2,725 research outputs found

    A gamification framework demonstrating a complete cycle of vehicle driver performance evaluation

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    Training through a gamified environment motivates the users in achieving optimal outcome and reduces the complexity of learning by adding factor of entertainment in it. The deployment of serious games in automotive industry is a major leap in technological grounds, as it\u2019s a best way to inculcate safe driving patterns to reduce the fatalities and enhance resource usage which includes car accessories and fuel. The Ph.D. thesis represents Gamification platform aimed to Green Mobility and Safe Driving

    THE GAMIFICATION AS A TOOL TO IMPROVE RISK MANAGEMENT IN THE ENTERPRISE

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    The following article presents the application of the mechanism games,"gamification" as a tool to support risk management in the enterprise. After presenting therisk characterization, risk management and the concept of gamification, we present practicalsteps to be taken in accordance with the concept of gamification, allow for the efficientoperation of Risk Management in any enterprise. We have chosen an enterprises, producingthe small plastics objectives, as an example how the Risk Management System might beimproved by adding the action taken from the gamification mechanisms.risk management, gamification, tool, enterprise

    The design and implementation of serious games for driving and mobility

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    The automotive and transportation sectors are showing consistent improvements in trends and standards concerning the safe and convenient travel of the road users. In this growing community of road users, the driver performance is a notable factor as many on-road mishaps emerge out of poor driver performance. In this research work, a case-study and experimental analysis were conducted to improve driver performance through the deployment of serious games. The primary motive of this work is to stimulate the on-road user performance through immediate feedback, driver coaching, and real-time gamification methods. The games exploit the cloud-based architecture to retrieve the driver performance scores based on real-time evaluation of vehicle signals and display the outcomes on game scene by reflecting the game parameters based on real-world user performance (in the context of driving and mobility). The deployment of games in cars is the topic of interest in current state-of-the-art, as there are more factors associated with it, such as safety, usability, and willingness of the users. These aspects were taken into careful consideration while designing the paradigm of gamification model. The user feedback for the real-time games was extracted through pilot tests and field tests in Genova. The gamification and driver coaching aspects were tested on various occasions (plug-in and field tests conducted at 5 European test sites), and the inputs from these field tests enabled to tune the parameters concerning the evaluation and gamification models. The improvement of user behavior was performed through a virtuous cycle with the integration of virtual sensors to the serious gaming framework. As the culmination, the usability tests for the real-time games were conducted with 18 test users to understand the user acceptance criteria and the parameters (ease of use and safety) that would contribute to the deployment of games. Other salient factors such as the impact of games, large-scale deployment, collaborative gaming and exploitation of gaming framework for 3rd party applications were also investigated in this research activity. The analysis of the usability tests states that the user acceptance of the implemented games is good. The report from usability study has addressed the user preferences in games such as duration, strategy and gameplay mechanism; these factors contribute a foundation for future research in implementing the games for mobility

    Continuous Feedback as a Key Component of Employee Motivation Improvement - A Railway Case Study based on the Placebo Effect

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    The objective of this paper is to present and analyse results from a placebo-based case study concerning the importance of feedback in achieving continuous improvement of train driver motivation. The specifics of the train driver job, which affect motivation are presented, along with motivation theory. The case study, conducted using the placebo effect for three months in a medium-sized Eastern-European railway operator is then presented along with the results. These results show that informing the employees that their efficiency was being monitored and that the best drivers would be rewarded improved efficiency. However, the lack of feedback and stimulation of only extrinsic motivation, caused the employees to lose motivation to improve and further consumed energy reduction could not be observed. These results are analysed and used to validate a proposed gamification system aimed at achieving continuous improvement of employee motivation via a set of gamified techniques and continuous feedback targeting the four basic human needs of competence, relatedness, autonomy and purpose.

