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245 1 0 _aPersuasive Technology
_h[electronic resource] :
_b19th International Conference, PERSUASIVE 2024, Wollongong, NSW, Australia, April 10-12, 2024, Proceedings /
_cedited by Nilufar Baghaei, Raian Ali, Khin Win, Kiemute Oyibo.
250 _a1st ed. 2024.
264 1 _aCham :
_bSpringer Nature Switzerland :
_bImprint: Springer,
_c2024.
300 _aXIII, 302 p. 73 illus., 58 illus. in color.
_bonline resource.
336 _atext
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337 _acomputer
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338 _aonline resource
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490 1 _aLecture Notes in Computer Science,
_x1611-3349 ;
_v14636
505 0 _a -- 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.
520 _aThis 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.
650 0 _aComputers and civilization.
_921733
650 0 _aComputer networks .
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650 0 _aApplication software.
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650 0 _aUser interfaces (Computer systems).
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650 0 _aHuman-computer interaction.
_96196
650 0 _aArtificial intelligence.
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650 1 4 _aComputers and Society.
_931668
650 2 4 _aComputer Communication Networks.
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650 2 4 _aComputer and Information Systems Applications.
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650 2 4 _aUser Interfaces and Human Computer Interaction.
_931632
650 2 4 _aArtificial Intelligence.
_93407
700 1 _aBaghaei, Nilufar.
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