An Agent-based Environment for Dynamic Positioning of the Fogg Behavior Model Threshold Line

  • Marcus Guimaraes
    Federal University of Rio Grande guimaraesmvf[at]
  • Diana Adamatti
    Federal University of Rio Grande
  • Leonardo Emmendorfer
    Federal University of Rio Grande


In this paper, it is presented a mathematical modeling for the action line, or threshold line, of the Fogg Behavior Model (FBM) as well as an analysis of its positioning in relation to the dataset. According to the mathematical modeling formation process for both Motivation and Ability axes, the action line evaluation was performed by simulations via agents. This behavioral model is mainly used as an empirical evaluation method applied to processes based on persuasive technologies. The results showed that the threshold line should not be fixed, as originally proposed in the model, but dynamically allocated based on the Kolmogorov mean. This dynamic allocation ensures its use as a visual feature towards greater efficiency in triggers implementations. This work aims to contribute with an approach that transits between theoretical and practical when related to applications that requires the FBM, thus allowing the use of this behavioral model with higher degree of certainty and thus maximizing efficiency in the evaluation and implementation processes based on persuasive technologies.
  • Referencias
  • Cómo citar
  • Del mismo autor
  • Métricas
Azar, K., Lesser, L., and Stephens, J., 2013. Mobile applications for weight management theory-based content analysis. American Journal of Preventive Medicine, 45(5):583-589. -

Bergmans, A. and Shahid, S., 2013. Reducing speeding behavior in young drivers using a persuasive mobile application. Human-Computer Interaction: Applications and Services: 15th International Conference, HCI International Las Vegas, NV, USA, Springer Berlin Heidelberg, pages 541-550. -

Fogg, B. J., 2003. Persuasive Technology: Using Computers to Change What We Think and Do. Morgan Kaufmann, San Francisco.

Fogg, B. J., 2009. A behavior model for persuasive design. Persuasive '09 Proceedings of the 4th International Conference on Persuasive Technology, ACM, New York, (40). -

Hillard, R., 2010. Information-Driven Business: How to Manage Data and Information for Maximum Advantage. John Wiley & Sons.

Hogan, K., 2004. The Psychology of Persuasion. How to persuade others to your way of thinking. Pelican Publishing Company, Gretna.

Hongqi, W., Zongwei, L., ZhangYuyu, T., and Wu, Y., 2013. A pervasive technology approach to social trustworthiness. Communications in Computer and Information Science, 320:242-249. -

Larson, J., 2014. The invisible, manipulative power of persuasive technology. and-technology/captology-fogg-invisible-manipulative-power-persuasive-technology-81301.

Mangina, E. and Carbo, J., 2010. Agent-Based Ubiquitous Computing. Atlantis Ambient and Pervasive Intelligence. Atlantis Press.

Rahman, H., 2016. Human Development and Interaction in the Age of Ubiquitous Technology. Advances in Human and Social Aspects of Technology, IGI Global. -

Shannon, R., 1975. Simulation: A survey with research suggestions. AIIE Transactions, Taylor and Francis Online, 7(3):289-301.

Slaev, V., Chunovkina, A., and Mironovsky, L., 2013. Metrology and Theory of Measurement. De Gruyter Studies in Mathematical Physics. De Gruyter. -

Tsai, M., Chang, Y., and Kao, C., 2015. The effectiviness of a flood protection computer game for disaster education. Visualization in Engineering.

Uhrmacher, A. M. and Weyns, D., 2009. Multi-Agent Systems: Simulation and Applications. Computational Analysis, Synthesis, and Design of Dynamic Systems, CRC Press.

Wessels, W., 2010. Practical Reliability Engineering and Analysis for System Design and Life-Cycle Sustainment. CRC Press. -
Guimaraes, M., Adamatti, D., & Emmendorfer, L. (2018). An Agent-based Environment for Dynamic Positioning of the Fogg Behavior Model Threshold Line. ADCAIJ: Advances in Distributed Computing and Artificial Intelligence Journal, 7(1), 67–76.


Download data is not yet available.