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Ambient bloom: new business, content, design and models to increase the semantic ambient media experience

Bogdan Pogorelc, Artur Lugmayr, Björn Stockleben, Radu-Daniel Vatavu, Nina Tahmasebi, Estefanía Serral, Emilija Stojmenova, Bojan Imperl, Thomas Risse, Gideon Zenz, Matjaž Gams
2012 Multimedia tools and applications  
Semantic ambient media are the novel trend in the world of media reaching from the pioneering subareas such as ambient advertising to the new and emerging subareas such as ambient assisted living.  ...  This work analyzes semantic ambient media by considering business models, content and media, interaction Multimed Tools Appl  ...  The medium described is not an interactive one so far.  ... 
doi:10.1007/s11042-012-1228-4 fatcat:uqpgxi5mezc7viyxefhogysmki

Adaptivity and Personalization in Persuasive Technologies

Shlomo Berkovsky, Maurits Kaptein, Massimo Zancanaro
2016 International Conference on Persuasive Technology  
However, persuasive interventions are generally de-livered in a nonpersonalized, one-size-fits-all manner, which may limit their effectiveness.  ...  To this end, this paper defines a range of dimensions that need to be considered by designers of persuasive systems and analyzes three works that exploit personalization for persuasion purposes.  ...  The work described in this case study has a similar goal: to influence group behavior by an ambient display that visualizes implicit information.  ... 
dblp:conf/persuasive/BerkovskyKZ16 fatcat:bt3ru7kvynbapnwpf2bw5j6sge

On The Design of User Experience Based Persuasive Systems

Ahmad Jawdat, Qasem Obeidat, Alaa Aljanaby
2011 Computer and Information Science  
The contribution of this paper is proposing a new and promising research direction for building persuasive systems that take the user feedback as a key element in the persuasion process.  ...  The key element in designing successful persuasive systems is the improvement of the persuasion process. An important factor that should be included in the persuasion process is the user experience.  ...  The dancer here moves on different places on a floor pad to match the screen display marking. These games and others can be viewed as persuasive systems as they encourage players to be active.  ... 
doi:10.5539/cis.v4n4p90 fatcat:rqe5brkypjhpthy4o5grxn6v7m

Two acts of social intelligence: the effects of mimicry and social praise on the evaluation of an artificial agent

Maurits Kaptein, Panos Markopoulos, Boris de Ruyter, Emile Aarts
2010 AI & Society: The Journal of Human-Centred Systems and Machine Intelligence  
Different ways of implementing mimicry and praise by artificial social actors in an ambient persuasive scenario are discussed.  ...  This paper describes a study of the effects of two acts of social intelligence, namely mimicry and social praise, when used by an artificial social agent.  ...  The current study is an investigation of the effectiveness of utilizing social intelligence (Thorndike 1920) for the design of ambient persuasive systems, which are Ambient Intelligence systems that have  ... 
doi:10.1007/s00146-010-0304-4 fatcat:syb7xxttdffbxnzlzbkudah3im

Eyes on the Goal! Exploring Interactive Artistic Real-Time Energy Interfaces for Target-Specific Actions in the Built Environment

Sherif Goubran, Carmela Cucuzzella, Mohamed M. Ouf
2021 Sustainability  
We recommend that guiding occupants didactically has a strong potential for advancing building controls.  ...  Building on seminal research in the field, the study uses art visualization to reinterpret social feedback.  ...  Here art is seen as an ambient feedback medium that can evoke emotions, communicate messages, or teach lessons and act as social agents.  ... 
doi:10.3390/su13041996 fatcat:3vt3z6h3rrdr7ofgvm6jqki2mm

The Ageing@Work smart virtual coach

Lithoxoidou Evdoxia Eirini, Mastoras Rafail Evangelos, Triantafyllidis Andreas, Papathomas Evangelos, Paliokas Ioannis, Koritsoglou Kyriakos, Skartados Evangelos, Chatzikonstantinou Ioannis, Giakoumis Dimitrios, McLaughlin Jack, Zofia Mockallo, Panos Sabatakos
2022 Zenodo  
The purpose of this deliverable is to present the design and development of the Ageing@Work ambient virtual coach (AVC).  ...  The rule-based logic for the ambient virtual coach performs a pre-screening before starting to exercise with the worker, so as to propose the most suitable exercise.  ...  When the agent has identified a higher level of stress management is needed and sends the more extensive exercises, it includes in addition to the aforementioned exercises an awareness text and a behavioral  ... 
doi:10.5281/zenodo.6760588 fatcat:4hluvrqdljav5ezg346eyka4j4

Playful persuasion: Designing for ambient playful interactions in public spaces

Rob Tieben, Janienke Sturm, Tilde Bekker, Ben Schouten
2014 Journal of Ambient Intelligence and Smart Environments  
Citation for published version (APA): Tieben, R., Sturm, J. A., Bekker, M. M., & Schouten, B. A. M. (2014). Playful persuasion : designing for ambient playful interactions in public spaces. Abstract.  ...  Following this, we derive three design values, based on literature, user research and the insights from the design cases.  ...  Last but not least, we would like to thank the reviewers for their valuable comments. This research was supported by a grant from SIA Raak-Pro.  ... 
doi:10.3233/ais-140265 fatcat:epeuxfuggra2rce2bsywmgueli


Andrew J. Younge, Vinod Periasamy, Mohammed Al-Azdee, William Hazlewood, Kay Connelly
2011 Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems - CHI EA '11  
As today's fast paced environment continually encourages poor dietary habits and a lack of exercise, there is a growing need to properly monitor and control weight gain.  ...  This awareness is achieved through an accurate scale system, detailed statistics with historical data, and an intuitive design seamlessly embedded into a user's existing daily routine.  ...  A case study has been conducted in [9] in which the result shows that an ambient display like a mirror is a persuasive medium in induce awareness of exercise routines.  ... 
doi:10.1145/1979742.1979873 dblp:conf/chi/YoungePAHC11 fatcat:6a7oid65ibaylj4ccil2f7wd54

