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[https://viamo.io/ask-viamo-anything-ai/] - - public:weinreich
health_communication, international, mobile, technology - 4 | id:1492161 -

Our latest capability “Ask Viamo Anything” is providing access to the latest AI technology to the digitally disconnected – at no cost to them. It was built and will soon be offered on the Viamo Platform. Ask Viamo Anything works on simple mobile phones without internet access. And because of its use of voice technology, it can even be used by people with low literacy — leapfrogging text-based approaches and truly democratizing access.

[https://pure-oai.bham.ac.uk/ws/files/29196179/Mehrotra_2016_CHI.pdf] - - public:weinreich
mobile, place, technology - 3 | id:1492100 -

Notifications are extremely beneficial to users, but they often demand their attention at inappropriate moments. In this paper we present an in-situ study of mobile interruptibility focusing on the effect of cognitive and physical factors on the response time and the disruption perceived from a notification. Through a mixed method of automated smartphone logging and experience sampling we collected 10372 in-thewild notifications and 474 questionnaire responses on notification perception from 20 users. We found that the response time and the perceived disruption from a notification can be influenced by its presentation, alert type, sender-recipient relationship as well as the type, completion level and complexity of the task in which the user is engaged. We found that even a notification that contains important or useful content can cause disruption. Finally, we observe the substantial role of the psychological traits of the individuals on the response time and the disruption perceived from a notification.

[https://www.cogniss.com/] - - public:weinreich
mobile, technology - 2 | id:1484394 -

Create powerful digital health apps. Without code. Cogniss is a no-code ecosystem to develop sophisticated consumer and patient-facing digital health solutions (native iOS, native Android & Web) – digital therapeutics, real-world evidence tools, research apps & more.

[https://simonstaffans.com/2023/04/15/revolutionising-transmedia-through-ai/] - - public:weinreich
storytelling, technology - 2 | id:1484386 -

Now though, venturing into the world of AI-assisted transmedia storytelling, we are presented with what could be an exciting opportunity to overcome challenges such as the ones above and perhaps finally see the emergence of “true” transmedia storytelling. Looking at the rapid advancements in AI over the past year and months (and weeks and days!) it quickly becomes clear that these technologies are offering creators a wealth of opportunities to push the boundaries of narrative experiences.

[https://mhealth.inchip.uconn.edu/chasm2023/] - - public:weinreich
conference, health_communication, social_media, technology - 4 | id:1484383 -

The theme of the 2023 annual virtual CHASM conference is “Health is Social: Leveraging the Metaverse to Improve Public Health.” A theme throughout the conference will be the role of social connectedness in health and ways we can leverage the metaverse to strengthen social ties, social support, and tilt social norms toward healthy choices, healthy lifestyles, and healthy communities. This conference will feature keynote speakers and panelists who are studying and innovating tools of the metaverse, including social media, virtual reality, and digital technologies to help us connect in ways that solve health problems.

[https://communityengagementhub.org/resource/chatbots-in-humanitarian-contexts/] - - public:weinreich
health_communication, international, technology - 3 | id:1484375 -

Since the mid-2010s, chatbots have grown in usage and popularity across the humanitarian sector. While this usage has gained traction, there is scarce information on the collective successes, risks, and trade-offs of this automation. This research addresses this gap, documenting chatbot deployments across the humanitarian sector and exploring the existing uses, benefits, trade-offs and challenges of using chatbots in humanitarian contexts. Related Resources

[https://caseorganic.medium.com/sit-siri-designing-our-tech-to-have-good-etiquette-c64bc7c6a94a] - - public:weinreich
design, mobile, technology - 3 | id:1483921 -

Etiquette by definition is about graceful relationships between different kinds of people. Good design is about designing calm relationships between technology and people. So we should expect our products to practice proper etiquette. As designers, we should create experiences with that etiquette in mind.

[https://beta.character.ai/help?] - - public:weinreich
creativity, entertainment_education, storytelling, technology - 4 | id:1287296 -

Character.AI is bringing to life the science-fiction dream of open-ended conversations and collaborations with computers. We are building the next generation of dialog agents—with a long-tail of applications spanning entertainment, education, general question-answering and others. Our dialog agents are powered by our own proprietary technology based on large language models, built and trained from the ground up with conversation in mind. How does the Character.AI beta work? The Character.AI beta is based on neural language models. A supercomputer reads huge amounts of text and learns to hallucinate what words might come next in any given situation. Models like these have many uses including auto-complete and machine translation. At Character.AI, you collaborate with the computer to write a dialog - you write one character's lines, and the computer creates the other character's lines, giving you the illusion that you are talking with the other character.

[https://mhealth.jmir.org/2020/10/e19280] - - public:weinreich
design, gaming, mobile, technology - 4 | id:1287031 -

Eight archetypes of gamification emerged from the analysis of health-related mobile apps: (1) competition and collaboration, (2) pursuing self-set goals without rewards, (3) episodical compliance tracking, (4) inherent gamification for external goals, (5) internal rewards for self-set goals, (6) continuous assistance through positive reinforcement, (7) positive and negative reinforcement without rewards, and (8) progressive gamification for health professionals. The results indicate a close relationship between the identified archetypes and the actual health behavior that is being targeted.

