well-established in adults but, with the exception of peak V̇O2, data from children and adolescents are sparse and confounded by methodological and ethical issues. It has been hypothesized that children lack trainability due to the existence of a maturation threshold that must be surpassed before training adaptations manifest themselves. While a persuasive theoretical argument exists regarding the reality of a maturation threshold, there is no compelling empirical evidence to support it. The extrapolation of a training-induced increase in aerobic fitness to enhanced youth sport performance is complex, and sport-specific research models need to be developed and implemented. To determine the mechanisms underpinning aerobic trainability during youth, rigorous investigations utilizing recent advances in non-invasive technologies are required.
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Capítulos de libros sobre el tema "Technologies Persuasives"

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Wai, Conrad y Pete Mortensen. "Persuasive Technologies Should Be Boring". En Persuasive Technology, 96–99. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-77006-0_12.

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Kaptein, M. C. "Formalizing Customization in Persuasive Technologies". En Persuasive Technology, 27–38. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20306-5_3.

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O’Brien, Alyssa J., Christine Alfano y Eva Magnusson. "Improving Cross-Cultural Communication Through Collaborative Technologies". En Persuasive Technology, 125–31. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-77006-0_17.

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Hamari, Juho, Jonna Koivisto y Tuomas Pakkanen. "Do Persuasive Technologies Persuade? - A Review of Empirical Studies". En Persuasive Technology, 118–36. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07127-5_11.

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Andrew, Adrienne, Gaetano Borriello y James Fogarty. "Toward a Systematic Understanding of Suggestion Tactics in Persuasive Technologies". En Persuasive Technology, 259–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-77006-0_32.

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Barral, Oswald, Gabor Aranyi, Sid Kouider, Alan Lindsay, Hielke Prins, Imtiaj Ahmed, Giulio Jacucci et al. "Covert Persuasive Technologies: Bringing Subliminal Cues to Human-Computer Interaction". En Persuasive Technology, 1–12. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07127-5_1.

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Oyebode, Oladapo, Darren Steeves y Rita Orji. "Persuasive Strategies and Emotional States: Towards Emotion-Adaptive Persuasive Technologies Design". En Persuasive Technology, 215–33. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-30933-5_14.

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Lucero, Andrés, Rodrigo Zuloaga, Selene Mota y Felipe Muñoz. "Persuasive Technologies in Education: Improving Motivation to Read and Write for Children". En Persuasive Technology, 142–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11755494_20.

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Fozard, James L. y William D. Kearns. "Persuasive GERONtechnology: Reaping Technology’s Coaching Benefits at Older Age". En Persuasive Technology, 199–202. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11755494_30.

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Krischkowsky, Alina, Bernhard Maurer y Manfred Tscheligi. "Captology and Technology Appropriation: Unintended Use as a Source for Designing Persuasive Technologies". En Persuasive Technology, 78–83. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-31510-2_7.

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Actas de conferencias sobre el tema "Technologies Persuasives"

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Fogg, BJ. "Creating persuasive technologies". En the 4th International Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1541948.1542005.

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Muhammad Abdullahi, Aisha, Rita Orji y Kiemute Oyibo. "Personalizing Persuasive Technologies". En UMAP '18: 26th Conference on User Modeling, Adaptation and Personalization. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3213586.3225246.

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Oyibo, Kiemute, Ifeoma Adaji, Rita Orji, Jaap Ham y Julita Vassileva. "Adaptive and Personalized Persuasive Technologies". En UMAP '21: 29th ACM Conference on User Modeling, Adaptation and Personalization. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450614.3461450.

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Emets, V. F. y Jan Rogowski. "Using persuasive technologies in computer systems". En 2017 12th International Scientific and Technical Conference on Computer Sciences and Information Technologies (CSIT). IEEE, 2017. http://dx.doi.org/10.1109/stc-csit.2017.8098763.

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Kientz, Julie A., Eun Kyoung Choe, Brennen Birch, Robert Maharaj, Amanda Fonville, Chelsey Glasson y Jen Mundt. "Heuristic evaluation of persuasive health technologies". En the ACM international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1882992.1883084.

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Cherry, Erin. "Session details: Persuasive technologies and applications". En CHI '14: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/3250972.

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Ahmad, Wan Nooraishya Wan y Nazlena Mohamad Ali. "Trust perceptions in using persuasive technologies". En 2016 3rd International Conference on Computer and Information Sciences (ICCOINS). IEEE, 2016. http://dx.doi.org/10.1109/iccoins.2016.7783187.

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Wilson, Emma D., Sumi Helal, Christopher N. Bull y Mahsa Honary. "Persuasive Health". En PervasiveHealth'19: The 13th International Conference on Pervasive Computing Technologies for Healthcare. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3329189.3329245.

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Vassileva, Julita. "Personalized Persuasive Technologies for Engagement and Behaviour Change". En UMAP '21: 29th ACM Conference on User Modeling, Adaptation and Personalization. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450613.3465414.

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Choe, Eun Kyoung. "Design of persuasive technologies for healthy sleep behavior". En the 13th international conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2030112.2030193.

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