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

2. Surveillance, Persuasion, and Panopticon.

3. Classical Rhetoric and a Limit to Persuasion.

4. Persuasion Theories and IT Design.

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

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

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

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

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

10. Digital Television as Persuasive Technology.

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

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

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

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

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

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

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

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

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

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

21. Improving Cross-Cultural Communication Through Collaborative Technologies.

22. Group Reactions to Visual Feedback Tools.

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

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

25. Logical Modeling of Deceptive Negative Persuasion.

26. Persuasive Technologies Should Be Boring.

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

28. Distributed User Experience in Persuasive Technology Environments.

29. Captivating Patterns - A First Validation.

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

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

32. Fine Tuning the Persuasion in Persuasive Games.

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

34. Persuasion, Task Interruption and Health Regimen Adherence.

35. Promoting Physical Activity Through Internet: A Persuasive Technology View.

36. Digital Therapy: The Coming Together of Psychology and Technology Can Create a New Generation of Programs for More Sustainable Behavioral Change.

37. Effect of a Virtual Coach on Athletes' Motivation.

38. The PowerHhouse: A Persuasive Computer Game Designed to Raise Awareness of Domestic Energy Consumption.

39. Persuasive GERONtechnology: An Introduction.

40. Communication and Persuasion Technology: Psychophysiology of Emotions and User-Profiling.

41. Biofeedback Revisited: Dynamic Displays to Improve Health Trajectories.

42. perCues: Trails of Persuasion for Ambient Intelligence.

43. Persuasive GERONtechnology: Reaping Technology's Coaching Benefits at Older Age.

44. Persuasive Pillboxes: Improving Medication Adherence with Personal Digital Assistants.

45. Persuasive Story Table: Promoting Exchange of Life History Stories Among Elderly in Institutions.

46. Persuasive Technology for Leisure and Health: Development of a Personal Navigation Tool.

47. Captology: A Critical Review.

48. Visualizing Energy Consumption of Radiators.

49. Self-management of Vascular Patients Activated by the Internet and Nurses: Rationale and Design.

50. Persuasive Technologies in Education: Improving Motivation to Read and Write for Children.

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