Persuasive Technology (eBook, PDF)
19th International Conference, PERSUASIVE 2024, Wollongong, NSW, Australia, April 10-12, 2024, Proceedings
Redaktion: Baghaei, Nilufar; Oyibo, Kiemute; Win, Khin; Ali, Raian
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Persuasive Technology (eBook, PDF)
19th International Conference, PERSUASIVE 2024, Wollongong, NSW, Australia, April 10-12, 2024, Proceedings
Redaktion: Baghaei, Nilufar; Oyibo, Kiemute; Win, Khin; Ali, Raian
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This book constitutes the refereed post-conference proceedings the 19th International Conference on Persuasive Technology, PERSUASIVE 2024 held in Wollongong, NSW, Australia, during April 10-12, 2024.
The 14 revised full papers and 8 short papers presented in this book were carefully reviewed and selected from 51 submissions. based on their content: methods for tailoring and personalization; persuasive design and applications, persuasive strategies; and persuasive technologies and ethics.
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- Größe: 15.27MB
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This book constitutes the refereed post-conference proceedings the 19th International Conference on Persuasive Technology, PERSUASIVE 2024 held in Wollongong, NSW, Australia, during April 10-12, 2024.
The 14 revised full papers and 8 short papers presented in this book were carefully reviewed and selected from 51 submissions. based on their content: methods for tailoring and personalization; persuasive design and applications, persuasive strategies; and persuasive technologies and ethics.
The 14 revised full papers and 8 short papers presented in this book were carefully reviewed and selected from 51 submissions. based on their content: methods for tailoring and personalization; persuasive design and applications, persuasive strategies; and persuasive technologies and ethics.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Springer International Publishing
- Seitenzahl: 302
- Erscheinungstermin: 9. April 2024
- Englisch
- ISBN-13: 9783031582264
- Artikelnr.: 70574716
- Verlag: Springer International Publishing
- Seitenzahl: 302
- Erscheinungstermin: 9. April 2024
- Englisch
- ISBN-13: 9783031582264
- Artikelnr.: 70574716
- Herstellerkennzeichnung Die Herstellerinformationen sind derzeit nicht verfügbar.
.- Harnessing Large Language Models for Automatic Evaluation of Mobile Health Applications based on Persuasive System Design Principles and Mobile Application Rating Scale.
.- Evaluating the Persuasive Potential from Software Design Specification.
.- Exploring the Effect of Using a Single Versus Multiple Behaviour Change Strategies on Motivation to Use Gratitude App and Possible Gender Differences.
.- Persuasive design principles for a medication adherence app for chronic arthritis conditions.
.- DROP DASH: A Persuasive Mobile Game to Promote Healthy Hydration Choices Using Machine Learning.
.- Predicting Ethical Orientation based on Personality for Tailored Cyberethics Training.
.- Design and Development of mHealth App: Eye Donor Aust.
.- Persuasive Systems Features in Digital Health Interventions for Diabetes Management: A Scoping Review.
.- Collaboratively Setting Daily Step Goals with a Virtual Coach: Using Reinforcement Learning to Personalize Initial Proposals.
.- Persuasive System Design Features for Mobile Mental Health Applications.
.- How would I be perceived if I challenge individuals sharing misinformation? Exploring misperceptions in the UK and Arab samples and the potential for the social norms approach.
.- Persuasive Technology through Behavior and Emotion with Pet-type Artifacts.
.- An Embodied Conversational Agent to Support Wellbeing After Injury: Insights from a Stakeholder Inclusive Design Approach.
.- Exploring Self-competition as a Viable Motivation to Promote Healthy Behavior.
.- The Effect of Dark Patterns and User Knowledge on User Experience and Decision-Making.
.- Exploring the Influence of Game Framing and Gamer Types on the Effectiveness of Persuasive Games.
.- Exploring the influence of persuasive strategies on student motivation: self-determination theory perspective.
.- SmileApp: The design and evaluation of an mHealth app for Stress Reduction through Artificial Intelligence and Persuasive Technology.
.- How the role of a persuasive robot impacts one's attitude towards it.
.- Experiential Learning or direct training: Fostering ethical cybersecurity decision-making via serious games.
.- Estimating Sense of Agency from Behavioral Logs of Smartphones and Wearable Devices: Toward a Just-in-Time Adaptive Intervention System.
.- Counterfactual Reasoning Using Predicted Latent Personality Dimensions for Optimizing Persuasion Outcome.
.- Evaluating the Persuasive Potential from Software Design Specification.
.- Exploring the Effect of Using a Single Versus Multiple Behaviour Change Strategies on Motivation to Use Gratitude App and Possible Gender Differences.
.- Persuasive design principles for a medication adherence app for chronic arthritis conditions.
.- DROP DASH: A Persuasive Mobile Game to Promote Healthy Hydration Choices Using Machine Learning.
.- Predicting Ethical Orientation based on Personality for Tailored Cyberethics Training.
.- Design and Development of mHealth App: Eye Donor Aust.
.- Persuasive Systems Features in Digital Health Interventions for Diabetes Management: A Scoping Review.
.- Collaboratively Setting Daily Step Goals with a Virtual Coach: Using Reinforcement Learning to Personalize Initial Proposals.
.- Persuasive System Design Features for Mobile Mental Health Applications.
.- How would I be perceived if I challenge individuals sharing misinformation? Exploring misperceptions in the UK and Arab samples and the potential for the social norms approach.
.- Persuasive Technology through Behavior and Emotion with Pet-type Artifacts.
