109 research outputs found

    Persuasive agents : the role of agent embodiment and evaluative feedback

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    Persuasive agents : the role of agent embodiment and evaluative feedback

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    Persuasive lighting : the influence of feedback through lighting on energy conservation behavior

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    Earlier research has investigated persuasive technology: Technology designed to influence human behavior or attitudes. The current research investigates lighting as persuasive technology. In an experimental study, participants could conserve energy while carrying out tasks and received feedback about their energy consumption in each task. We tested the effect of feedback through a lamp that gradually changed color dependent on energy consumption and compared these effects to more widely used factual feedback. Results indicated that feedback through lighting has stronger persuasive effects than factual feedback. Furthermore, factual feedback seemed more difficult to process than lighting feedback, because cognitive load interfered with processing factual feedback, but not with processing lighting feedback. Implications for theory and design of persuasive lighting, and (ambient) persuasive technology are discussed

    Using tailoring to increase the effectiveness of a persuasive game-based training for novel technologies

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    A vast majority of people with motor disabilities cannot be part of the today's digital society, due to the difficulties they face in using conventional interfaces (i.e., mouse and keyboard) for computer operation. The MAMEM project aims at facilitating the social inclusion of these people by developing a technology that allows computer operation, solely by using the eyes and mind. However, training is one of the key factors affecting the users' technology acceptance. Game-based computer training including persuasive strategies could be an effective way to influence user beliefs and behaviors regarding a novel system. Tailoring these strategies to an individual level is a promising way to increase the effectiveness of a persuasive game. In the current paper, we briefly discuss the theoretical development of a persuasive game-based training for the MAMEM technology, as well as how we used tailored communication strategies to further enhance user technology acceptance. The development of such a tailored persuasive game will be essential for increasing acceptance and usage of assistive technology but also for the scientific insights in personalization of persuasion.</p

    A multimodal dataset for authoring and editing multimedia content:the MAMEM project

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    We present a dataset that combines multimodal biosignals and eye tracking information gathered under a human-computer interaction framework. The dataset was developed in the vein of the MAMEM project that aims to endow people with motor disabilities with the ability to edit and author multimedia content through mental commands and gaze activity. The dataset includes EEG, eye-tracking, and physiological (GSR and Heart rate) signals collected from 34 individuals (18 able-bodied and 16 motor-impaired). Data were collected during the interaction with specifically designed interface for web browsing and multimedia content manipulation and during imaginary movement tasks. The presented dataset will contribute towards the development and evaluation of modern human-computer interaction systems that would foster the integration of people with severe motor impairments back into society.</p

    Bridging attribution and spontaneous inferences: Spontaneous and intentional components of dispositional and situational inferences

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    Contains fulltext : 19440.pdf (publisher's version ) (Open Access)This thesis examines the process of thought social perceivers go through when drawing a social inference: The social inference process. The current thesis bridges the research traditions of attribution research and research of spontaneous inferences, to compare directly the social inferences studied in each area, and to come to a refinement of current models of the social inference process that encompasses both research areas. In the second chapter, we performed two studies that show that, spontaneously, social perceivers can draw both a trait inference and a situational inference. Next, we directly compared the effects of the two major factors in models of the social inference process - processing goals and cognitive load - across the two research traditions. The third chapter compares the effects of processing goals on social inferences across the two research areas. Results indicate that processing goals guide inferences as measured in attribution research, whereas spontaneous inferences occur regardless of processing goals. In the fourth chapter, we compared the effects of both processing goals and cognitive load on attributional versus spontaneous inferences. Results showed that goals guided attributional inferences, and that this influence was weaker without load. Contrastingly, results revealed no influence of load or goals on spontaneous inferences. In final chapter, we proposed a refined view on models of the social inference process that encompasses both research traditions: In the first stage, multiple spontaneous inferences are activated, independent of processing goals and cognitive load, and independent of each other. In the second stage, perceivers attribute intentional inferences to the actor or the situation, guided by processing goals. In the third stage, these goal-dependent inferences are corrected, if ample cognitive capacity is available. Finally, this chapter describes implications of this refined model, and discusses the way in which the current thesis unites attribution and spontaneous inference researchRU Radboud Universiteit Nijmegen, 12 mei 2004Promotor : Vonk, R.124 p

    Shall I show you some other shirts too? : the psychology and ethics of persuasive robots

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    Social robots may provide a solution to various societal challenges (e.g. the aging society, unhealthy lifestyles, sustainability). In the current contribution, we argue that crucial in the interactions of social robots with humans is that social robots are always created to some extent to influence the human: Persuasive robots might (very powerfully) persuade human agents to behave in specific ways, by giving information, providing feedback and taking over actions, serving social values (e.g. sustainability) or goals of the user (e.g. therapy adherence), but they might also serve goals of their owners (e.g. selling products). The success of persuasive robots depends on the integration of sound technology, effective persuasive principles and careful attention to ethical considerations. The current chapter brings together psychological and ethical expertise to investigate how persuasive robots can influence human behaviour and thinking in a way that is (1) morally acceptable (focusing on user autonomy, using deontological theories as a starting point for ethical evaluation) and (2) psychologically effective (focusing on effectiveness of persuasive strategies). These insights will be combined in a case study analysing the moral acceptability of persuasive strategies that a persuasive robot might employ while serving as a clothing store clerk

    Gelijktijdige activatie van spontane inferenties over eigenschappen van personen en van situaties

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