Persuasive Technology (PT) is a vibrant interdisciplinary research field, focusing on the design, development, and evaluation of interactive technologies aimed at changing people’s attitudes or behaviors through persuasion and social influence, but not through coercion or deception.
The list below provides some additional examples (in no particular order); eligible papers are not limited to these specific examples.
Domains
Safety
Personalized health care (e.g. health, wellbeing, happiness)
Personalized medicine
Healthy environments
Sustainable environment
Persuasive wellbeing
Persuasive cities
eLearning and training
Marketing and e-commerce
Technological and design perspective
Big data systems
Sensing technology
Early warning systems
Intelligent systems
Smart environments
Connected devices (Internet of Things)
Design of feedback
Multimodal interaction
Persuasive systems, interfaces, visualization
Socially influencing systems
Computer-supported influence
Tailored, persuasive, and personalized systems
Mobile, pervasive and ubiquitous persuasion
Methodology
Design methodologies
Behavior change support systems design
Experiments
Big data methodologies
Gamification
Implementation
Evaluation and validation
Valorization
Machine learning
(Ecological) monitoring
Feedback
Coaching
Persuasion through gamification
Theory
Mass persuasion and interactive technologies
Cognition and persuasive technology
Ethics and moral issues
Cultural influences
Humanizing and/or dehumanizing effects of persuasive technology
Unconscious processes
Habits and habit change
Social practices
Cultural values
Reciprocity
Competition, social comparison
HCI issues
Miscellaneous
Unexpected effects of PT
Disruptive technology
Persuasive backfiring
Peripheral interaction
Slow technology
Contributions can be made in the following categories
Paper (short and long)
Poster
Workshop
Symposium
Demo
Doctoral consortium
Tutorial
04月16日
2018
04月19日
2018
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