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دانلود کتاب Persuasive Technology: Third International Conference, PERSUASIVE 2008, Oulu, Finland, June 4-6, 2008, Proceedings (Lecture Notes in Computer Science, 5033)

دانلود کتاب فناوری متقاعد کننده: سومین کنفرانس بین المللی، 2008 قانع کننده، اولو، فنلاند، 4-6 ژوئن 2008، مجموعه مقالات (یادداشت های سخنرانی در علوم کامپیوتر، 5033)

Persuasive Technology: Third International Conference, PERSUASIVE 2008, Oulu, Finland, June 4-6, 2008, Proceedings (Lecture Notes in Computer Science, 5033)

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Persuasive Technology: Third International Conference, PERSUASIVE 2008, Oulu, Finland, June 4-6, 2008, Proceedings (Lecture Notes in Computer Science, 5033)

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نویسندگان: , , , ,   
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ISBN (شابک) : 9783540685005, 3540685006 
ناشر: Springer 
سال نشر: 2008 
تعداد صفحات: 300 
زبان: English 
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) 
حجم فایل: 21 مگابایت 

قیمت کتاب (تومان) : 67,000

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در صورت تبدیل فایل کتاب Persuasive Technology: Third International Conference, PERSUASIVE 2008, Oulu, Finland, June 4-6, 2008, Proceedings (Lecture Notes in Computer Science, 5033) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.

توجه داشته باشید کتاب فناوری متقاعد کننده: سومین کنفرانس بین المللی، 2008 قانع کننده، اولو، فنلاند، 4-6 ژوئن 2008، مجموعه مقالات (یادداشت های سخنرانی در علوم کامپیوتر، 5033) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.