[https://www.mdpi.com/1660-4601/19/15/9129/htm] - - public:weinreich
behavior_change, mobile, social_media, technology - 4 | id:1257483 -

Digital media are omnipresent in modern life, but the science on the impact of digital media on behavior is still in its infancy. There is an emerging evidence base of how to use digital media for behavior change. Strategies to change behavior implemented using digital technology have included a variety of platforms and program strategies, all of which are potentially more effective with increased frequency, intensity, interactivity, and feedback. It is critical to accelerate the pace of research on digital platforms, including social media, to understand and address its effects on human behavior. The purpose of the current paper is to provide an overview and describe methods in this emerging field, present use cases, describe a future agenda, and raise central questions to be addressed in future digital health research for behavior change. Digital media for behavior change employs three main methods: (1) digital media interventions, (2) formative research using digital media, and (3) digital media used to conduct evaluations. We examine use cases across several content areas including healthy weight management, tobacco control, and vaccination uptake, to describe and illustrate the methods and potential impact of this emerging field of study. In the discussion, we note that digital media interventions need to explore the full range of functionality of digital devices and their near-constant role in personal self-management and day-to-day living to maximize opportunities for behavior change. Future experimental research should rigorously examine the effects of variable levels of engagement with, and frequency and intensity of exposure to, multiple forms of digital media for behavior change.

[https://uxdesign.cc/stop-adding-features-to-your-product-start-crafting-behaviors-d6cc27ea1412] - - public:weinreich
behavior_change, design, technology - 3 | id:1066122 -

The best way for increasing the usage and value of the product is crafting the product from a behavioral perspective instead of feature perspective. The best way for changing this mindset is asking simple questions about your users and what behaviors you want to create for bringing them value. Sankey Diagrams are awesome tools for measuring these behaviorals funnels. Once we have detected and optimized the different behaviors, the impact of adding new features will be much higher than before.

[https://venturebeat.com/2021/12/28/future-augmented-reality-will-inherit-the-earth/?fbclid=IwAR3DxHtXTiW9ystptugYdYLxKH9zDdXbQw8XKV5KfvvksbNyHCpvdm2qsHw] - - public:weinreich
design, technology, web3 - 3 | id:1031183 -

This is why augmented reality will inherit the earth. It will not only overshadow virtual reality as our primary gateway to the metaverse but will also replace the current ecosystem of phones and desktops as our primary interface to digital content. After all, walking down the street with your neck bent, staring at a phone in your hand is not the most natural way to experience content to the human perceptual system. Augmented reality is, which is why I firmly believe that within 10 years, AR hardware and software will become dominant, overshadowing phones and desktops in our lives.

[https://www.nature.com/articles/s41598-021-03977-3.epdf] - - public:weinreich
health_communication, online_marketing, technology - 3 | id:1029695 -

Syndromic surveillance systems monitor disease indicators to detect emergence of diseases and track their progression. Here, we report on a rapidly deployed active syndromic surveillance system for tracking COVID‑19 in Israel. The system was a novel combination of active and passive components: Ads were shown to people searching for COVID‑19 symptoms on the Google search engine. Those who clicked on the ads were referred to a chat bot which helped them decide whether they needed urgent medical care. Through its conversion optimization mechanism, the ad system was guided to focus on those people who required such care. Over 6 months, the ads were shown approximately 214,000 times and clicked on 12,000 times, and 722 people were informed they needed urgent care. Click rates on ads and the fraction of people deemed to require urgent care were correlated with the hospitalization rate ( R2=0.54 and R2=0.50 , respectively) with a lead time of 9 days. Males and younger people were more likely to use the system, and younger people were more likely to be determined to require urgent care (slope: −0.009 , P=0.01 ). Thus, the system can assist in predicting case numbers and hospital load at a significant lead time and, simultaneously, help people determine if they need medical care.

[https://www.jmir.org/2022/1/e29969?fbclid=IwAR2pZRebpHzYzAjQstQX7ItXpY2_n-tiDDolxfLpccsr0BAR2nPhkrKxvnk] - - public:weinreich
behavior_change, international, sample_campaigns, technology, youth - 5 | id:1029693 -

Leveraging artificial intelligence (AI)–driven apps for health education and promotion can help in the accomplishment of several United Nations sustainable development goals. SnehAI, developed by the Population Foundation of India, is the first Hinglish (Hindi + English) AI chatbot, deliberately designed for social and behavioral changes in India. It provides a private, nonjudgmental, and safe space to spur conversations about taboo topics (such as safe sex and family planning) and offers accurate, relatable, and trustworthy information and resources.

[https://economics.mit.edu/files/22355] - - public:weinreich
behavior_change, campaign_effects, mental_health, mobile, technology - 5 | id:1022129 -

Emotions and worries can reduce individuals’ available attention and affect economic decisions. In a four-week experiment with 2,384 US adults, offering free access to a popular mindfulness meditation app (Headspace) that costs $13 per month improves mental health, productivity and decisionmaking. First, it causes a 0.44 standard deviation reduction in symptoms of stress, anxiety, and depression, comparable to the impacts of expensive in-person therapy, with improvements even among participants with minimal or mild symptoms at baseline. Second, it increases earnings on a proofreading task by 1.9 percent. Third, it makes decision-making more stable across emotional states, reducing the interference of personal worries with risk choices. Overall, our results demonstrate the potential of affordable mindfulness meditation apps to improve mental health, productivity, and the impact of emotions on economic decisions.

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