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請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/44615
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dc.contributor.advisor朱浩華
dc.contributor.authorMeng-Chieh Chiuen
dc.contributor.author邱孟傑zh_TW
dc.date.accessioned2021-06-15T03:51:47Z-
dc.date.available2010-10-03
dc.date.copyright2010-07-20
dc.date.issued2010
dc.date.submitted2010-07-12
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/44615-
dc.description.abstractThis 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.provenanceMade 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.tableofcontentsAcknowledgement 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.isoen
dc.subject普及計算zh_TW
dc.subject說服力科技zh_TW
dc.subject行動裝置zh_TW
dc.subject人機互動技術zh_TW
dc.subject行為辨識zh_TW
dc.subjectactivity recognitionen
dc.subjectubiquitous computingen
dc.subjectPersuasion technologyen
dc.subjectsocial persuasionen
dc.subjectmobile persuasionen
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.titlePlayful Bottle: a Mobile Social Persuasion Systemen
dc.typeThesis
dc.date.schoolyear98-2
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.keywordPersuasion technology,social persuasion,mobile persuasion,activity recognition,ubiquitous computing,en
dc.relation.page54
dc.rights.note有償授權
dc.date.accepted2010-07-12
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
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