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فهرست مطالب

Title Page
Preface
Organization
Table of Contents
Affective Loop Experiences – What Are They?
	Affective Loop
	A First Definition of the Affective Loop
	eMoto
		Lessons Learnt on the Affective Loop
	Affective Diary
		Lessons Learnt on the Affective Loop
	A New Understanding of the Affective Loop
	Explaining the Affective Loop Experiences?
	Questions
	References
Fine Processing
	A Brief History of Technology
	Not Technology but Computation
	Means and Ends
	Fine Processing
		Belles Lettres
		Computational Bellettrism
		An Example, $Passage$
		Fine Processing and Persuasion
	Conclusion
	References
Mass Interpersonal Persuasion: An Early View of a New Phenomenon
	Introduction
	Facebook Makes a New Form of Persuasion Possible
	A Stanford Course Leverages Mass Interpersonal Persuasion
	Six Components in Mass Interpersonal Persuasion
		Persuasive Experience
		Automated Structure
		Social Distribution
		Rapid Cycle
		Huge Social Graph
		Measured Impact
	Viral Adoption and Mass Interpersonal Persuasion
	Comparisons to Mass Interpersonal Persuasion
	What’s {\\it not} Important in Mass Interpersonal Persuasion
	The Future of Mass Interpersonal Persuasion
Online Persuasion in Facebook and Mixi: A Cross-Cultural Comparison
	Introduction
		Background
	Comparison of Persuasive Design Elements
		Persuasion Goal #1 – Create Personal Profile Pages
		Persuasion Goal #2 – Invite Friends
		Persuasion Goal #3 – Respond to Others’ Contributions
		Persuasion Goal #4 – Return to Site Often
	Conclusion and Implications
	References
Website Credibility, Active Trust and Behavioural Intent
	Introduction
	Background
		Behavioural Intent
		Credibility
		Trust
	Methodology
	Findings and Limitations
	Discussion
	Conclusion
	References
Network Awareness, Social Context and Persuasion
	Introduction
	Diffusion
	Structural Equivalence and Roles
	Opinion Leaders
	Data Sources and Social Networking
	A Representative Case
	Summary and Conclusion
	References
Persuasion in Knowledge-Based Recommendation
	Introduction
	Knowledge-Based Recommendation
	Personalized Product Rankings
	Explanations
	Contextual Product Presentations
	Conclusions
	References
Persuasive Technology Design – A Rhetorical Approach
	Introduction
	Persuasive Technology and Rhetoric
	The Rhetorical Situation
		The Constituent Elements of the Rhetorical Situation
		Methodological Benefits of the Rhetorical Situation
	Case: Knowledge Workers Sharing Knowledge Online
	Applying Bitzer at X-Corp
		Exigence
		Audience
		Constraints
		Summary of the Rhetorical Situation at X-Corp
		Fitting System Response: A Social Incentive Proposal?
	Conclusion
	Future Work
	References
Benevolence and Effectiveness: Persuasive Technology’s Spillover Effects in Retail Settings
	Background
	Method
	Findings
	Discussion
	References
Persuasive Technology for Shaping Social Beliefs of Rural Women in India: An Approach Based on the Theory of Planned Behaviour
	Introduction
	Conceptual Framework
	Field Study
	Design of Personal Health Information System (PHI)
	Persuasive Strategies Employed in the PHI Design Process
	Comparative Study of PHI vs. Conventional Health System
	Results
	Conclusion and Future Work
	References
Enabling Calorie-Aware Cooking in a Smart Kitchen
	Introduction
	Contextual Inquiry
	Prototype Design and Implementation
		Calorie Tracker
		Awareness Display
	User Study
	Results and Discussion
	Related Work
	Conclusion and Future Work
	References
perFrames: Persuasive Picture Frames for Proper Posture
	Introduction
	Background and Related Work
		Ambient Intelligence
		Persuasive Technologies
		Ambient Persuasion
		Affective Interfaces
	Persuasive Picture Frames
		The User\'s Input: Sitting Behavior and Habits
		Output of the System: Affective and Persuasive Messages
	Study
		Prototype
		Method
		Results
	Conclusion and Future Work
Persuasion for Stronger Passwords: Motivation and Pilot Study
	Introduction
	Background
		Persuasive Authentication Framework
		Password Space
	Persuasive Text Passwords
		Variations of Persuasive Text Passwords
		Usability Pre-testing
		Pilot User Study
		Results
	Conclusion
	References
Six Patterns for Persuasion in Online Social Networks
	Introduction
	Native Patterns
		Provoke and Retaliate (Pattern 1A)
		Expression (Pattern 1B)
		Reveal and Compare (Pattern 2A)
		Group Exchange (Pattern 2B)
	Adapted Patterns
		Competition (Pattern IIA)
		Deception (Pattern IIB)
	Discussion
	References
A Systematic Framework for Designing and Evaluating Persuasive Systems
	Introduction
	Fundamental Issues Behind Persuasive Systems
	Analysis of Use and User Contexts
	Design of System Features
		Primary Task Support
		Dialogue Support
		System Credibility
		Social Support
	Conclusion
	References
