5 research outputs found

    Gamification in Energy Consumption: A Model for Consumers’ Energy Saving

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    In this study, the possibility of saving energy with gamification designed applications was investigated, literature studies on this subject were examined and a gamification-based approach was followed for energy saving. From this point of view, the aim of the study is to propose a gamification-based model to make energy saving easier, fun, enjoyable and beneficial. This study is exploratory qualitative research using systematic literature review, synthesis and induction methods. Within the scope of the study, the literature was first examined. The literature review focused on learning gamification-based designs that encourage energy consumption reduction. After that, a new model was developed based on the general principles of gamification, the characteristics of consumer behavior and the energy consumption target, which is the main subject of the study. As a result of the study, a gamification-based model is proposed for household consumers to reduce their energy consumption and save energy. This gamification-based model includes making energy savings easier and more beneficial for consumers, as well as making it more fun and enjoyable. After that, the proposed model was analyzed based on the studies in the literature and finally the potential of the proposed framework was discussed

    A survey of recommender systems for energy efficiency in buildings: Principles, challenges and prospects

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    Recommender systems have significantly developed in recent years in parallel with the witnessed advancements in both internet of things (IoT) and artificial intelligence (AI) technologies. Accordingly, as a consequence of IoT and AI, multiple forms of data are incorporated in these systems, e.g. social, implicit, local and personal information, which can help in improving recommender systems' performance and widen their applicability to traverse different disciplines. On the other side, energy efficiency in the building sector is becoming a hot research topic, in which recommender systems play a major role by promoting energy saving behavior and reducing carbon emissions. However, the deployment of the recommendation frameworks in buildings still needs more investigations to identify the current challenges and issues, where their solutions are the keys to enable the pervasiveness of research findings, and therefore, ensure a large-scale adoption of this technology. Accordingly, this paper presents, to the best of the authors' knowledge, the first timely and comprehensive reference for energy-efficiency recommendation systems through (i) surveying existing recommender systems for energy saving in buildings; (ii) discussing their evolution; (iii) providing an original taxonomy of these systems based on specified criteria, including the nature of the recommender engine, its objective, computing platforms, evaluation metrics and incentive measures; and (iv) conducting an in-depth, critical analysis to identify their limitations and unsolved issues. The derived challenges and areas of future implementation could effectively guide the energy research community to improve the energy-efficiency in buildings and reduce the cost of developed recommender systems-based solutions.Comment: 35 pages, 11 figures, 1 tabl

    Data fusion strategies for energy efficiency in buildings: Overview, challenges and novel orientations

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    Recently, tremendous interest has been devoted to develop data fusion strategies for energy efficiency in buildings, where various kinds of information can be processed. However, applying the appropriate data fusion strategy to design an efficient energy efficiency system is not straightforward; it requires a priori knowledge of existing fusion strategies, their applications and their properties. To this regard, seeking to provide the energy research community with a better understanding of data fusion strategies in building energy saving systems, their principles, advantages, and potential applications, this paper proposes an extensive survey of existing data fusion mechanisms deployed to reduce excessive consumption and promote sustainability. We investigate their conceptualizations, advantages, challenges and drawbacks, as well as performing a taxonomy of existing data fusion strategies and other contributing factors. Following, a comprehensive comparison of the state-of-the-art data fusion based energy efficiency frameworks is conducted using various parameters, including data fusion level, data fusion techniques, behavioral change influencer, behavioral change incentive, recorded data, platform architecture, IoT technology and application scenario. Moreover, a novel method for electrical appliance identification is proposed based on the fusion of 2D local texture descriptors, where 1D power signals are transformed into 2D space and treated as images. The empirical evaluation, conducted on three real datasets, shows promising performance, in which up to 99.68% accuracy and 99.52% F1 score have been attained. In addition, various open research challenges and future orientations to improve data fusion based energy efficiency ecosystems are explored

    Bidding strategy for a virtual power plant for trading energy in the wholesale electricity market

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    Virtual power plants (VPPs) are an effective way to increase renewable integration. In this PhD research, the concept design and the detailed costs and benefits of implementing a realistic VPP in Western Australia (WA), comprising 67 dwellings, are developed. The VPP is designed to integrate and coordinate an 810kW rooftop solar PV farm, 350kW/700kWh vanadium redox flow batteries (VRFB), heat pump hot water systems (HWSs), and smart appliances through demand management mechanisms. This research develops a robust bidding strategy for the VPP to participate in both load following ancillary service (LFAS) and energy market in the wholesale electricity market in WA considering the uncertainties associated with PV generation and electricity market prices. Using this strategy, the payback period can be improved by 3 years (to a payback period of 6 years) and the internal rate of return (IRR) by 7.5% (to an IRR of 18%) by participating in both markets. The daily average error of the proposed robust method is 2.7% over one year when compared with a robust mathematical method. The computational effort is 0.66 sec for 365 runs for the proposed method compared to 947.10 sec for the robust mathematical method. To engage customers in the demand management schemes by the VPP owner, the gamified approach is adopted to make the exercise enjoyable while not compromising their comfort levels. Seven gamified applications are examined using a developed methodology based on Kim’s model and Fogg’s model, and the most suitable one is determined. The simulation results show that gamification can improve the payback period by 1 to 2 months for the VPP owner. Furthermore, an efficient and fog-based monitoring and control platform is proposed for the VPP to be flexible, scalable, secure, and cost-effective to realise the full capabilities and profitability of the VPP

    A Socio-Technical System Based on Gamification Towards Energy Savings

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    This paper presents a gamification methodology and ICT solution currently under development in the enCOMPASS European project, which aims at implementing and validating an integrated socio-technical approach to behavioral change for energy saving. To this aim, innovative user-friendly digital tools are being developed to make energy data consumption available and understandable for different categories of users and stakeholders (household residents, office employees, school pupils, building managers, and utilities operators) and to enable their collaboration to achieve energy savings in efficient, costeffective and comfort-preserving ways. The enCOMPASS platform supports user-centered visualization of energy data from smart meters and sensors and uses the gathered information to provide its users with context-aware adaptive recommendations for energy savings. Moreover, it relies on gamification elements to increase effectiveness and produce greater and more durable behaviour change
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