Cees Midden – författare
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5 produkter
5 produkter
Del 12064 - Lecture Notes in Computer Science
Persuasive Technology. Designing for Future Change
15th International Conference on Persuasive Technology, PERSUASIVE 2020, Aalborg, Denmark, April 20–23, 2020, Proceedings
Häftad, Engelska, 2020
642 kr
Skickas inom 10-15 vardagar
This book constitutes the refereed proceedings of the 15th International Conference on Persuasive Technology, PERSUASIVE 2020, held in Aalborg, Denmark, in April 2020. The 18 full papers presented in this book were carefully reviewed and selected from 79 submissions.
Del 13832 - Lecture Notes in Computer Science
Persuasive Technology
18th International Conference, PERSUASIVE 2023, Eindhoven, The Netherlands, April 19–21, 2023, Proceedings
Häftad, Engelska, 2023
774 kr
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This book constitutes the refereed proceedings of the 18th International Conference on Persuasive Technology, PERSUASIVE 2023, held in Eindhoven, The Netherlands, April 19–21, 2023. The 24 full papers and 2 short papers included in this book were carefully reviewed and selected from 69 submissions.
650 kr
Skickas inom 5-8 vardagar
Persuasive Technology
First International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2006, Eindhoven, The Netherlands, May 18-19, 2006, Proceedings
Häftad, Engelska, 2006
524 kr
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Persuasive technology is the general class of technology that has the explicit purpose of changing human attitudes and behaviours. Persuasive technologies apply principles of social psychology in influencing people; principles of credibility, trust, reciprocity, authority and the like. Social psychologists have spent a great deal of effort over many years in trying to understand how attitude and behaviour change comes about, focusing on the effectiveness of human persuaders, and the persuasive power of messages delivered through non-interactive mass-media, such as newspapers or television. Harnessing the persuasive power of current interactive media, persuasive technology was recently identified as a separate research field, as evidenced by B.J. 1 Fogg’s first discussion of the domain. Fogg characterises computers designed to 2 persuade as the 5th major wave in computing . The scope of technologies that hold persuasive potential is broader than ICT alone, and includes persuasive product design and architectural design, yet the interactive nature of computers uniquely enables user-sensitive and user-adaptive responding, allowing persuasive messages to be tailored to the specific user in question, presented at the right place and at the right time, thereby heightening their likely persuasive impact.
Persuasive Technology
Second International Conference on Persuasive Technology, PERSUASIVE 2007, Palo Alto, CA, USA, April 26-27, 2007. Revised Selected Papers
Häftad, Engelska, 2007
524 kr
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Persuasive technology is the general class of technologies that purposefully apply psychological principles of persuasion – principles of credibility, trust, reciprocity, authority and the like – in interactive media, in the service of changing their users’ attitudes and behavior. Only one year ago, in 2006, the first international conference in this area, PERSUASIVE 2006 was hosted in Eindhoven. The conference was entirely geared towards communicating the progress made in the area of persuasive technology, and towards presenting recent results in theory, design, technology and evaluation. It brought together a wide range of research fields, including social psychology, HCI, computer science, industrial design, engineering, game design, communication science, and human factors, and the formula worked: plans for a follow-up were made immediately upon its conclusion. PERSUASIVE 2007, the second international conference on persuasive technology, was hosted by Stanford University, April 26–27. The program featured a large number of presentations, both oral and in poster format, on new findings, new conceptualizations and designs, and new reflections on persuasion through technology. Sponsored by the National Science Foundation, this conference featured the best new insights into how video games, mobile phone applications, and Web sites can be designed to motivate and influence people.