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

502. Persuasion, Task Interruption and Health Regimen Adherence

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

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

505. Biofeedback Revisited: Dynamic Displays to Improve Health Trajectories

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

507. Persuasive GERONtechnology: An Introduction

508. Persuasive GERONtechnology: Reaping Technology’s Coaching Benefits at Older Age

509. perCues: Trails of Persuasion for Ambient Intelligence

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

511. Visualizing Energy Consumption of Radiators

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

513. Captology: A Critical Review

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

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

516. Break the Habit! Designing an e-Therapy Intervention Using a Virtual Coach in Aid of Smoking Cessation

517. Persuasive Design: Fringes and Foundations

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

519. Towards an Architecture for an Adaptive Persuasive System

520. Investigating Social Software as Persuasive Technology

521. Our Place or Mine? Exploration into Collectivism-Focused Persuasive Technology Design

522. Well-Being to 'Well Done!': The Development Cycle in Role-Playing Games

523. Feeling Strangely Fine: The Well-Being Economy in Popular Games

524. Using Computational Agents to Motivate Diet Change

525. Persuasion Artifices to Promote Wellbeing

526. Social Presence as a Conduit to the Social Dimensions of Online Trust

527. Persuasiveness of a Mobile Lifestyle Coaching Application Using Social Facilitation

528. The Persuasive Power of Mediated Risk Experiences

529. Cueing Common Ecological Behaviors to Increase Environmental Attitudes

530. Changing Induced Moods Via Virtual Reality

531. Persuasive Appliances: Goal Priming and Behavioral Response to Product-Integrated Energy Feedback

532. Technology Adds New Principles to Persuasive Psychology: Evidence from Health Education

534. Personal Informatics, Self-Insight, and Behavior Change: A Critical Review of Current Literature.

538. In Sync: The Effect of Physiology Feedback on the Match between Heart Rate and Self-Reported Stress.

541. Individual differences in the rubber-hand illusion: Predicting self-reports of people's personal experiences

542. Visualizing the third dimension in virtual training environments for neurologically impaired persons: beneficial or disruptive?

543. Investigating Privacy Attitudes and Behavior in Relation to Personalization.

544. Connecting the family with awareness systems.

545. The Six Most Powerful Persuasion Strategies

546. Effects of Sensory Information and Prior Experience on Direct Subjective Ratings of Presence.

549. Quantified stress : toward data-driven stress awareness

550. Emotion and social context in a digital game experience

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