.- Late Breaking Results track .
.- Analysis of Student Engagement Patterns to Inform Metacognitive Nudge Design in Online Higher Education.
.- Cognitive Persuasion in Generative AI-Assisted Programming: Investigating Shifts in Reasoning, Strategy, and Long-Term Recall.
.- ”I Started Noticing Things I Would Usually Miss”: Early Empirical Insights into Behavioural Effects of Digital Nudges in Data Quality Review.
.- The Perceived Persuasiveness of Generative Artificial Intelligence Systems in Learning Task.
.- Integrating Virtual Reality and Persuasive System Design Features to Understand Learners’ Continuance Use Intention in an Immersive Learning Environment.
.- Voices of Influence: Investigating the Interplay of Gender, Age, and Content Valence in the Context of Smart Voice Assistants.
.- Persuasive Virtual Pet Interactions for Emotional Stabilization and Workplace Well-being.
.- What is Beautiful is Credible. Examining Personality-Color Congruence, and its effects on Users’ Perceptions of Attractiveness, Likeability, and Credibility of Persuasive Systems.
.- Faithful and Plausible Explanations for Market Prediction from Noisy Forum Posts via XAI–LLM Hybrid Rationale Selection.
.- A Multimodal Predictive Framework for Constructive Listening in Opposing-View AI Dialogues.
.- Reflection-Based Interventions for Behavior Change: Lessons Learned from Applications to Cyber Behavior.
.- Nudging Software Developers Toward SOLID Practices Through a Persuasive IDE Plugin.
.- Using Progression to Sustain User Attention in Fragmented Information Environments.
.- Designing Persuasive Social Robots: Modulating Embarrassment Through Personality and Appearance.
.- Multimodal Social Robot Behaviors as Persuasive Cues for Sustaining Engagement.
.- Estimating the Sense of Agency from EEG Data and Personal Characteristics Towards Just-in-Time System Interventions.
.- Demo, Poster and Artefacts track .
.- Reconsider Today’s Commute: Reframing Routine Route Choice.
.- Beyond Text: Social Robots in a Multi-Stage Trust Repair Trial.
.- A Self-Efficacy–Driven Framework for Cognitive Training in Mild Cognitive Impairment: Game-Based Tasks and LLM-Powered Social Robots.
.- Making Invisible Hand Recovery Visible: Real-Time Visual Feedback for Rehabilitation Monitoring.
.- Exploring UX Frustration Recognition using Stress Recognition Models and Lightweight Biosignal Features.
.- A Study on Feasible AI-Based Dietary Messages: Perspectives from Lay Participants and Dietitians.
.- UI Design and Evaluation of a Real-Time Intervention System in Customer Service.
.- Anthropomorphic Design for User Tolerance to System Errors in Behavior Change Systems.
.- Content-Based Modeling for Collaboration of YouTuber.
.- Self Mirroring Twins: Empowering Proactive Behavior Transformation with Your Digital Self.
.- Designing Reflection for Behavior Change Technologies from a Cultural Perspective.
.- Toward a Participatory Trace-Sensing Framework Using Smartphone LiDAR for Wildlife Habitat Estimation.
.- A Framework for Relating Participant Behaviors and Responses in Music Therapy to Clinical Evaluation.
.- A Dual-Judge Framework for Evaluating Reasoning-Based AI Social Workers: Emulating Professional Logic in Persuasive Systems.
.- MIRA: A Custom Social Robot Head, with Applications Ranging from Personalized Education to Elderly Care.
.- A Persuasive XR Demo of Adaptive Spatial Interfaces and AI Agents.
.- Dynamic Personalized Interventions via Reinforcement Learning with a Theory-based Reward Function.
.- A Counterfactual Stress Management System for Lifestyle Behavior Change Using Activity Logs.
.- Investigating AI NPC–Supported Group Experiences in Mixed Reality Museums.
.- The Effect of the Yes-Set Technique on Compliance Behavior in Request Situations.
.- Doctoral Consortium .
.- Epistemic Calibration in Adaptive Persuasion:Educating Reflective Agency in AI Systems.
.- Designing Compassionate Candor in AI Feedback to Foster Long-Term Intrinsic Motivation in Home-Based Exercise.
.- Personalizing Persuasive Technologies Workshop 2026 .
.- Measuring Subjective Persuasion Effectiveness in Symmetric Human-Agent Dialogues.
.- Motivating Vocabulary Learning through Karaoke with Augmented Bilingual Subtitles.
.- The 1st International Workshop on Trust and Blame in Social Agents (TBSA2026) .
.- Trust and Behavioral Change in Comments by Confirmation Message Agent.
.- Governing the Dynamic Dead: Civility and Persuasion in Posthumous Digital Personas.
.- Philosophical Persuasion: How Technology Reshapes Intuitions on Reality and Agency.
.- Trust and Responsibility Attribution Toward Autonomous Ambulances: A Preliminary Survey of Japanese Fire Service Personnel.
.- Negative Aversion and Real Reliability for Building Familiar Human-Agent Relationships.
.- The 2nd International Workshop on Upholding Ethical Designs (I-WOULD 2026) .
.- Ethical Interface Engineering: Operationalising Software Engineering Practice for Ethical UI Design.
.- The 3rd BTI International Workshop (BTIW3) .
.- Empirical Analysis of the Effect of Illustrated Maps Including Visual Guidance Elements on Tourist Behavior.
.- Optimizing Daily Activity Planning in a Behavioral Change Support System to Improve Older Adults’ Quality of Life.
.- Development and Validation of an Automated Evaluation System for Discussion Quality in Face-to-Face Group Discussions.
.- Study on a Method for Determining Knee Load from Gait Using Lumbar Acceleration.
.- Development of a Motion Recognition Model for Learning Activities Using a Smartwatch.
.- How touch-based engagement map on teamwork outcome assists positive feedback formulation?.
.- Support System for Preventing Forgetfulness Before Going Out Using Mixed Reality.
.- An Initial Exploration of Cognitive Changes in Avatar-Mediated Self-Expression Processes.
.- Study on Improving Audience Evaluation by Guiding Gaze of Presenter Using Smart Glasses.
.- Eating Behavior Detection Using Wrist-Worn Sensing Modalities.
.- Personality Recognition Based on Digital Footprints for better Online Workplace.
.- Emotion Recognition of Museum Visitors during Art Appreciation Based on Facial and Behavioral Features.