6,815 research outputs found

    Raising awareness for water polution based on game activities using internet of things

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    Awareness among young people regarding the environment and its resources and comprehension of the various factors that interplay, is key to changing human behaviour towards achieving a sustainable planet. In this paper IoT equipment, utilizing sensors for measuring various parameters of water quality, is used in an educational context targeting at a deeper understanding of the use of natural resources towards the adoption of environmentally friendly behaviours. We here note that the use of water sensors in STEM gameful learning is an area which has not received a lot of attention in the previous years. The IoT water sensing and related scenaria and practices, addressing children via discovery, gamification, and educational activities, are discussed in detail

    Enabling stream processing for people-centric IoT based on the fog computing paradigm

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    The world of machine-to-machine (M2M) communication is gradually moving from vertical single purpose solutions to multi-purpose and collaborative applications interacting across industry verticals, organizations and people - A world of Internet of Things (IoT). The dominant approach for delivering IoT applications relies on the development of cloud-based IoT platforms that collect all the data generated by the sensing elements and centrally process the information to create real business value. In this paper, we present a system that follows the Fog Computing paradigm where the sensor resources, as well as the intermediate layers between embedded devices and cloud computing datacenters, participate by providing computational, storage, and control. We discuss the design aspects of our system and present a pilot deployment for the evaluating the performance in a real-world environment. Our findings indicate that Fog Computing can address the ever-increasing amount of data that is inherent in an IoT world by effective communication among all elements of the architecture

    An IoT-based solution for monitoring a fleet of educational buildings focusing on energy efficiency

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    Raising awareness among young people and changing their behaviour and habits concerning energy usage iskey to achieving sustained energy saving. Additionally, young people are very sensitive to environmental protection so raising awareness among children is much easier than with any other group of citizens. This work examinesways to create an innovative Information & Communication Technologies (ICT) ecosystem (including web-based, mobile, social and sensing elements) tailored specifically for school environments, taking into account both theusers (faculty, staff, students, parents) and school buildings, thus motivating and supporting young citizenÅ› behavioural change to achieve greater energy efficiency. A mixture of open-source IoT hardware and proprietary platforms on the infrastructure level, are currently being utilized for monitoring a fleet of 18 educational buildings across 3 countries, comprising over 700 IoT monitoring points. Hereon presented is the system's high-level architecture, as well as several aspects of its implementation, related to the application domain of educational building monitoring and energy efficiency. The system is developed based on open-source technologies andservices in order to make it capable of providing open IT-infrastructure and support from different commercial hardware/sensor vendors as well as open-source solutions. The system presented can be used to develop and offer newapp-based solutions that can be used either for educational purposes or for managing the energy efficiency ofthebuilding. The system is replicable and adaptable to settings that may be different than the scenarios envisionedhere (e.g., targeting different climate zones), different IT infrastructures and can be easily extended to accommodate integration with other systems. The overall performance of the system is evaluated in real-world environment in terms of scalability, responsiveness and simplicity

    Joining sustainable design and internet of things technologies on campus : the IPVC smartbottle practical case

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    Higher education institutions (HEIs) are favored environments for the implementation of technological solutions that accelerate the generation of smart campi, given the dynamic ecosystem they create based on the involvement of inspired and motivated human resources (students, professors, and researchers), moving around in an atmosphere of advanced digital infrastructures and services. Moreover, HEIs have, in their mission, not only the creation of integrated knowledge through Research and Development (R&D) activities but also solving societal problems that address the academic community expectations concerning environmental issues, contributing, therefore, towards a greener society embodied within the United Nations (UN) Sustainable Development Goals (SDGs). This article addresses the design and implementation of a Smartbottle Ecosystem in which an interactive and reusable water bottle communicates with an intelligent water refill station, both integrated by the Internet of Things (IoT) and Information and Communications Technologies (ICT), to eliminate the use of single-use plastic water bottles in the premises of the Polytechnical Institute of Viana do Castelo (IPVC), an HEI with nearly 6000 students. Three main contributions were identified in this research: (i) the proposal of a novel methodology based on the association of Design Thinking and Participatory Design as the basis for Sustainable Design; (ii) the design and development of an IoT-enabled smartbottle prototype; and (iii) the usability evaluation of the proposed prototype. The adopted methodology is rooted in Design Thinking and mixes it with a Participatory Design approach, including the end-user opinion throughout the Smartbottle Ecosystem design process, not only for the product design requirements but also for its specification. By promoting a participatory solution tailored to the IPVC academic community, recycled plastic has been identified as the preferential material and a marine mammal was selected for the smartbottle shape, in the process of developing a solution to replace the single-use plastic bottles.7519-C505-DF9E | Ant?nio Jos? Candeias CuradoN/
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