Energy consumption behaviour characterization with mobile gamification

R. Toasa, Carlos Silva, Catarina Silva, Dulce Gonçalves, L. Neves, Luís Marcelino
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引用次数: 5

Abstract

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.
移动游戏化的能源消耗行为表征
过度的电能消耗给消费者带来了高昂的成本,而且往往是对不可再生资源的使用。此外,在许多情况下,消费者或能源供应商很难确定一个或多个设备是否得到有效利用。因此,这项工作的主要目的是提高人们对能源消耗的认识。为此,我们设计了一款采用游戏化方法的移动应用程序,以识别用户对能源使用的行为,并根据用户的回答提供节能和促进生态意识的建议。在手机应用程序上使用游戏化的结果是将信息和娱乐结合在一起的流线型数据收集应用程序。收集到的信息将用于创建更好地反映用户能源消耗的消费者配置文件。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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