2,833 research outputs found

    PISTIL : Persuasive Interaction for Sus TainabILity

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    Socio-digital experiences

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    The experiences emerging from interacting with digital technology need to be understood, designed and engineered. This is quintessential for ensuring that related systems and services have a purpose and value for their users, helping them achieve their aspirations and desires. Rooted in this human-experience centered perspective, we explore ambient intelligence technologies, where computation and communication are embedded in our physical and social environment, adapting to users and their context. The overarching motivation is to create novel socio-digital experiences that address societal needs, like staying connected with dear ones, children’s outdoor play, achieving desirable behavior change, supporting independent living, and rehabilitation. Looking to the future, two grand challenges concern us. First is to design technologies that people can shape to meet idiosyncratic and dynamically emerging requirements, known as meta-design. Second is endowing ambient intelligence technologies with aspects of social intelligence

    Ambient intelligence in emotion based ubiquitous decision making

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    As the time goes on, it is a question of common sense to involve in the process of decision making people scattered around the globe. Groups are cre- ated in a formal or informal way, exchange ideas or engage in a process of argumentation and counter- argumentation, negotiate, cooperate, collaborate or even discuss techniques and/or methodologies for problem solving. In this work it is proposed an agent-based architecture to support a ubiquitous group decision support system, i.e. based on the concept of agent, which is able to exhibit intelli- gent, and emotional-aware behaviour, and support argumentation, through interaction with individual persons or groups. It is enforced the paradigm of Mixed Initiative Systems, so the initiative is to be pushed by human users and/or intelligent agents

    Ambient intelligence in emotion based ubiquitous decision making

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    As the time goes on, it is a question of common sense to involve in the process of decision making people scattered around the globe. Groups are created in a formal or informal way, exchange ideas or engage in a process of argumentation and counterargumentation, negotiate, cooperate, collaborate or even discuss techniques and/or methodologies for problem solving. In this work it is proposed an agent-based architecture to support a ubiquitous group decision support system, i.e. based on the concept of agent, which is able to exhibit intelligent, and emotional-aware behaviour, and support argumentation, through interaction with individual persons or groups. It is enforced the paradigm of Mixed Initiative Systems, so the initiative is to be pushed by human users and/or intelligent agents

    Ambient Intelligence and Persuasive Technology: The Blurring Boundaries Between Human and Technology

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    The currently developing fields of Ambient Intelligence and Persuasive Technology bring about a convergence of information technology and cognitive science. Smart environments that are able to respond intelligently to what we do and that even aim to influence our behaviour challenge the basic frameworks we commonly use for understanding the relations and role divisions between human beings and technological artifacts. After discussing the promises and threats of these technologies, this article develops alternative conceptions of agency, freedom, and responsibility that make it possible to better understand and assess the social roles of Ambient Intelligence and Persuasive Technology. The central claim of the article is that these new technologies urge us to blur the boundaries between humans and technologies also at the level of our conceptual and moral frameworks

    Affective persuasive communication: multiple roles of affect in persuading the consumer

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    Social learning approach in designing persuasive e-commerce recommender system model

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    Intention to purchase in existing online business practice is learned through observation of information display by online seller. The emergent growth of persuasive technologies currently holds a great potential in driving a positive influence towards consumer purchase behavior. But to date, there is still limited research on implementing persuasion concept into the recommender system context. Drawing upon the principle design of persuasive system, the main purpose of this study is to explore social learning advantages in creating persuasive features for E-Commerce recommender system. Based on Social Cognitive Theory, the influence of personal and environmental factors will be examined in measuring consumer purchase intention. In addition, dimensions of social learning environment are represented by observational learning theory and cognitive learning theory. From those reviews, this study assumed that social learning environment can be created based on attentiveness, retentiveness, motivational, knowledge awareness and interest evaluation cues of consumer learning factors. Furthermore, the persuasive environment of recommender system is assumed to have positive influence towards individual characteristics such as self-efficacy behavior, perceived task complexity and confused by over choice. Findings from those reviews have contributed to the development of a research model in visualizing social learning environment that can be used to develop a persuasive recommender system in E-Commerce and hence measures the impact towards consumer purchase intention

    Gesture based persuasive interfaces for public ambient displays

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    Dissertação de Mestrado em Engenharia Informática 2º Semestre, 2011/2012This Master thesis studies how Public Ambient Displays (PAD) can be used as a tool to achieve behaviour change, through persuasive technology. In order to reach the goals of the thesis, an interactive public ambient display system called Motion-based Ambient Interactive Display (MAID) was developed. MAID is driven to motivate behaviour changes regarding domestic energy consumption, through a persuasive game interface based on gesture recognition technology. The developed prototype guides players through the different rooms of a house, where they have to find out what is wrong and practice the correct actions to save energy, using similar gestures to the ones they would use in real life to achieve the same goals. The system provides feedback regarding the consequences of each action, in order to make users aware of the consequences of their actions. The implementation of MAID is based on a purpose built, highly configurable and modular framework. It allows the administrator to fine tune and tweak the application to the necessities of the setup location constraints, by adjusting basic display properties, change image content or even modify the scripted gameplay itself. The scripted game system is flexible enough to allow the repurposing of the framework, beyond the previously defined theme, for future studies. The MAID was subjected to user testing, in order to show that it is possible to create a persuasive PAD interface, using seamless interaction methods, with the currently available technology, and use it to spread awareness of a cause, leading to behaviour change.Fundação para a Ciência e Tecnologia - project DEAP (PTDC/AAC-AMB/104834/2008); CITI/DI/FCT/UNL (PEst-OE/EEI/UI0527/201

    DESIGNING PERSUASIVE SYSTEMS FOR USER ENGAGEMENT IN COLLABORATIVE INTERACTION

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    Social influnce concepts have great potential to positively affect the behaviors and attitudes of individuals. Drawing on socio-psychological theories, this study explores how social influnce design principles alter user engagement in collaborative interaction during public events. Based on a theory-driven research model, a persuasive information system comprising social influnce design principles of cooperation, social learning, and social facilitation was implemented and examined with a sample of 101 participants. The results reveal interactions between the design principles and their capacity to explain the persuasiveness of the system, which further substantially predicts the actual engagement of participants in collaborative interaction and their intention to use such systems in the future. Both cooperation and social learning are significantly correlated to perceived persuasiveness, and the cooperation also noticeably moderates the effect of social facilitation on social learning. These findings are potentially instrumental in achieving a richer understanding of how best to further harness social influnce for enhanced user engagement through novel socio-technical environments and for the future development of persuasive systems
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