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Language: English
Published by Springer Nature Switzerland AG, Cham, 2019
ISBN 10: 3030335399 ISBN 13: 9783030335397
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Paperback. Condition: new. Paperback. This book constitutes the refereed proceedings of the 4th Dementia Lab Conference, D-Lab 2019, held in Eindhoven, The Netherlands, in October 2019.The 12 full and 7 short papers presented in this volume were carefully reviewed and selected from 53 submissions. The papers are organized in topical sections: inclusion & participation, technology & experience, and Dementia Lab ideas. This book constitutes the refereed proceedings of the 4th Dementia Lab Conference, D-Lab 2019, held in Eindhoven, The Netherlands, in October 2019.The 12 full and 7 short papers presented in this volume were carefully reviewed and selected from 53 submissions. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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Language: English
Published by Springer-Verlag Berlin and Heidelberg GmbH & Co. KG, Berlin, 2006
ISBN 10: 3540342915 ISBN 13: 9783540342915
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Paperback. Condition: new. Paperback. 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 Foggs 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. Constitutes the refereed proceedings of the First International Conference on Persuasive Technology for human well-being, PERSUASIVE 2006. This book features the papers that are organized in topical sections on psychological principles of persuasive technology, persuasive technology: theory and modelling, design, and more. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Language: English
Published by Springer-Verlag Berlin and Heidelberg GmbH & Co. KG, Berlin, 2007
ISBN 10: 3540770054 ISBN 13: 9783540770053
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Paperback. Condition: new. Paperback. 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 2627. 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. 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. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
Language: English
Published by Springer-Verlag Berlin and Heidelberg GmbH & Co. KG, Berlin, 2008
ISBN 10: 3540883215 ISBN 13: 9783540883210
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Paperback. Condition: new. Paperback. The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other serious purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.
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