Digital Therapy: Addressing Willpower as Part of the Cognitive-Affective Processing System in the Service of Habit Change
	Introduction
	Digital Health Interventions: Basic Insights from the Psychology of Behavioral Change
	Digital Health Interventions: Reaching and Holding the Audience
	Conclusions
	References
The Persuasive Power of Human-Machine Dialogue
	Introduction
	Related Work
		Elaboration Likelihood Model
		Computers as Social Actors
		Tailored Information
	The NASA Moon Survival Problem
	System Design
		Recorded Message System
		Interactive Dialogue System
	Persuasion Measures
		Expert and Confederate Rankings
		Standard Rank Metrics
		A New Measure
	Hypotheses
	Study Method
		Participants
		Conditions
		Measurement Instruments
		Procedure
	Results
		Comparison of Systems
		Amount of Information Heard
		Post-Session Questionnaire
	Discussion
		Revisiting Hypotheses
		Future Work
	Conclusion
Designing Persuasive Dialogue Systems: Using Argumentation with Care
	Introduction
	Limitations of the Argumentation-Based Approach
	Efficacy of Current Systems
	Motivational Interviewing
	The Evaluation Study
	Related Research
	Conclusions
	References
Categorization as Persuasion: Considering the Nature of the Mind
	Introduction
	The Role of Categorization: A Rhetorical Argumentation
		The Topics: A Tool for the Designer
	The Role of the User
	A Rhetorical Approach to an Understanding of the Mind
	Cognitive Science: The Study of Mind and Understanding
	Rethinking the Topics
		Basic-Level Theory
		Prototype Theory
		Metaphors
	Concluding Example: The Practical Aim
	Conclusion
	References
A Qualitative Study of Culture and Persuasion in a Smoking Cessation Game
	Introduction
	Qualitative Method
	Findings for the NZE Version
		Identification with MC
		Self-esteem (Application of Self Monitoring)
		Game Feedback (Application of Conditioning)
		Autonomy Focus (Application of Tunnelling)
		Game Acceptance
	Findings for the NZM Version
		Identification with MC
		Respect (Application of Mentoring)
		Jade Status (Application of Mentoring)
		Moods + Opinions Box ( Group Opinion and harmony)
		Sandwich + Tag Game (Application of Harmony)
		Social Density (Application of Harmony)
		Opinions from Elders (Application of Group Opinion)
		Game Acceptance
	Conclusions
Exploring the Acceptability of Delayed Reciprocity in Peer-to-Peer Networks
	Introduction
	Pilot Study
	Conclusions and Discussion
	References
How to Build a Persuasive Web Application
	Introduction
	Methodology
	Fundamental Feedback Loops
	Future Research
“Hey World, Take a Look at Me!”: Appreciating the Human Body on Social Network Sites
	Introduction and Background
	BodySpace: A Social Network Site for Bodybuilders
	Field Study
		Seeking Appreciation
		Exchanging Appreciation
	Conclusions and Future Work
	References
Digital Therapy: The Role of Digital Positive Psychotherapy in Successful Self-regulation
	Introduction
	The Role of Emotions in Self-regulation
	Development of a Digital Positive Psychology Intervention
	Conclusion
	References
Finding Kairos in Quitting Smoking: Smokers’ Perceptions of Warning Pictures
	Introduction
	Experiment
	Conclusion
	References
Exploring the Persuasiveness of “Just-in-time” Motivational Messages for Obesity Management
	Introduction
	Research Methodology
	Results
	Discussion
	Conclusion and Limitations
	References
BLB: A Persuasive and Interactive Installation Designed to Improve Well-Being
	Introduction
	Idea Generation and Concept Development
	Implementation
	User Evaluation
	Discussion and Conclusions
	References
A Case Study on an Ambient Display as a Persuasive Medium for Exercise Awareness
	Introduction
	Prototyping Persuasive Ambient Display with a Mirror
		Designing Ambient Walking Persuasion
		Mapping Daily Walking into a Boid
		Implementation
	Preliminary Experiments
	Concluding Remarks
Technology that Persuades the Elderly
	Introduction
	Objectives and Methods
		Objectives
		Informants
		Methods Used for Acquisition of Information
	Findings
		What Made Technology Persuasive Among the Elderly
		Factors Contributing to the Choice between Appliances
		Other Factors Influencing on the Persuasion
	Conclusions
	References
Design with Intent: Persuasive Technology in a Wider Context
	Introduction
	Perspectives on Design with Intent
		A Review of DwI Across Different Fields
		How Persuasive Technology Fits with DwI
	Conclusions
	References
The Influence of Gender and Involvement Level on the Perceived Credibility of Web Sites
	Introduction
	Methodology
	Results
	Discussion
	References
Embodied Agents on Commercial Websites: Modeling Their Effects through an Affective Persuasion Route
	Introduction
	Theoretical Framework
	Research Model and Hypotheses, Experiment, Results
	Conclusion and Limitations
	References
Author Index




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