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This book constitutes the refereed proceedings of the 9th International Conference on Persuasive Technology, PERSUASIVE 2014, held in Padua, Italy, in May 2014. The 27 revised full papers and 12 revised short papers presented were carefully reviewed and selected from 58 submissions. In addition to the themes of persuasive technology dealt with in the previous editions of the conference, this edition highlighted a special theme, i.e. persuasive, motivating, empowering videogames.
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
This book constitutes the refereed conference proceedings of the 10th International Conference on Advances in Computer Entertainment, ACE 2013, held in Boekelo, The Netherlands, in November 2013. The 19 full paper and 16 short papers presented together 42 extended abstracts were carefully reviewed and selected from a total of 133 submissions in all categories. The papers cover topics across a wide spectrum of disciplines including new devices; evaluation and user studies; games as interface to serious applications; creating immersion; interfaces; new experiences; procedural approaches and AI; and theory. Focusing on all areas related to interactive entertainment they aim at stimulating discussion in the development of new and compelling entertainment computing and interactive art concepts and applications.
Addressing the rising prevalence of interactive systems in our daily lives, this book focuses on the essential aspects of usability, user experience (UX), and inclusive design. This book Discusses both theoretical and practical aspects, approaches, and methods for the design process and the collaboration between HCI Design and Software Engineering. Expands to practical topics such as web and mobile design, aesthetics, information visu- alization, information architecture, and navigation design, along with relevant guidelines and standards. Tackles the issue of persuasive interfaces that has arisen as a crucial concern in the contemporary digitalized landscape. Emphasizes the importance of making computing systems inclusive and user-friendly for a diverse range of users, including children, older adults, and persons with disabilities. Highlights the significance of usability, underscoring its key role in enhancing the overall user experience of interactive products. This book has been written for individuals interested in Human-Computer Interaction research and applications. .
This three volume set of LNCS 12207, 12208 and 12209 constitutes the refereed proceedings of the 6th International Conference on Human Aspects of IT for the Aged Population, ITAP 2020, held as part of the 22nd International Conference, HCI International 2020, which took place in Copenhagen, Denmark, in July 2020. The conference was held virtually due to the COVID-19 pandemic. The total of 1439 papers and 238 posters have been accepted for publication in the HCII 2020 proceedings from a total of 6326 submissions. ITAP 2020 includes a total of 104 regular papers which are organized in topical sections named: Involving Older Adults in HCI Methodology , User Experience and Aging, Aging and Mobile and Wearable Devices, Health and Rehabilitation Technologies, Well-being, Persuasion, Health Education and Cognitive Support, Aging in Place, Cultural and Entertainment Experiences for Older Adults, Aging and Social Media, Technology Acceptance and Societal Impact.
In the domains of education, learners tend to lose interest over time when they are being forced to learn. While the use of extrinsic rewards could motivate learners to a certain degree, it is not ideal as a long-term approach. Instead, learners should be inspired and ignited by the passion for learning itself. Persuasion, which refers to a symbolic process that adopts communication as a medium to achieve behavioral and attitudinal change, holds the potential to convince students to act in such a way. Power of Persuasive Educational Technologies in Enhancing Learning addresses the needs of future generation classroom through leveraging the art and science of persuasion to be incorporated into pedagogical, andragogical and Heutagogical approaches in teaching and learning while also utilizing various technologies. Also, this book offers novel and practical proposition and precedent to be employed in training, classrooms, higher institutions and more with the aim of reaching readers such as educators, academicians, researchers, scholars, instructors, instructional designers, and even students.
Debates on the human-rights implications of new and emerging technologies have been hampered by the lack of a comprehensive theoretical framework for the complex issues involved. This volume provides that framework, bringing a multidisciplinary and international perspective to the evolution of human rights in the digital and biotechnological era. It delves into the latest frontiers of technological innovation in the life sciences and information technology sectors, such as neurotechnology, robotics, genetic engineering, and artificial intelligence. Leading experts from the technological, medical, and social sciences as well as law, philosophy, and business share their extensive knowledge about the transformation of the rights framework in response to technological innovation. In addition to providing a comprehensive, interdisciplinary, and international state-of-the art descriptive analysis, the volume also offers policy recommendations to protect and promote human rights in the context of emerging socio-technological trends.
The interfaces we interact with are reshaping our minds in ways that are not always in our best interest. Most digital platforms are rife with psychological tricks to maximise 'time on device, ' because the way free products turn a profit is through advertising. We can see the effects everywhere, especially in children: attention spans dwindle, memories weaken, social skills falter, and instant gratification prevails. Yet there are ways to avoid being caught in the web. By practicing the art of screenfaring, we can move beyond 'surfing: ' we can chart a safe course, tack to the winds, and evade the attention pirates. By teaching the art of screenfaring, we can ensure that the next generation will do the same. The information and activities in Screenfarers will help you help kids to: recognise manipulative tactics, use digital devices without being used, protect their mental capacities from atrophy, and take charge of how tech shapes their mind.
Game design is a sibling discipline to software and Web design, but they're siblings that grew up in different houses. They have much more in common than their perceived distinction typically suggests, and user experience practitioners can realize enormous benefit by exploiting the solutions that games have found to the real problems of design. This book will show you how.
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.