社会能源管理系统运行的结果

S. Engel, J. V. Appen, E. Dorre, D. Nestle, J. Ringelstein
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引用次数: 1

摘要

将今天的能源供应转变为依靠可再生能源(RES)的系统是德国能源转型的一个重要目标。然而,作为先决条件,需要更有效地利用易失性可再生能源。为了提高终端客户对这一挑战的认识,本文提出了一种基于游戏化的能源管理方法。这一概念旨在通过将游戏设计元素应用于与能源相关的环境中,激励消费者协调他们的电力消耗与不稳定的RES生成。为了验证该方法,进行了相应的现场试验。对实测数据的评价表明,消费者的电力需求可以受到内在激励的影响,从而将其电力消费转移到高RES可用性的时间。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Results from the operation of a Social Energy Management System
Converting today's energy supply to a system relying on renewable energy sources (RES) represents an essential goal of the German energy transition. As a prerequisite, however, volatile RES need to be exploited more efficiently. To raise awareness of end customers for this challenge, a gamification based energy management approach is proposed in this paper. The concept aims at motivating consumers to harmonize their electrical consumption with a volatile generation of RES by applying game design elements to the energy related context. To test the approach, a corresponding field test is conducted. The evaluation of the data collected during the field test shows that the consumers' electricity demand can be influenced by intrinsic incentives in order to shift their electrical consumption into times with high RES availability.
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