DeLight: biofeedback through ambient light for stress intervention and relaxation assistance

Bin Yu, Jun Hu, Mathias Funk, Loe Feijs
2018 Personal and Ubiquitous Computing  
Light is a common ambient medium to express additional information in a peripheral and calm way, but it is also an environmental stimulant to create atmosphere, evoke moods, and provide immersive experiences  ...  The results of the first study show that DeLight has the potential for stress intervention; the HRV biofeedback through the changes of ambient light could improve a user's awareness of stress and trigger  ...  , and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.  ... 
doi:10.1007/s00779-018-1141-6 fatcat:yvg4lzjeazgohp2cqzicviw6pa

Playful bottle

Meng-Chieh Chiu, Shih-Ping Chang, Yu-Chen Chang, Hao-Hua Chu, Cheryl Chia-Hui Chen, Fei-Hsiu Hsiao, Ju-Chun Ko
2009 Proceedings of the 11th international conference on Ubiquitous computing - Ubicomp '09  
This study of mobile persuasion system explores the use of a mobile phone, when attached to an everyday object used by an everyday behavior, becomes a tool to sense and influence that behavior.  ...  This mobile persuasion system, called Playful Bottle system, makes use of a mobile phone attached to an everyday drinking mug and motivates office workers to drink healthy quantities of water.  ...  ACKNOWLEDGEMENT The authors would like to thank Monchu Chen for his insightful suggestion on the game design. This work has been partially funded by Taiwan NSC and Intel Education Taiwan.  ... 
doi:10.1145/1620545.1620574 dblp:conf/huc/ChiuCCCCHK09 fatcat:ro7zityirjds7c5asdpoc3tvlm


Juan Jimenez Garcia, Natalia A. Romero, David Keyson, Paul Havinga
2013 Proceedings of the 2013 Chilean Conference on Human - Computer Interaction - ChileCHI '13  
Behavioral models are considering both self-reflection and self-awareness processes as key elements for an individual to take action over desirable behaviors.  ...  Considering self-reflection as the mean to achieve selfawareness, the design of persuasive technologies for physical activity is challenged to go beyond supporting data collection and visualization of  ...  MoveLamp [17] is an ambient light display that serves as reminder to move, as a feedback on recent activity during work occupation.  ... 
doi:10.1145/2535597.2535609 dblp:conf/chilechi/GarciaRKH13 fatcat:dxm2w5ggdzb2lkfidgve6z3exi

How to Increase Reach and Adherence of Web-Based Interventions: A Design Research Viewpoint

Geke DS Ludden, Thomas JL van Rompay, Saskia M Kelders, Julia EWC van Gemert-Pijnen
2015 Journal of Medical Internet Research  
We propose looking at design research as a source of inspiration for new (to the field) design approaches.  ...  The paper goes on to specify and discuss three of these approaches: personalization, ambient information, and use of metaphors.  ...  As another example of more abstract information display, Ham and Midden [48] compared reactions toward factual (ie, numeric) information and ambient information-light changing color-in the case of information  ... 
doi:10.2196/jmir.4201 pmid:26163456 pmcid:PMC4526989 fatcat:3qywtyhqqnc4tbqpytqkgw6cni

Persuasive Systems for Energy: Cartography of Design Spaces and Proposition of the UP+ Framework
Cartographie d'espaces de conception des systèmes persuasifs appliqués à l'énergie et proposition du cadre UP+

Van Nguyen, Yann Laurillau, Gaëlle Calvary, Joëlle Coutaz
2021 Journal d'interaction personne-système  
Most previous work focuses on persuasion principles but is difficult to apply for the software design and engineering of persuasive interactive systems.  ...  As a result, we propose UP+, a new framework that synthetizes and revisits existing surveys, design spaces, and frameworks from the software engineering perspective of persuasive interactive systems.  ...  • Presentation Medium: feedback can be presented using traditional (paper) or modern (electronic displays) medium.  ... 
doi:10.46298/jips.7100 fatcat:vrqeoirjvzatxo4ymjcz4utque

Information, timing, and display: A design-behavior framework for improving the effectiveness of eco-feedback

Angela Sanguinetti, Kelsea Dombrovski, Suhaila Sikand
2018 Energy Research & Social Science  
Display dimensions include medium, modality, style, location, audience, and response requirement.  ...  This paper develops a conceptual framework that includes a typology of eco-feedback design dimensions and maps those dimensions on to the behavioral mechanisms of attention, learning, and motivation.  ...  Medium. We refer to the physical origin of an eco-feedback display as the medium; this has also been referred to as feedback source [66] .  ... 
doi:10.1016/j.erss.2017.10.001 fatcat:f3gzvql5ojasjdzgf52iwc6vve

Element: An Ambient Display System for Evoking Self-Reflections and Supporting Social-Interactions in a Workspace

Yaliang Chuang, Jose E Gallegos Nieto
2022 CHI Conference on Human Factors in Computing Systems Extended Abstracts  
In this paper, we present the design of Element, an ambient display system that displays the user's emotional engagement level through color and shape change on a light fixture.  ...  Interestingly, our findings also highlighted the ethical concerns of displaying personal data in a public space.  ...  In a study on the subject, Moere [15] observed that ambient information systems had recently begun evolving towards an application he coined as 'persuasive visualization, ' and that these displays, "  ... 
doi:10.1145/3491101.3519721 fatcat:mzsiwcv5nrfzrldiuwfmg7vcxm
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