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2. Comfortable Crossing Strategies for Robots.

3. Improving metacognition through self-explication in a digital self-regulated learning tool.

5. Theory-based habit modeling for enhancing behavior prediction in behavior change support systems.

7. Physiology-based personalization of persuasive technology: a user modeling perspective.

8. Determining Shape and Size of Personal Space of a Human when Passed by a Robot.

9. Brokerbot: A Cryptocurrency Chatbot in the Social-technical Gap of Trust.

10. Measuring commitment to self-tracking: development of the C2ST scale.

13. Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences.

14. Creating an Emotionally Adaptive Game.

15. Dynamic Game Balancing by Recognizing Affect.

16. Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting.

17. Persuasion Theories and IT Design.

18. Classical Rhetoric and a Limit to Persuasion.

19. Persuade Into What? Why Human-Computer Interaction Needs a Philosophy of Technology.

20. The Behavior Chain for Online Participation: How Successful Web Services Structure Persuasion.

21. Persuasive Recommendation: Serial Position Effects in Knowledge-Based Recommender Systems.

22. Exploring Persuasive Potential of Embodied Conversational Agents Utilizing Synthetic Embodied Conversational Agents.

23. Modelling a Receiver's Position to Persuasive Arguments.

24. An Examination of the Influence of Involvement Level of Web Site Users on the Perceived Credibility of Web Sites.

25. Source Salience and the Persuasiveness of Peer Recommendations: The Mediating Role of Social Trust.

26. Embedded Persuasive Strategies to Obtain Visitors' Data: Comparing Reward and Reciprocity in an Amateur, Knowledge-Based Website.

27. Toward a Systematic Understanding of Suggestion Tactics in Persuasive Technologies.

28. The Use of Mobile Phones to Support Children's Literacy Learning.

29. Digital Television as Persuasive Technology.

30. Is it Me or Is it what I say? Source Image and Persuasion.

31. Embodied Agents on a Website: Modelling an Attitudinal Route of Influence.

32. The Importance of Interface Agent Visual Presence: Voice Alone Is Less Effective in Impacting Young Women's Attitudes Toward Engineering.

33. Can Brotherhood Be Sold Like Soap...Online? An Online Social Marketing and Advocacy Pilot Study Synopsis.

34. Social Comparisons to Motivate Contributions to an Online Community.

35. Can Companies Initiate Positive Word of Mouth? A Field Experiment Examining the Effects of Incentive Magnitude and Equity, and eReferral Mechanisms.

36. Group Reactions to Visual Feedback Tools.

37. Improving Cross-Cultural Communication Through Collaborative Technologies.

38. Support Services: Persuading Employees and Customers to Do what Is in the Community's Best Interest.

39. Surveillance, Persuasion, and Panopticon.

40. Logical Modeling of Deceptive Negative Persuasion.

41. Electronic Monitoring of Offenders: Can a Wayward Technology Be Redeemed?

42. Persuasive Technologies Should Be Boring.

43. The PerCues Framework and Its Application for Sustainable Mobility.

44. Distributed User Experience in Persuasive Technology Environments.

45. The Pet Plant: Developing an Inanimate Emotionally Interactive Tool for the Elderly.

46. iParrot: Towards Designing a Persuasive Agent for Energy Conservation.

47. Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games.

48. Captivating Patterns - A First Validation.

49. Fine Tuning the Persuasion in Persuasive Games.

50. Designing Persuasion: Health Technology for Low-Income African American Communities.

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