676 research outputs found

    A GAMIFICATION FRAMEWORK FOR CUSTOMER ENGAGEMENT AND SUSTAINABLE WATER USAGE PROMOTION

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    The recent advent of smart meters to increase the effectiveness of urban Water Demand Management Strategies (WDM) has allowed water utilities to gather quasi real-time consumption data to monitor the network status and load and useful to develop models of consumers' behavior. At the same time, the consumption information can warn users about their habits in a fine-grained way. In principle, the feedback alone could stimulate increased awareness on water usage, but the motivations and individual attitudes of consumers are mostly hidden. Moreover, the same sustainable behavior should be incentivized also for households in which smart metering solutions are not present, but for which data gathering becomes a challenge. Modifying users' behavior by means of software is a tough task, due to the difficulty in designing an effective application able to maintain the behavioral changes in the long term. Gamification, the use of game design techniques and game mechanics to enhance traditional applications and drive behaviors of its users, has been proven successful in tackling with the problem. In this work, we propose a gamified application to enhance users' participation and data gathering in a real WDM scenario, by describing the designing principles and the architecture of the envisioned solution. An integrated approach exploiting both board and digital games to incentivize users to submit meaningful data for water utilities and change their long-term behavior is also detailed. The work is part of the SmartH2O project, which aims at creating an ICT platform to raise customers' awareness about their consumption and pursue water savings in the residential sector

    Tools and Methods for Supporting Regional Decision-Making in Relation to Climate Risks

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    Climate change has had a major impact on the Nordic region. For example, the mean temperature rise is expected to be 4–6°C by 2080. In Finland, the regional authorities are responsible for climate change adaptation. Some of the most vulnerable sectors include energy, tourism, transport and water supply. Currently, it appears that the authorities are not familiar with the tools for assessing climate risks and lack knowledge about the impact of climate change. In this paper, we provide a review of risk assessment methods and decision-making tools, focusing on adapting to climate change in a Finnish context. Our research method comprises a systematic qualitative literature review dealing with relevant journals, dissertations and deliverables of relevant EU projects since 2005

    UK Parliament Environment, Food and Rural Affairs Select Committee Flooding Inquiry: Written Evidence from Dr Kate Smith et al. (FLO0043)

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    This submission presents the research conducted within the Energy and Environment Institute at the University of Hull. Our work demonstrates that hazards represented by flooding have multiple dimensions, and that solutions to them need to take these complex inter-relationships into account. The research described below covers both the physical and social impacts of flooding; the recommendations that follow from our work are based on our understanding that flood risk management needs to expand across land-water boundaries at the full range of spatial, temporal and societal scales. Responding to each of the terms of reference in turn, our data shows that the response to flooding needs to start changing now in order to ensure the resilience of our communities, businesses and infrastructure in the future

    Gamificação e cicloturismo sénior : design de uma app para a comunidade miOne

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    As the aging population continues to grow, there has been an increasing interest in the subject of gerontechnology. In the specific case of the digital game industry, senior citizens are becoming better consumers due to their purchasing power and free time, so it is important to focus on the role of games to their wellbeing and meet their needs and preferences. However, there is a general lack of information and products that address physical exercise in the interrelationship of cycling, tourism, games, gamification and senior citizens. The aim of this research is to understand the way gamification interventions can motivate senior citizens to adhere to cyclo-tourism. This dissertation reports on the use of the Development Research Method, deploying a broad array of methods, including focus groups, eye-tracking and interviews. A total of 46 participants (7 focus group participants, 8 participants in eye-tracking and 31 cyclists’ interviewees) were involved in this research. Based on the literature review, related work and the insights from each method, a cyclo-tourism digital app entitled Jizo was co-designed and prototyped. Findings indicate that certain gamification techniques and elements can trigger senior citizens’ motivations towards cyclo-tourism, being essential integrative parts of a digital app in this context. The elements highlighted were social relationships, progression, challenges, competition, feedback and rewards, having an important role in pre-, in loco and post- experience. These data support the view on gamification capability to motivate senior cyclo-tourism.Com o contínuo crescimento do envelhecimento da população, tem havido um interesse progressivo na área da gerontecnologia. No caso específico da indústria dos jogos digitais, os cidadãos seniores fazem parte de um grupo de consumidores com poder de compra e tempo livre, pelo que é essencial compreender o papel dos jogos digitais no seu bem-estar e atender às suas necessidades e preferências. No entanto, continua a prevalecer uma falta de informação e de produtos que abordam o exercício físico nas inter-relações entre o ciclismo, turismo, jogos, gamificação e cidadãos seniores. O objetivo desta investigação é compreender o uso de estratégias de gamificação para motivar os cidadãos seniores a aderirem ao cicloturismo. Esta dissertação reporta a utilização do Método de Investigação de Desenvolvimento, tendo como base os seguintes métodos: grupos de discussão, eye-tracking e entrevistas. Um total de 46 participantes (7 participantes de grupos de discussão, 8 participantes de eye-tracking e 31 ciclistas entrevistados) foram envolvidos nesta investigação. Após a revisão da literatura, trabalho relacionado, e os resultados obtidos de cada método, procedeu-se ao co-design e prototipagem uma app de cicloturismo designada Jizo. Os resultados indicam que certas técnicas e elementos da gamificação podem desencadear as motivações dos cidadãos seniores para o cicloturismo, além de serem partes essenciais e integrantes de um aplicativo deste contexto. Os elementos destacados foram as relações sociais, progressão, desafios, competição, feedback e recompensas, na medida em que eles têm um papel importante na pré, in loco e na pós-experiência. Estes dados suportam a ideia da capacidade da gamificação para motivar o cicloturismo sénior.Mestrado em Comunicação Multimédi

