The landscape of persuasive technologies
Communications of the ACM
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Waterbot: exploring feedback and persuasive techniques at the sink
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Breakaway: an ambient display designed to change human behavior
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Chick clique: persuasive technology to motivate teenage girls to exercise
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Playful toothbrush: ubicomp technology for teaching tooth brushing to kindergarten children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
MAHI: investigation of social scaffolding for reflective thinking in diabetes management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Activity sensing in the wild: a field trial of ubifit garden
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
UbiComp '07 Proceedings of the 9th international conference on Ubiquitous computing
Persuasiveness of a mobile lifestyle coaching application using social facilitation
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Embedding behavior modification strategies into a consumer electronic device: a case study
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Let's play!: mobile health games for adults
Proceedings of the 12th ACM international conference on Ubiquitous computing
MoviPill: improving medication compliance for elders using a mobile persuasive social game
Proceedings of the 12th ACM international conference on Ubiquitous computing
Extracting social and community intelligence from digital footprints: an emerging research area
UIC'10 Proceedings of the 7th international conference on Ubiquitous intelligence and computing
Review: From wireless sensor networks towards cyber physical systems
Pervasive and Mobile Computing
Proceedings of the ACM SIGCOMM 2011 conference
Accurate and privacy preserving cough sensing using a low-cost microphone
Proceedings of the 13th international conference on Ubiquitous computing
Orientation Passport: using gamification to engage university students
Proceedings of the 23rd Australian Computer-Human Interaction Conference
Journal of Biomedical Informatics
Personality and persuasive technology: an exploratory study on health-promoting mobile applications
PERSUASIVE'10 Proceedings of the 5th international conference on Persuasive Technology
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
Pervasive Computing for Hospital, Chronic, and Preventive Care
Foundations and Trends in Human-Computer Interaction
Improving energy efficiency of personal sensing applications with heterogeneous multi-processors
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
People-centric sensing in assistive healthcare: Privacy challenges and directions
Security and Communication Networks
A gamified mobile application for engaging new students at university orientation
Proceedings of the 24th Australian Computer-Human Interaction Conference
Designing motivation using persuasive ambient mirrors
Personal and Ubiquitous Computing
Metaphorical design of feedback interfaces in activity-aware ambient assisted-living applications
IWAAL'12 Proceedings of the 4th international conference on Ambient Assisted Living and Home Care
Sensing fork: eating behavior detection utensil and mobile persuasive game
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Supporting task resumption using visual feedback
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
International Journal of Human-Computer Studies
Pervasive and Mobile Computing
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This study of mobile persuasion system explores the use of a mobile phone, when attached to an everyday object used by an everyday behavior, becomes a tool to sense and influence that behavior. This mobile persuasion system, called Playful Bottle system, makes use of a mobile phone attached to an everyday drinking mug and motivates office workers to drink healthy quantities of water. A camera and accelerometer sensors in the phone are used to build a vision/motion-based water intake tracker to detect the amount and regularity of water consumed by the user. Additionally, the phone includes hydration games in which natural drinking actions are used as game input. Two hydration games are developed: a single-user TreeGame with automated computer reminders and a multi-user ForestGame with computer-mediated social reminders from members of the group playing the game. Results from 7-week user study with 16 test subjects suggest that both hydration games are effective for encouraging adequate and regular water intake by users. Additionally, results of this study suggest that adding social reminders to the hydration game is more effective than system reminders alone.