IDetective: A persuasive application to motivate healthier behavior using smart phone

Hiroaki Kimura*, Jun Ebisui, Yoshio Funabashi, Akihito Yoshii, Tatsuo Nakajima

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

9 Citations (Scopus)

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.

Original languageEnglish
Title of host publication26th Annual ACM Symposium on Applied Computing, SAC 2011
Pages399-404
Number of pages6
DOIs
Publication statusPublished - 2011
Event26th Annual ACM Symposium on Applied Computing, SAC 2011 - TaiChung, Taiwan, Province of China
Duration: 2011 Mar 212011 Mar 24

Publication series

NameProceedings of the ACM Symposium on Applied Computing

Conference

Conference26th Annual ACM Symposium on Applied Computing, SAC 2011
Country/TerritoryTaiwan, Province of China
CityTaiChung
Period11/3/2111/3/24

Keywords

  • behavior change
  • context awareness
  • persuasive technology
  • serious game
  • smart phone

ASJC Scopus subject areas

  • Software

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