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Table of Contents
Intro
Preface
Organization
Contents
Impact of Medical Device Regulation on Developing Health Behavior Change Support Systems
1 Introduction
2 Medical Device Regulation (MDR)
2.1 Transition Timeline
2.2 Notable Changes from MDD to MDR
2.3 Compliance Process
3 Qualification and Classifications
4 Design and Cost Implications
4.1 Design Implications
4.2 Cost Implications
5 Discussion
6 Conclusions
References
SortOut: Persuasive Stress Management Mobile Application for Higher Education Students
1 Introduction
2 Mental Health and Time Management Behaviour Model
3 Mapping PFO Items to Corresponding Persuasive Strategies
4 Designing of SortOut Mobile Application
5 Research Questions
6 Methodology
6.1 Study Design
7 Results
7.1 Perceived Persuasiveness of the App Core Features
7.2 Perceived Usability-Usefulness and Ease of Use of the App
7.3 Motivational Appeal of the App
7.4 Effectiveness of SourOut App Design Based on Gender and Degree Level
7.5 Thematic Analysis of Qualitative Feedback and Suggestions
8 Discussion
9 Conclusion and Future Work
References
Perceptions of Interactive, Real-Time Persuasive Technology for Managing Online Gambling
1 Introduction
1.1 Current RG Tools
1.2 Limitations of Current RG Tools and Solutions from Persuasive Technology
1.3 Rationale
2 Method
2.1 Design
2.2 Participants
2.3 Procedure
2.4 Data Analysis
3 Results
3.1 Tool for Providing Information
3.2 Tool for Limiting Gambling
3.3 Tool for Providing Support to Gamblers
4 Discussion
4.1 Summary of the Findings
4.2 Discussion of Findings in Relation to Previous Research
4.3 Individual Differences
4.4 Limitations
5 Conclusions
References
Human-Robot Interaction and User Manipulation
1 Introduction
2 Robots as Products: The Ontological Dimension
3 The Turing Test and the Appearance of Intelligence
4 From Intelligence to User Manipulation
5 Case Studies
5.1 JiBo
5.2 Alexa and the Old Lady
6 A Legal Framework
6.1 The AI Act and the Prohibited Practices Involving User Manipulation
6.2 Beyond Proposed Regulation, the Role of Human Dignity
7 Discussion and Conclusions
References
Breathing Training on the Run: Exploring Users Perception on a Gamified Breathing Training Application During Treadmill Running
1 Introduction
2 Related Work
2.1 Breathing Training Applications
2.2 Respiratory Biofeedback
3 Methods
3.1 Participants
3.2 The GBTA
3.3 Procedure
4 Results and Discussion
4.1 RQ1: Does Using the GBTA Has an Impact on Conscious Breath-Control?
4.2 RQ2: How Do User Perceive the Breathing Alignment Process Within the GBTA?
4.3 RQ3: How Do Users Perceive the Effectiveness of the GBTA While Running?
5 Limitations and Future Work
Preface
Organization
Contents
Impact of Medical Device Regulation on Developing Health Behavior Change Support Systems
1 Introduction
2 Medical Device Regulation (MDR)
2.1 Transition Timeline
2.2 Notable Changes from MDD to MDR
2.3 Compliance Process
3 Qualification and Classifications
4 Design and Cost Implications
4.1 Design Implications
4.2 Cost Implications
5 Discussion
6 Conclusions
References
SortOut: Persuasive Stress Management Mobile Application for Higher Education Students
1 Introduction
2 Mental Health and Time Management Behaviour Model
3 Mapping PFO Items to Corresponding Persuasive Strategies
4 Designing of SortOut Mobile Application
5 Research Questions
6 Methodology
6.1 Study Design
7 Results
7.1 Perceived Persuasiveness of the App Core Features
7.2 Perceived Usability-Usefulness and Ease of Use of the App
7.3 Motivational Appeal of the App
7.4 Effectiveness of SourOut App Design Based on Gender and Degree Level
7.5 Thematic Analysis of Qualitative Feedback and Suggestions
8 Discussion
9 Conclusion and Future Work
References
Perceptions of Interactive, Real-Time Persuasive Technology for Managing Online Gambling
1 Introduction
1.1 Current RG Tools
1.2 Limitations of Current RG Tools and Solutions from Persuasive Technology
1.3 Rationale
2 Method
2.1 Design
2.2 Participants
2.3 Procedure
2.4 Data Analysis
3 Results
3.1 Tool for Providing Information
3.2 Tool for Limiting Gambling
3.3 Tool for Providing Support to Gamblers
4 Discussion
4.1 Summary of the Findings
4.2 Discussion of Findings in Relation to Previous Research
4.3 Individual Differences
4.4 Limitations
5 Conclusions
References
Human-Robot Interaction and User Manipulation
1 Introduction
2 Robots as Products: The Ontological Dimension
3 The Turing Test and the Appearance of Intelligence
4 From Intelligence to User Manipulation
5 Case Studies
5.1 JiBo
5.2 Alexa and the Old Lady
6 A Legal Framework
6.1 The AI Act and the Prohibited Practices Involving User Manipulation
6.2 Beyond Proposed Regulation, the Role of Human Dignity
7 Discussion and Conclusions
References
Breathing Training on the Run: Exploring Users Perception on a Gamified Breathing Training Application During Treadmill Running
1 Introduction
2 Related Work
2.1 Breathing Training Applications
2.2 Respiratory Biofeedback
3 Methods
3.1 Participants
3.2 The GBTA
3.3 Procedure
4 Results and Discussion
4.1 RQ1: Does Using the GBTA Has an Impact on Conscious Breath-Control?
4.2 RQ2: How Do User Perceive the Breathing Alignment Process Within the GBTA?
4.3 RQ3: How Do Users Perceive the Effectiveness of the GBTA While Running?
5 Limitations and Future Work