Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Using negative and positive social feedback from a robotic agent to save energy
Proceedings of the 4th International Conference on Persuasive Technology
A behavior model for persuasive design
Proceedings of the 4th International Conference on Persuasive Technology
There's a monster in my kitchen: using aversive feedback to motivate behaviour change
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Fine tuning the persuasion in persuasive games
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Changing induced moods via virtual reality
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
The persuasive power of mediated risk experiences
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Passengers' safety in aircraft evacuations: employing serious games to educate and persuade
PERSUASIVE'12 Proceedings of the 7th international conference on Persuasive Technology: design for health and safety
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Although virtual reality (VR) is a powerful simulation tool that can allow users to experience the effects of their actions in vivid and memorable ways, explorations of VR as a persuasive technology are rare. In this paper, we focus on different ways of providing negative feedback for persuasive purposes through simulated experiences in VR. The persuasive goal we consider concerns awareness of personal fire safety issues and the experiment we describe focuses on attitudes towards smoke in evacuating buildings. We test two techniques: the first technique simulates the damaging effects of smoke on the user through a visualization that should not evoke strong emotions, while the second is aimed at partially reproducing the anxiety of an emergency situation. The results of the study show that the second technique is able to increase user’s anxiety as well as producing better results in attitude change.