.- An Embodied Conversational Agent to Support Wellbeing After Injury: Insights from a Stakeholder Inclusive Design Approach.
.- Exploring Self-competition as a Viable Motivation to Promote Healthy Behavior.
.- The Effect of Dark Patterns and User Knowledge on User Experience and Decision-Making.
.- Exploring the Influence of Game Framing and Gamer Types on the Effectiveness of Persuasive Games.
.- Exploring the influence of persuasive strategies on student motivation: self-determination theory perspective.
.- SmileApp: The design and evaluation of an mHealth app for Stress Reduction through Artificial Intelligence and Persuasive Technology.
.- How the role of a persuasive robot impacts one's attitude towards it.
.- Experiential Learning or direct training: Fostering ethical cybersecurity decision-making via serious games.
.- Estimating Sense of Agency from Behavioral Logs of Smartphones and Wearable Devices: Toward a Just-in-Time Adaptive Intervention System.
.- Counterfactual Reasoning Using Predicted Latent Personality Dimensions for Optimizing Persuasion Outcome.
.- Harnessing Large Language Models for Automatic Evaluation of Mobile Health Applications based on Persuasive System Design Principles and Mobile Application Rating Scale.
.- Evaluating the Persuasive Potential from Software Design Specification.
.- Exploring the Effect of Using a Single Versus Multiple Behaviour Change Strategies on Motivation to Use Gratitude App and Possible Gender Differences.
.- Persuasive design principles for a medication adherence app for chronic arthritis conditions.
.- DROP DASH: A Persuasive Mobile Game to Promote Healthy Hydration Choices Using Machine Learning.
.- Predicting Ethical Orientation based on Personality for Tailored Cyberethics Training.
.- Design and Development of mHealth App: Eye Donor Aust.
.- Persuasive Systems Features in Digital Health Interventions for Diabetes Management: A Scoping Review.
.- Collaboratively Setting Daily Step Goals with a Virtual Coach: Using Reinforcement Learning to Personalize Initial Proposals.
.- Persuasive System Design Features for Mobile Mental Health Applications.
.- How would I be perceived if I challenge individuals sharing misinformation? Exploring misperceptions in the UK and Arab samples and the potential for the social norms approach.
.- Persuasive Technology through Behavior and Emotion with Pet-type Artifacts.
.- An Embodied Conversational Agent to Support Wellbeing After Injury: Insights from a Stakeholder Inclusive Design Approach.
.- Exploring Self-competition as a Viable Motivation to Promote Healthy Behavior.
.- The Effect of Dark Patterns and User Knowledge on User Experience and Decision-Making.
.- Exploring the Influence of Game Framing and Gamer Types on the Effectiveness of Persuasive Games.
.- Exploring the influence of persuasive strategies on student motivation: self-determination theory perspective.
.- SmileApp: The design and evaluation of an mHealth app for Stress Reduction through Artificial Intelligence and Persuasive Technology.
.- How the role of a persuasive robot impacts one's attitude towards it.
.- Experiential Learning or direct training: Fostering ethical cybersecurity decision-making via serious games.
.- Estimating Sense of Agency from Behavioral Logs of Smartphones and Wearable Devices: Toward a Just-in-Time Adaptive Intervention System.
.- Counterfactual Reasoning Using Predicted Latent Personality Dimensions for Optimizing Persuasion Outcome.
.- Evaluating the Persuasive Potential from Software Design Specification.
.- Exploring the Effect of Using a Single Versus Multiple Behaviour Change Strategies on Motivation to Use Gratitude App and Possible Gender Differences.
.- Persuasive design principles for a medication adherence app for chronic arthritis conditions.
.- DROP DASH: A Persuasive Mobile Game to Promote Healthy Hydration Choices Using Machine Learning.
.- Predicting Ethical Orientation based on Personality for Tailored Cyberethics Training.
.- Design and Development of mHealth App: Eye Donor Aust.
.- Persuasive Systems Features in Digital Health Interventions for Diabetes Management: A Scoping Review.
.- Collaboratively Setting Daily Step Goals with a Virtual Coach: Using Reinforcement Learning to Personalize Initial Proposals.
.- Persuasive System Design Features for Mobile Mental Health Applications.
.- How would I be perceived if I challenge individuals sharing misinformation? Exploring misperceptions in the UK and Arab samples and the potential for the social norms approach.
.- Persuasive Technology through Behavior and Emotion with Pet-type Artifacts.
.- An Embodied Conversational Agent to Support Wellbeing After Injury: Insights from a Stakeholder Inclusive Design Approach.
.- Exploring Self-competition as a Viable Motivation to Promote Healthy Behavior.
.- The Effect of Dark Patterns and User Knowledge on User Experience and Decision-Making.
.- Exploring the Influence of Game Framing and Gamer Types on the Effectiveness of Persuasive Games.
.- Exploring the influence of persuasive strategies on student motivation: self-determination theory perspective.
.- SmileApp: The design and evaluation of an mHealth app for Stress Reduction through Artificial Intelligence and Persuasive Technology.
.- How the role of a persuasive robot impacts one's attitude towards it.
.- Experiential Learning or direct training: Fostering ethical cybersecurity decision-making via serious games.
.- Estimating Sense of Agency from Behavioral Logs of Smartphones and Wearable Devices: Toward a Just-in-Time Adaptive Intervention System.
.- Counterfactual Reasoning Using Predicted Latent Personality Dimensions for Optimizing Persuasion Outcome.







