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Advisor(s)
Abstract(s)
Excessive electric energy consumption results in high costs for consumers, and often on using non-renewable resources. Additionally, in many cases, it is difficult for the consumer or for the energy provider to determine if one or more equipment is
being used efficiently. Therefore, the main objective of this work is to promote awareness about energy consumption. For that purpose, a mobile application with a gamification approach was designed to identify users’ behaviors towards the use of energy and, based on the user’s answers, offer advices to save energy and promote ecological awareness. The outcome of using gamification on a mobile application with such goals results in a streamlined data collection application that combines
information and entertainment. The collected information is being gathered to potentially create consumer profiles that better reflect the user’s energy consumption.
Description
Keywords
gamification mobile applications energy management.
Pedagogical Context
Citation
R. Toasa, C. Silva, C. Silva, D. Gonçalves, L. Neves and L. Marcelino, "Energy consumption behaviour characterization with mobile gamification," 2017 12th Iberian Conference on Information Systems and Technologies (CISTI), Lisbon, Portugal, 2017, pp. 1-6, doi: 10.23919/CISTI.2017.7975900
Publisher
IEEE
CC License
Without CC licence