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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 朱浩華 | |
dc.contributor.author | Meng-Chieh Chiu | en |
dc.contributor.author | 邱孟傑 | zh_TW |
dc.date.accessioned | 2021-06-15T03:51:47Z | - |
dc.date.available | 2010-10-03 | |
dc.date.copyright | 2010-07-20 | |
dc.date.issued | 2010 | |
dc.date.submitted | 2010-07-12 | |
dc.identifier.citation | ALLEN, V.L. 1965. Situational factors in conformity. Advances in Experimental Social Psychology 2, 133-170.
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dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/44615 | - |
dc.description.abstract | This paper presents the lessons learned in designing and evaluating a social persuasion system. This social persuasion system, called the Playful Bottle, consists of a mobile phone attached to an everyday drinking mug, and motivates office workers to drink healthy quantities of water. This study discusses the results of a 10-week quantitative user study and qualitative focus group interviews. We describe how users interacted with one other through the systems’ care-giving and care-receiving interface and how the system’s social effect influenced drinking behaviors. Based on our findings, we offer lessons learned on how to design an effective social persuasion system. We hope that these lessons will help researchers design effective social persuasion systems. | en |
dc.description.provenance | Made available in DSpace on 2021-06-15T03:51:47Z (GMT). No. of bitstreams: 1 ntu-99-R96944046-1.pdf: 3157469 bytes, checksum: 4c886316fbd85ba84b0e8b65e20f4869 (MD5) Previous issue date: 2010 | en |
dc.description.tableofcontents | Acknowledgement I
Abstract II Contents III List of Figures IV List of Tables V Chapter 1. INTRODUCTION 1 Chapter 2. DESIGN OF PLAYFUL BOTTLE 4 2.1 Background 4 2.2 Prototype Design 5 2.2.1 Motion-based Drinking Action Detection 6 2.2.2 Vision-based Water Level Detection Algorithm 7 2.2.3 Hydration Games 10 Chapter 3. USER STUDY 16 3.1 Quantitative User Study 16 3.1.1 Subjects 17 3.1.2 Procedure 18 3.1.3 Measures 19 3.1.4 Results & Findings 19 Chapter 4. LESSONs LEARNED 36 4.1 Motivate the motivators 37 4.2 Reduce pressure and lessen the feeling of deprivation 38 4.3 Combine positive with negative reinforcements 41 Chapter 5. RELATED WORK 44 Chapter 6. CONCLUSION & FUTURE WORK 48 REFERENCES 50 | |
dc.language.iso | en | |
dc.title | 利用遊戲鼓勵多喝水的行為: 結合行動裝置、人機互動技術、說服力科技的智慧型杯子 | zh_TW |
dc.title | Playful Bottle: a Mobile Social Persuasion System | en |
dc.type | Thesis | |
dc.date.schoolyear | 98-2 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 陳佳慧,曾寶儀,曾煜棋,陳伶志 | |
dc.subject.keyword | 說服力科技,行動裝置,人機互動技術,行為辨識,普及計算, | zh_TW |
dc.subject.keyword | Persuasion technology,social persuasion,mobile persuasion,activity recognition,ubiquitous computing, | en |
dc.relation.page | 54 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2010-07-12 | |
dc.contributor.author-college | 電機資訊學院 | zh_TW |
dc.contributor.author-dept | 資訊網路與多媒體研究所 | zh_TW |
顯示於系所單位: | 資訊網路與多媒體研究所 |
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