원문정보
초록
영어
Persuasion can be used to encourage an individual to change his/her behaviors. However, persuading people in one of multiple behavior stages, such as a degree of achievement of target behavior, requires consideration suitable for each stage. We have proposed a persuasive application that implicitly encourages users to walk continuously in implicit manner. The persuasion is designed to be adapted to the users’ estimated current behavior stage. Additionally, this application aims to enable users to walk actively while they play a location-based game and converse with an agent. In this paper, we discuss the design implications of a persuasive conversational agent in an implicitly persuasive application. We specify three aspects: adaptive persuasion, ubiquity and game mechanics.
목차
1. Introduction
1.1. Computers as a Persuader
1.2. Implicit Persuasion
1.3. Games and Agents
2. Fundamental Design of iDetective
2.1. Keywords of Implicit Persuasion
2.2. Dialogues
2.3. Sensing Conversation
2.3. Feedback Conversations
2.4. Chats
2.5. Agent
3. Game and Conversation Design
3.1. Conversations
3.2. Game Mechanics
4. Discussions and Experiences
4.1. Effect of a Virtual Agent
4.2. Effect of Attractive Features in the Game
4.3. Advantages and Disadvantages of the Game
4.4. Device Generality
4.5. Long-term Transition
5. Related Work
5.1. Behavior-stage based persuasion
5.2. Implicit Persuasion
6. Conclusion
Acknowledgements
References