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This book constitutes the proceedings of the 7th International Conference on Persuasive Technology, PERSUASIVE 2012, held in Linköping, Sweden, in June 2012. The 21 full papers presented together with 5 short papers were carefully reviewed and selected from numerous submissions. In addition three keynote papers are included in this volume. The papers cover the typical fields of persuasive technology, such as health, safety and education.
This book constitutes the refereed post-conference proceedings of the 16th International Conference on Persuasive Technology, PERSUASIVE 2021, held as a virtual event, in April 2021. The 17 full papers presented in this book together with 8 short papers were carefully reviewed and selected from 67 submissions. The papers are grouped in topical sections as follows: persuasive affective technology; digital marketing, ecommerce, etourism and smart ecosystems; and persuasion and education.
Can computers change what you think and do? Can they motivate you to stop smoking, persuade you to buy insurance, or convince you to join the Army? "Yes, they can," says Dr. B.J. Fogg, director of the Persuasive Technology Lab at Stanford University. Fogg has coined the phrase "Captology"(an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers.In this thought-provoking book, based on nine years of research in captology, Dr. Fogg reveals how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior. Technology designers, marketers, researchers, consumers—anyone who wants to leverage or simply understand the persuasive power of interactive technology—will appreciate the compelling insights and illuminating examples found inside. Persuasive technology can be controversial—and it should be. Who will wield this power of digital influence? And to what end? Now is the time to survey the issues and explore the principles of persuasive technology, and B.J. Fogg has written this book to be your guide.* Filled with key term definitions in persuasive computing*Provides frameworks for understanding this domain*Describes real examples of persuasive technologies
Proceedings of the 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023), July 20–24, 2023, San Francisco, USA
Behavior Change Research and Theory: Psychological and Technological Perspectives provides a unified account of behavior change theories and broad coverage of application domains and best practices. From a psychological and human-computer interaction perspective, the book puts a strong emphasis on the psychological foundations of behavior change, and explores the relationship between technology and behavior change. It will cover the major behavior change theories: planned behavior; health belief model; protection motivation; transtheoretical; and more recent approaches to behavior change like Nudge, and Mindspace. The section on health research and behavior change will cover interventions like diet and fitness, mental health, smoking cessation, and diabetes management. Topics also include financial and security research, and behavior change in relation to financial and other forms of sensitive information (passwords, phishing, and financial transactions). The last section will highlight the challenges and opportunities afforded by the increasing use of mobile technology with respect to the design of programs and apps aimed at facilitating behavior change and the role of social media. - Provides case studies of key theoretical models of behavior change - Evaluates the success of key theories - Details cost/benefit analyses of each particular approach - Includes techniques such as implementation intentions, self-affirmation, feedback, and social support - Offers practical consideration of the impact of technology and design - Delves into sustainability issues such as recycling and energy reduction - Highlights future directions for research
This book is the first resource to provide in-depth coverage on topical areas of assistive, rehabilitative, and health-related applications for haptic (touch-based) technologies. Application topics are grouped into thematic areas spanning haptic devices for sensory impairments, health and well-being, and physical impairments which are illustrated in this book. A diverse group of experts in the field were invited to contribute different chapters to provide complementary and multidisciplinary perspectives. Unlike other books on haptics, which focus on human haptic perception, specific modalities of haptics (e.g., realistic haptic rendering), or broadly cover the subfields of haptics, this book takes an application-oriented approach to present a tour of how the field of haptics has been advanced with respect to important, impactful thematic focuses. Under Theme 1 “Sensory Impairments”, haptics technologies to support individuals with sensory impairments is presented which includes: Spatial awareness in sensory impairments through touch; Haptically-assisted interfaces for persons with visual impairments; and Enabling learning experiences for visually impaired children by interaction design. Under Theme 2 “Haptics for Health and Well-Being”, haptics technologies aimed at supporting exercise and healthy aging will be covered including: Haptics in rehabilitation, exergames and health; Therapeutic haptics for mental health and well-being; and Applications of haptics in medicine. Under Theme 3 “Haptics for Physical Impairments”, haptics technologies for enhancing the quality of life for individuals with weakened/impaired limbs or neurological diseases impacting movement is targeted including: Assistive soft exoskeletons with pneumatic artificial muscles; Haptics for accessibility in rehabilitative hardware; and intelligent robotics and immersive displays for enhancing haptic interaction in physical rehabilitation environments. Engineers, scientists, and researchers working in the areas of haptics, multimedia, virtual/augmented/mixed-reality, human-computer interaction, assistive technologies, rehabilitative technologies, healthcare technologies, and/or actuator design will want to purchase this book. Advanced level students and hobbyists interested in haptics will also be interested in this book.
This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial expert comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.
"The Oxford Handbook of Digital Ethics is a lively and authoritative guide to ethical issues related to digital technologies, with a special emphasis on AI. Philosophers with a wide range of expertise cover thirty-seven topics: from the right to have access to internet, to trolling and online shaming, speech on social media, fake news, sex robots and dating online, persuasive technology, value alignment, algorithmic bias, predictive policing, price discrimination online, medical AI, privacy and surveillance, automating democracy, the future of work, and AI and existential risk, among others. Each chapter gives a rigorous map of the ethical terrain, engaging critically with the most notable work in the area, and pointing directions for future research"--
This book will help researchers and engineers in the design of ethical systems for robots, addressing the philosophical questions that arise and exploring modern applications such as assistive robots and self-driving cars. The contributing authors are among the leading academic and industrial researchers on this topic and the book will be of value to researchers, graduate students and practitioners engaged with robot design, artificial intelligence and ethics.
This unique collection synthesizes insights and evidence from innovators in consumer informatics and highlights the technical, behavioral, social, and policy issues driving digital health today and in the foreseeable future. Consumer Informatics and Digital Health presents the fundamentals of mobile health, reviews the evidence for consumer technology as a driver of health behavior change, and examines user experience and real-world technology design challenges and successes. Additionally, it identifies key considerations for successfully engaging consumers in their own care, considers the ethics of using personal health information in research, and outlines implications for health system redesign. The editors’ integrative systems approach heralds a future of technological advances tempered by best practices drawn from today’s critical policy goals of patient engagement, community health promotion, and health equity. Here’s the inside view of consumer health informatics and key digital fields that students and professionals will find inspiring, informative, and thought-provoking. Included among the topics: • Healthcare social media for consumer informatics • Understanding usability, accessibility, and human-centered design principles • Understanding the fundamentals of design for motivation and behavior change • Digital tools for parents: innovations in pediatric urgent care • Behavioral medicine and informatics in the cancer community • Content strategy: writing for health consumers on the web • Open science and the future of data analytics • Digital approaches to engage consumers in value-based purchasing Consumer Informatics and Digital Health takes an expansive view of the fields influencing consumer informatics and offers practical case-based guidance for a broad range of audiences, including students, educators, researchers, journalists, and policymakers interested in biomedical informatics, mobile health, information science, and population health. It has as much to offer readers in clinical fields such as medicine, nursing, and psychology as it does to those engaged in digital pursuits.