    Games ready to use: A serious game for teaching natural risk management

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    International audienceRisk management has become an essential skill for civil engineers. Teaching risk management to engineering students is therefore crucial, but is also challenging: it looks too abstract to students, and practical works are complex and expensive to organise. It also involves interconnected mechanisms coupling human and technical aspects, that are difficult to explain. In order to support risk management teaching, we propose SPRITE, an agent-based serious game using a concrete case study which is exemplary in terms of risk management: the coastal floods on the Oleron Island (France). SPRITE places the player (student) in the role of a local councillor of the Oleron Island, who must ensure the safety and well-being of the island residents, while maximising performance w.r.t. economic and environmental issues, in a context of coastal flood risk. SPRITE is the central piece of a pedagogical sequence which is actually used in risk management courses at Bordeaux University. This paper describes the SPRITE serious game and the underlying agent-based model, and reports on some lessons learnt from its use in a risk management course

    Gamification for Innovators and Entrepreneurs

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    This book provides a research-based overview of the use of games to facilitate learning in innovation/entrepreneurship and draws on work in several European institutions and well-known companies. Also, it provides a review of experiences in using games, a typology and a model for introducing games into course design. Examples include games specifically designed and developed within the project plus signpost links to an online library of games

    Citizen engagement through city apps: Technology adoption approach

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    Metropolitan areas are constantly evolving, and the smart city concept is gaining traction throughout local governance. The new paradigm for cities lands on an organic, efficient and interconnected structure, where the citizen is placed at the centre. Information and communication technologies (ICT) are the main technological enablers for this change and for citizen engagement, city services and applications (Apps) as one of the channels possible to use. The main objective of the present study is to find the key determinants that enable the adoption of city mobile apps. A theoretical model was created, and an online survey conducted to gather insights of the citizens' perspectives regarding the city apps. The results indicate the model is valid and that perceived usefulness and perceived ease of use are important components to the adoption of city apps. In addition, it was possible to identify some organizational and individual impacts recurring from the use of these apps. This study contributes to a new model of city apps adoption and provides evidence to organisms involved on the implementation and development of these apps.As áreas metropolitanas estão em constante desenvolvimento e o conceito de smart cities tem vindo a ganhar força entre organismos de governação local. Este novo paradigma para as cidades assenta numa estrutura orgânica, interconectada e eficiente, onde o cidadão é colocado no centro. As tecnologias de comunicação e informação são consideradas os principais facilitadores para esta mudança e envolvimento do cidadão, sendo os serviços e aplicações (apps) disponíveis um dos canais utilizados. O objectivo principal do presente estudo é determinar o que proporciona adopção de apps citadinas. Um modelo teórico foi desenhado e um questionário online realizado, de modo a recolher as percepções dos cidadãos, relativamente ao uso destas aplicações mobile. Os resultados indicam que o modelo é válido e que a percepção de utilidade e de facilidade de utilização são importantes componentes na adopção de apps citadinas. Adicionalmente, foi possível identificar algum impacto individual e organizacional promovido pelo uso destas apps. Este estudo vem contribuir para um novo modelo de adopção a apps citadinas e facilitar informação aos organismos envolvidos no desenvolvimento e implementação das mesmas

