Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Augmenting a retail environment using steerable interactive displays
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Multi-projectors and implicit interaction in persuasive public displays
Proceedings of the working conference on Advanced visual interfaces
Proceedings of the 17th annual ACM symposium on User interface software and technology
Why We Buy: The Science of Shopping
Why We Buy: The Science of Shopping
Surrounded by ambient persuasion
CHI '08 Extended Abstracts on Human Factors in Computing Systems
Deconstructing ambient intelligence into ambient narratives: the intelligent shop window
Proceedings of the 1st international conference on Ambient media and systems
Enhanced shopping: a dynamic map in a retail store
UbiComp '08 Proceedings of the 10th international conference on Ubiquitous computing
Proceedings of the 3rd international conference on Persuasive Technology
PERSUASIVE '08 Proceedings of the 3rd international conference on Persuasive Technology
Face detection and tracking in video sequences using the modifiedcensus transformation
Image and Vision Computing
Persuasive technology for human well-being: setting the scene
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Using computational agents to motivate diet change
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
To frame or not to frame: the role and design of frameless displays in ubiquitous applications
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
AmIQuin - An Ambient Mannequin for the Shopping Environment
AmI '09 Proceedings of the European Conference on Ambient Intelligence
Requirements and design space for interactive public displays
Proceedings of the international conference on Multimedia
Chutney and relish: designing to augment the experience of shopping at a farmers' market
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Audience behavior around large interactive cylindrical screens
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
Human behavior understanding for inducing behavioral change: application perspectives
HBU'11 Proceedings of the Second international conference on Human Behavior Unterstanding
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In this paper, we present an interactive mannequin for persuading bypassing customers to extend the perceived time they stay in front of a shop window. The mannequin was designed and prototyped to be seamlessly integrated into a real shop window, constituting an ambient persuasion interface. The design concept of our virtual mannequin is based on actual "real world" mannequins. Based on implicit input from the customers, the mannequin reacts on their presence by looking into their direction. We implemented a prototype of the persuasive interactive mannequin (PIM) as a 3D model, visualized on a large LCD screen and deployed it in a retail store within a shopping mall. The results from a three days field study of this deployment are presented and discussed. The study results give insights about the persuasive effect of the mannequin as well as implications for the user centered design of interactive agents in the context of shopping.