Persuasive Technology
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Persuasive Technology
Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through persuasion and social influence, but not necessarily through coercion. Such technologies are regularly used in sales, diplomacy, politics, religion, military training, public health, and management, and may potentially be used in any area of human-human or human-computer interaction. Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices, but this incorporates and builds on the results, theories, and methods of experimental psychology, rhetoric, and human-computer interaction. The design of persuasive technologies can be seen as a particular case of design with intent. Taxonomies Functional triad Persuasive technologies can be categorized by their functional roles. B. J. Fogg proposes the ''functional triad'' as a classification of ...
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Technology
Technology is the application of knowledge to reach practical goals in a specifiable and reproducible way. The word ''technology'' may also mean the product of such an endeavor. The use of technology is widely prevalent in medicine, science, industry, communication, transportation, and daily life. Technologies include physical objects like utensils or machines and intangible tools such as software. Many technological advancements have led to societal changes. The earliest known technology is the stone tool, used in the prehistoric era, followed by fire use, which contributed to the growth of the human brain and the development of language in the Ice Age. The invention of the wheel in the Bronze Age enabled wider travel and the creation of more complex machines. Recent technological developments, including the printing press, the telephone, and the Internet have lowered communication barriers and ushered in the knowledge economy. While technology contributes to econom ...
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Self-disclosure
Self-disclosure is a process of communication by which one person reveals information about themselves to another. The information can be descriptive or evaluative, and can include thoughts, feelings, aspirations, goals, failures, successes, fears, and dreams, as well as one's likes, dislikes, and favorites. Social penetration theory posits that there are two dimensions to self-disclosure: breadth and depth. Both are crucial in developing a fully intimate relationship. The range of topics discussed by two individuals is the breadth of disclosure. The degree to which the information revealed is private or personal is the depth of that disclosure. It is easier for breadth to be expanded first in a relationship because of its more accessible features; it consists of outer layers of personality and everyday lives, such as occupations and preferences. Depth is more difficult to reach, and includes painful memories and more unusual traits that we might hesitate to share with others. One r ...
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Coercion
Coercion () is compelling a party to act in an involuntary manner by the use of threats, including threats to use force against a party. It involves a set of forceful actions which violate the free will of an individual in order to induce a desired response. These actions may include extortion, blackmail, or even torture and sexual assault. For example, a bully may demand lunch money from a student where refusal results in the student getting beaten. In common law systems, the act of violating a law while under coercion is codified as a duress crime. Coercion can be used as leverage to force the victim to act in a way contrary to their own interests. Coercion can involve not only the infliction of bodily harm, but also psychological abuse (the latter intended to enhance the perceived credibility of the threat). The threat of further harm may also lead to the acquiescence of the person being coerced. The concepts of coercion and persuasion are similar, but various factors ...
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Captology
Captology is the study of computers as persuasive technologies. This area of inquiry explores the overlapping space between persuasion in general (influence, motivation, behavior change, etc.) and computing technology. This includes the design, research, and program analysis of interactive computing products (such as the Web, desktop software, specialized devices, etc.) created for the purpose of changing people's attitudes or behaviors. B. J. Fogg in 1996 derived the term ''captology'' from an acronym: Computers As Persuasive Technologies. In 2003, he published the first book on captology, entitled ''Persuasive Technology: Using Computers to Change What We Think and Do''.Ian Leslie"The scientists who make apps addictive" ''1843'', ''The Economist'', October/November 2016. Captology is not the same thing as Behavior Design, according to BJ Fogg who is the person who coined both terms and created the foundation for both areas. See also * ''Is Google Making Us Stupid?'' * Humu ...
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Brainwashing
Brainwashing (also known as mind control, menticide, coercive persuasion, thought control, thought reform, and forced re-education) is the concept that the human mind can be altered or controlled by certain psychological techniques. Brainwashing is said to reduce its subjects' ability to think critically or independently, to allow the introduction of new, unwanted thoughts and ideas into their minds, as well as to change their attitudes, values and beliefs. The term "brainwashing" was first used in English by Edward Hunter in 1950 to describe how the Chinese government appeared to make people cooperate with them. Research into the concept also looked at Nazi Germany, at some criminal cases in the United States, and at the actions of human traffickers. In the late 1960s and 1970s, there was considerable scientific and legal debate, as well as media attention, about the possibility of brainwashing being a factor when Lysergic acid diethylamide (LSD) was used, or in the conversi ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and Go). ...
