2,397 research outputs found

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Native Mobile Applications For Personal Well-Being: A Persuasive Systems Design Evaluation

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    Smartphone applications have shown promise in supporting people to adopt healthy lifestyles. Hence, it is critical to understand persuasive design strategies incorporated in native mobile applications that facilitate behavior change. The aim of our study was to identify distinct persuasive software features assimilated in twelve selected applications using Persuasive Systems Design (PSD) model and provide a methodical framework for systems developers and IS researchers to extract and evaluate such features. Further, this study aimed to provide deeper comprehension of persuasive design and strategies by learning from practice. Exhaustive evaluations were performed by four researchers specializing in persuasive information systems simulating users walking through the applications step-by-step performing regular tasks. The results disclose the need for improvement in designing and incorporating persuasive techniques in personal well-being applications. While self-monitoring and personalization were moderately exploited, tailoring, a key persuasive feature, was not identified among the evaluated applications. In addition, evaluated applications lacked features that could augment human-computer dialogue as well as social support. The contribution of this paper is two-fold: while it exposes weakness in persuasive design of native mobile applications for personal well-being, it provides a methodical approach for enhancing general persuasiveness of such applications for instance, through enhanced dialogue support. We propose that designers and IS researchers perform rigorous evaluations of persuasive features incorporated in personal well-being applications

    Moralische Maschinen?

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    Persuasive Technology:5th International Conference, PERSUASIVE 2010, Copenhagen, Denmark, June 7-10, 2010, Proceedings

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    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions

    Persuasive tech in keeping chronic patients’ willingness in health self-management

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    Chronic disease is a long and very harmful illness to patient. With the improvement of e-health technology, many users can monitor and manage their health condition at home. At the same time, recording health data is a time-consuming and boring work. Without the supervision of health care professionals, many patients feel very difficult to persist on it by themselves. This platform with persvasive tech is designed to test the effectiveness of peer pressure in the health self-management in the e-health.</p

    INFLUENCE OF PERSUASIVE REMINDERS AND VIRTUAL REHEARSAL ON INFORMATION SYSTEMS FOR SLEEP DEPRIVATION

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    Appropriate amount and good quality of sleep are essential for mental and general well-being. Sleep deprivation and other chronic sleep disorders could lead to negative consequences for health, poor quality of life and reduced competence. An individual’s quality of life could be unsettled because of several reasons, sleep deprivation is one of them. Information systems (IS) and human-computer interaction (HCI) researchers have paid considerable attention to promote healthy behaviors however sleep deprivation as a problem domain has received relatively little attention. In this paper, we present qualitative findings from a field study that examined potential influence of persuasive reminders and virtual rehearsal on the effectiveness of a Behavior Change Support System (BCSS). Tyyne is a BCSS developed for people suffering from sleep deprivation. The content of virtual rehearsal modules were drawn from Acceptance and Commitment Therapy. Participants were recruited through newspaper advertisements. After screening at the university clinic, eligible participants (n = 86) were randomized into an Intervention group and a Control (wait-list) group. For data collection, we employed pre and post study structured questionnaires. Upon completion of the study, 41 participants volunteered to complete post study questionnaires. The findings reveal that a moderate number of participants (60.5%) improved their sleeping habits, a significantly high number of participants (79.1%) approved the BCSS, a staggering high number (93.0%) of the participants agreed that learning new skills through web-based BCSS is a good idea, and a substantial number of participants (72.1%) believed that persuasive reminders help people in task completion and compliance. Even though only about one third of participants (37.2%) reported that after using the BCSS they could better manage their sleep disorders, we suggest that the findings are encouraging. Given that treating sleep deprivation requires much longer periods of time than the intervention’s duration (in our case it was 6 weeks), improvement with one third of the participants is nevertheless a promising result. On the whole, persuasive reminders and virtual rehearsal as software features have a significant potential to enhance overall effectiveness of information systems for chronic sleep disorders
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