Persuasive Computing for Promoting Healthy Behavior
博士 === 國立臺灣大學 === 資訊工程學研究所 === 104 === In recent years, many Human-Computer Interaction (HCI) researchers have proposed behavior change strategies and developed persuasion systems for promoting healthy behaviors. The goal of this dissertation is to design persuasion systems that include gaming and s...
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ndltd-TW-104NTU053920102017-05-14T04:31:47Z http://ndltd.ncl.edu.tw/handle/77323669567960156911 Persuasive Computing for Promoting Healthy Behavior 以激勵運算促進健康行為之研究 Yong-Xiang Chen 陳永祥 博士 國立臺灣大學 資訊工程學研究所 104 In recent years, many Human-Computer Interaction (HCI) researchers have proposed behavior change strategies and developed persuasion systems for promoting healthy behaviors. The goal of this dissertation is to design persuasion systems that include gaming and social influence components. Persuasive computing systems can assist in the treatment of chronic disease and help individuals engage in a healthier lifestyle. The main contributions of this dissertation include: (1) The development of a motion-sensing, asynchronous 1-on-1 competition gaming system to motivate users to stretch. This system proved to increase daily stretch duration by 20 percent in target populations (2) The development of a novel mobile application system to assist users in Cognitive-Behavior Therapy for insomnia (CBT-I). The system benefitted patients by enhancing their adherence to their CBT-I program and decreased the difficulty that therapists experienced when tailoring a therapy plan for their patient. (3) We designed a point-consuming social game to enhance the effectiveness of gamification strategy. This was accomplished through making the activity points accumulated by the user more meaningful. The game not only provided diversity in the gameplay experience, but increased social interactions among team members. 洪一平 2016 學位論文 ; thesis 81 en_US |
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博士 === 國立臺灣大學 === 資訊工程學研究所 === 104 === In recent years, many Human-Computer Interaction (HCI) researchers have proposed behavior change strategies and developed persuasion systems for promoting healthy behaviors. The goal of this dissertation is to design persuasion systems that include gaming and social influence components. Persuasive computing systems can assist in the treatment of chronic disease and help individuals engage in a healthier lifestyle. The main contributions of this dissertation include: (1) The development of a motion-sensing, asynchronous 1-on-1 competition gaming system to motivate users to stretch. This system proved to increase daily stretch duration by 20 percent in target populations (2) The development of a novel mobile application system to assist users in Cognitive-Behavior Therapy for insomnia (CBT-I). The system benefitted patients by enhancing their adherence to their CBT-I program and decreased the difficulty that therapists experienced when tailoring a therapy plan for their patient. (3) We designed a point-consuming social game to enhance the effectiveness of gamification strategy. This was accomplished through making the activity points accumulated by the user more meaningful. The game not only provided diversity in the gameplay experience, but increased social interactions among team members.
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author2 |
洪一平 |
author_facet |
洪一平 Yong-Xiang Chen 陳永祥 |
author |
Yong-Xiang Chen 陳永祥 |
spellingShingle |
Yong-Xiang Chen 陳永祥 Persuasive Computing for Promoting Healthy Behavior |
author_sort |
Yong-Xiang Chen |
title |
Persuasive Computing for Promoting Healthy Behavior |
title_short |
Persuasive Computing for Promoting Healthy Behavior |
title_full |
Persuasive Computing for Promoting Healthy Behavior |
title_fullStr |
Persuasive Computing for Promoting Healthy Behavior |
title_full_unstemmed |
Persuasive Computing for Promoting Healthy Behavior |
title_sort |
persuasive computing for promoting healthy behavior |
publishDate |
2016 |
url |
http://ndltd.ncl.edu.tw/handle/77323669567960156911 |
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