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iDetective: a persuasive application to motivate healthier behavior using smart phone

Published: 21 March 2011 Publication History

Abstract

Until now, many kinds of persuasive applications have been developed, and latest persuasive applications have utilized users' contexts acquired by several sensors for more effective persuasion. Currently most applications assume that those applications run with special devices that are equipped with sensors for acquiring those contexts. The use of such special devices may deter would-be users because they do not have a habit of getting on such additional devices. In this paper, we introduce a persuasive application that uses users' contexts acquired by mobile phone. Through our experiences in the application, we clarify whether current mobile phone is enough to acquire users' contexts and to persuade users or not.

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cover image ACM Conferences
SAC '11: Proceedings of the 2011 ACM Symposium on Applied Computing
March 2011
1868 pages
ISBN:9781450301138
DOI:10.1145/1982185
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 21 March 2011

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Author Tags

  1. behavior change
  2. context awareness
  3. persuasive technology
  4. serious game
  5. smart phone

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SAC'11
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SAC'11: The 2011 ACM Symposium on Applied Computing
March 21 - 24, 2011
TaiChung, Taiwan

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Overall Acceptance Rate 1,650 of 6,669 submissions, 25%

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