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Advertising
Advertising is the practice and techniques employed to bring attention to a product or service. Advertising aims to put a product or service in the spotlight in hopes of drawing it attention from consumers. It is typically used to promote a specific good or service, but there are wide range of uses, the most common being the commercial advertisement. Commercial advertisements often seek to generate increased consumption of their products or services through "branding", which associates a product name or image with certain qualities in the minds of consumers. On the other hand, ads that intend to elicit an immediate sale are known as direct-response advertising. Non-commercial entities that advertise more than consumer products or services include political parties, interest groups, religious organizations and governmental agencies. Non-profit organizations may use free modes of persuasion, such as a public service announcement. Advertising may also help to reassure employees ...
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Self-efficacy
In psychology, self-efficacy is an individual's belief in their capacity to act in the ways necessary to reach specific goals. The concept was originally proposed by the psychologist Albert Bandura. Self-efficacy affects every area of human endeavor. By determining the beliefs a person holds regarding their power to affect situations, self-efficacy strongly influences both the power a person actually has to face challenges competently and the choices a person is most likely to make. These effects are particularly apparent, and compelling, with regard to investment behaviors such as in health, education, and agriculture. A strong sense of self-efficacy promotes human accomplishment and personal well-being. A person with high self-efficacy views challenges as things that are supposed to be mastered rather than threats to avoid. These people are able to recover from failure faster and are more likely to attribute failure to a lack of effort. They approach threatening situations with ...
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Health Coaching
Health coaching is the use of evidence-based skillful conversation, clinical interventions and strategies to actively and safely engage client/patients in health behavior change. Health coaches are certified or credentialed to safely guide clients and patients who may have chronic conditions or those at moderate to high risk for chronic conditions. Overview Health coaching for clinicians and practitioners is based on evidence-based clinical interventions such as motivational interviewing to facilitate behavior change, the transtheoretical model of change, goal setting, active listening, aggregation and trending of health outcome metrics, and prevention. The Centers for Disease Control and Prevention define wellness as "the degree to which one feels positive and enthusiastic about life". Wellness coaching is a process that facilitates healthy, sustainable behavior change by challenging a client to develop their inner wisdom, identify their values, and transform their goals into act ...
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Conversational Agent
A dialogue system, or conversational agent (CA), is a computer system intended to converse with a human. Dialogue systems employed one or more of text, speech, graphics, haptics, gestures, and other modes for communication on both the input and output channel. The elements of a dialogue system are not defined because this idea is under research, however, they are different from chatbot. The typical GUI wizard engages in a sort of dialogue, but it includes very few of the common dialogue system components, and the dialogue state is trivial. Background After dialogue systems based only on written text processing starting from the early Sixties, the first ''speaking'' dialogue system was issued by the DARPA Project in the USA in 1977. After the end of this 5-year project, some European projects issued the first dialogue system able to speak many languages (also French, German and Italian).Alberto Ciaramella, ''A prototype performance evaluation report'', Sundial work package 8000 ( ...
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RAND Corporation
The RAND Corporation (from the phrase "research and development") is an American nonprofit global policy think tank created in 1948 by Douglas Aircraft Company to offer research and analysis to the United States Armed Forces. It is financed by the Federal government of the United States, U.S. government and private Financial endowment, endowment, corporations, university, universities and private individuals. The company assists other governments, international organizations, private companies and foundations with a host of defense and non-defense issues, including healthcare. RAND aims for interdisciplinary and quantitative problem solving by translating theory, theoretical concepts from formal economics and the Outline of physical science, physical sciences into novel applications in other areas, using applied science and operations research. Overview RAND has approximately 1,850 employees. Its American locations include: Santa Monica, California (headquarters); Arlington ...
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Logical Fallacies
In philosophy, a formal fallacy, deductive fallacy, logical fallacy or non sequitur (; Latin for " tdoes not follow") is a pattern of reasoning rendered invalid by a flaw in its logical structure that can neatly be expressed in a standard logic system, for example propositional logic.Harry J. Gensler, ''The A to Z of Logic'' (2010) p. 74. Rowman & Littlefield, It is defined as a deductive argument that is invalid. The argument itself could have true premises, but still have a false conclusion. Thus, a formal fallacy is a fallacy where deduction goes wrong, and is no longer a logical process. This may not affect the truth of the conclusion, since validity and truth are separate in formal logic. While a logical argument is a non sequitur if, and only if, it is invalid, the term "non sequitur" typically refers to those types of invalid arguments which do not constitute formal fallacies covered by particular terms (e.g., affirming the consequent). In other words, in practice, "''non s ...
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