    Interactive virtual method applied in urban design education. Mixed Approach

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    La memòria d'aquesta tesi tracta sobre l'ús de la transformació digital en l'ensenyament i els processos de disseny urbà, a través de conceptes innovadors i metodologies pràctiques. L'objectiu és promoure l'ús de tecnologies digitals, en particular per avaluar la inclusió de la realitat virtual en diversos entorns d'ensenyament formals i informals del disseny urbà col·laboratiu, per tal de millorar, accelerar i augmentar el seu impacte social de forma positiva i millorar l'ensenyament universitària ajudant al fet que els estudiants consolidin amb major efectivitat les seves habilitats. Amb les característiques d’un sistema de realitat virtual, podem provar la nostra hipòtesi en funció de demostrar: (1) La implementació d'estratègies virtuals gamificades en el camp del disseny urbà generarà una millora i motivació en la participació ciutadana i dels estudiants, ja que l’entorn és més dinàmic, real i permet un disseny col·laboratiu àgil gràcies a les tecnologies visuals immersives, mentre avaluen críticament el resultat d'un disseny urbà i prenen decisions. (2) L'ús de sistemes virtuals interactius per a la comprensió de l'espai tridimensional millora en els estudiants i professionals la percepció de la comprensió de l'espai, generant major enteniment de les condicions d'ubicació, dimensions i relacions dels espais urbans, i defensar els arguments de projectes urbans i propostes urbanes definides interactivament que proven diverses estratègies d'acció. Per provar les nostres hipòtesis, fem servir un mètode quantitatiu i qualitatiu aplicat en diferents escenaris i als diferents perfils d'usuaris, estudiants, professionals i usuaris finals. Els resultats mostraran que és possible potenciar la transformació digital, millorar la motivació pública, la implicació i la satisfacció en els processos de presa de decisions urbanes, així com complementar l'adquisició de competències urbanes específiques necessàries per a la professió en estudiants d'Arquitectura.La memoria de esta tesis trata sobre el uso de la transformación digital en la enseñanza y los procesos de diseño urbano, a través de conceptos innovadores y metodologías prácticas. El objetivo es promover el uso de tecnologías digitales, en particular para evaluar la inclusión de la realidad virtual en diversos entornos de enseñanza formales e informales del diseño urbano colaborativo, con el fin de mejorarlo, acelerar y aumentar su impacto social positivo y mejorar la enseñanza universitaria ayudando a que los estudiantes consoliden con mayor efectividad sus habilidades. Con las características de un sistema de realidad virtual, podemos probar nuestra hipótesis en función de demostrar: (1) El uso de sistemas virtuales interactivos para la comprensión del espacio tridimensional mejora en los estudiantes y profesionales la percepción de la comprensión del espacio, generando mayor entendimiento de las condiciones de ubicación, dimensiones y relaciones de los espacios urbanos, y defender los argumentos de proyectos urbanos y propuestas urbanas definidas interactivamente que ensayan diversas estrategias de acción. (2) La implementación de estrategias virtuales gamificadas en el campo del diseño urbano generará una mejora y motivación en la participación ciudadana y en los estudiantes, ya que es un entorno de colaboración más dinámico, real y ágil gracias a las tecnologías visuales inmersivas, mientras evalúan críticamente el resultado de un diseño urbano y toman decisiones. Para probar nuestras hipótesis, utilizamos un método cuantitativo y cualitativo aplicado en diferentes escenarios y a diferentes perfiles de usuarios, estudiantes, profesionales y usuarios finales. Los resultados mostrarán que es posible potenciar la transformación digital, mejorar la motivación pública, la implicación y la satisfacción en los procesos de toma de decisiones urbanas, así como complementar la adquisición de competencias urbanas específicas necesarias para la profesión en estudiantes de Arquitectura.The memory of this thesis deals with the use of digital transformation in the teaching and processes of urban design, through innovative concepts and practical methodologies. The objective is to promote the use of digital technologies, in particular, to evaluate the inclusion of virtual reality in various formal and informal teaching environments of collaborative urban design, in order to improve it, speed up, and increase its positive social impact and improve university teaching by helping students consolidate their skills more effectively. With the characteristics of the VR system, we can test our hypothesis based on demonstrating: (1) The use of virtual-interactive systems for the understanding of three- dimensional space improve in students and professionals the perception of the comprehension of the space, generating a greater understanding of the location conditions, dimensions and relationships of urban spaces, and defend the arguments of urban projects and interactively defined urban proposals rehearsing various strategies of action. (2) The implementation of virtual gamified strategies in the field of urban design will generate improvement and motivation in citizen participation and students as it is a more dynamic, real and agile collaborative environment thanks to the immersive visual technologies as they critically evaluate the result of the urban design and make decisions. To validate our hypothesis, we use a quantitative and qualitative method applied in different scenarios and to a different profile of users, students, professionals and end users. The results will show that it is possible to empower digital transformation, to improve public motivation, implication, and satisfaction in urban decision-making processes as well as complementing the improvement of the perception of the comprehension of the space needed for the profession in Architecture students
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