Persuasive Technology
暂无分享,去创建一个
Manfred Tscheligi | Alexander Meschtscherjakov | Verena Fuchsberger | Martin Murer | Boris De Ruyter | M. Tscheligi | B. D. Ruyter | Martin Murer | Verena Fuchsberger | Alexander Meschtscherjakov | Boris De Ruyter
[1] Andrés Lucero,et al. Applying game achievement systems to enhance user experience in a photo sharing service , 2009, MindTrek '09.
[2] Natalie Stevens,et al. Insomnia and well-being. , 2007, Journal of consulting and clinical psychology.
[3] Hermie Hermens,et al. Tailoring real-time physical activity coaching systems: a literature survey and model , 2014, User Modeling and User-Adapted Interaction.
[4] Alfred Kobsa,et al. Privacy through pseudonymity in user-adaptive systems , 2003, TOIT.
[5] Patrick Burns,et al. Activmon: encouraging physical activity through ambient social awareness , 2012, CHI EA '12.
[6] Catrine Tudor-Locke,et al. Accelerometer-determined steps per day in US adults. , 2009, Medicine and science in sports and exercise.
[7] M. Fishbein,et al. Understanding tailoring in communicating about health. , 2008, Health education research.
[8] David W. McDonald,et al. Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays , 2008, UbiComp.
[9] E. A. Locke,et al. Building a practically useful theory of goal setting and task motivation. A 35-year odyssey. , 2002, The American psychologist.
[10] Deborah I. Fels,et al. Gamification in theory and action: A survey , 2015, Int. J. Hum. Comput. Stud..
[11] Frank M. Andrews,et al. Social Indicators of Well-Being: Americans' Perceptions of Life Quality , 1976 .
[12] M. Gianluca,et al. The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy , 2013 .
[13] Randy Klaassen,et al. Opportunities for smart & tailored activity coaching , 2013, Proceedings of the 26th IEEE International Symposium on Computer-Based Medical Systems.
[14] Agnis Stibe,et al. Advancing Typology of Computer-Supported Influence: Moderation Effects in Socially Influencing Systems , 2015, PERSUASIVE.
[15] James A. Landay,et al. Design requirements for technologies that encourage physical activity , 2006, CHI.
[16] D. Watson,et al. General and specific traits of personality and their relation to sleep and academic performance. , 2002, Journal of personality.
[17] Herbert W. Simons,et al. Persuasion in Society , 2011 .
[18] Jylana L. Sheats,et al. Harnessing Different Motivational Frames via Mobile Phones to Promote Daily Physical Activity and Reduce Sedentary Behavior in Aging Adults , 2013, PloS one.
[19] I. Chen,et al. Functioning of Adolescents With Symptoms of Disturbed Sleep , 2001 .
[20] J. Horne,et al. A self-assessment questionnaire to determine morningness-eveningness in human circadian rhythms. , 1976, International journal of chronobiology.
[21] M. Johns,et al. A new method for measuring daytime sleepiness: the Epworth sleepiness scale. , 1991, Sleep.
[22] Privender Saini,et al. Self-setting of physical activity goals and effects on perceived difficulty, importance and competence , 2009, Persuasive '09.
[23] Harri Oinas-Kukkonen,et al. Exploring Perceived Persuasiveness of a Behavior Change Support System: A Structural Model , 2012, PERSUASIVE.
[24] Silvia Lindtner,et al. Fish'n'Steps: Encouraging Physical Activity with an Interactive Computer Game , 2006, UbiComp.
[25] Jonathan D. Cohen,et al. An fMRI Investigation of Emotional Engagement in Moral Judgment , 2001, Science.
[26] M. Carskadon,et al. Sleep schedules and daytime functioning in adolescents. , 1998, Child development.
[27] Deborah I Thompson,et al. Playing for real: video games and stories for health-related behavior change. , 2008, American journal of preventive medicine.
[28] Yvonne Rogers,et al. Moving on from Weiser's Vision of Calm Computing: Engaging UbiComp Experiences , 2006, UbiComp.
[29] Robert O. Briggs,et al. Advancing Collaboration Engineering: New ThinkLets for Dyadic Problem Solving and an Application for Mobile Advisory Services , 2016, 2016 49th Hawaii International Conference on System Sciences (HICSS).
[30] Bernard C. K. Choi,et al. Daily step goal of 10,000 steps: a literature review. , 2007, Clinical and investigative medicine. Medecine clinique et experimentale.
[31] Kenton O'Hara,et al. Gamification. using game-design elements in non-gaming contexts , 2011, CHI Extended Abstracts.
[32] Fred D. Davis,et al. A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies , 2000, Management Science.
[33] Pavol Bielik. Personalized Training Plan Recommendation and Activity Tracking for a Healthier Lifestyle , 2012 .
[34] John M. Darley,et al. Social Organization for the Production of Evil , 1992 .
[35] Audie A Atienza,et al. Promoting physical activity through hand-held computer technology. , 2008, American journal of preventive medicine.
[36] Kah Chan,et al. Playing in Traffic : pervasive gaming for commuters , 2011 .
[37] E. Deci,et al. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.
[38] Gary Burkholder,et al. Challenges in measuring concurrency, agency and intentionality in polydrug research. , 2005, Addictive behaviors.
[39] Kevin B. Wright,et al. Health-related Support Groups on the Internet: Linking Empirical Findings to Social Support and Computer-mediated Communication Theory , 2003, Journal of health psychology.
[40] S. Marshall,et al. Effect of Pedometer-Based Physical Activity Interventions , 2009, Research quarterly for exercise and sport.
[41] Luca Chittaro,et al. MOPET: A context-aware and user-adaptive wearable system for fitness training , 2008, Artif. Intell. Medicine.
[42] I. Olkin,et al. Using pedometers to increase physical activity and improve health: a systematic review. , 2007, JAMA.
[43] C. Smyth. The Pittsburgh Sleep Quality Index (PSQI). , 1999, Director.
[44] Timothy W. Bickmore,et al. Acceptance and usability of a relational agent interface by urban older adults , 2005, CHI Extended Abstracts.