    Exploring Fuzzy Logic and Random Forest for Car Drivers’ Fuel Consumption Estimation in IoT-Enabled Serious Games

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    Internet of Things (IoT) technologies have a promising potential for instructional serious games related to field operations. We explore IoT’s potential for serious games in the automotive application domain to improve driving, choosing fuel consumption (FC) as an indicator of the driver performance as it is strongly influenced by driving styles and can be quantified and validated. We propose a FC prediction model, exploiting three vehicular signals that are controllable by the driver (player), that are able to provide direct coaching feedback to the driver and are easily available through the widely available On-Board Diagnostic-II (OBD-II) vehicular interface: throttle position, engine rotation speed (RPM) and car speed. We processed the data with two techniques, random forest (RF) and fuzzy logic (FL). Implementation, training and testing of both models, were made using the enviroCar database which freely provides a significant amount of naturalistic drive data. Results show that RF achieves quite a higher estimation accuracy, which complements FL’s ability to provide driver with easily understandable feedback. We thus argue that the combination of the two models can supply valuable information usable by game designers in the automotive environment

    On combining Big Data and machine learning to support eco-driving behaviours

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    A conscious use of the battery is one of the key elements to consider while driving an electric vehicle. Hence, supporting the drivers, with information about it, can be strategic in letting them drive in a better way, with the purpose of optimizing the energy consumption. In the context of electric vehicles, equipped with regenerative brakes, the driver\u2019s braking style can make a significant difference. In this paper, we propose an approach which is based on the combination of big data and machine learning techniques, with the aim of enhancing the driver\u2019s braking style through visual elements (displayed in the vehicle dashboard, as a Human\u2013Machine Interface), actuating eco-driving behaviours. We have designed and developed a system prototype, by exploiting big data coming from an electric vehicle and a machine learning algorithm. Then, we have conducted a set of tests, with simulated and real data, and here we discuss the results we have obtained that can open interesting discussions about the use of big data, together with machine learning, so as to improve drivers\u2019 awareness of eco-behaviours

    DARA: Assisting Drivers to Reflect on How They Hold the Steering Wheel

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    Gamification of telematics data to enhance operators’ behaviour for improvement of machine productivity in loading cycles

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    Construction industry is suffering from low productivity rate in various projects such as excavation. Although this issue is discussed in literature and several approaches are proposed to address it, productivity rate is still low in construction industry compared to other domains like manufacturing. Three core components directly affect the overall productivity in construction sector, i.e. labour productivity, raw material productivity, and machine or equipment productivity. With a focus on construction machinery, three factors influence productivity at excavation sites; i.e. 1) machine-based productivity and its configuration, 2) site layout and environmental conditions, and 3) operators’ behaviour. Operators’ competence and motivation represent two key parameters that affect their behaviour. On one side, gamification has attracted a growing area of interest both in literature and practice, seeking to place a layer of entertainment and pleasure to the top of serious activities (with a focus on improving the applicant’s motivation and behaviour). On the other side, telematics systems are utilized to collect operational data of the machine, and calculate its productivity rate. Telematics data are presented to operators (via a built-in screen available in the cabin of the machine) to provide real-time feedback about machine performance. In addition, these data can support machine owners to perceive operators’ behaviour on a real-time basis. To conclude, telematics systems are providing real-time data which can be a great input into gamification. A guideline is proposed in this dissertation that helps gamification designers to develop more transparent gamification models. This guideline is utilized to introduce a gamification model that gamifies telematics data with a focus on enhancing operators’ behaviour (machine productivity) in loading and transferring activities. The model was implemented at two sites(one recycling and one mining site) and could encourage operators (who were operating wheel-loaders and dump-trucks) to prevent redundant activities like texting, phoning, and even eating while operating the machine. Subsequently, it enhanced overall machine productivity up to 37% during the site observation. To summarize, a gamified platform in which different operators from different organizations can share their achievements, or can get scored and ranked in a leader-board will potentially lead to a more proper operators’ behaviour at work and subsequently can improve overall productivity rate at construction sites

    Consumer attitudes towards electric vehicles: effects of product user stereotype and self-image congruence

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    Purpose To investigate the effects of gamification on connections between consumers’ self-image congruence in relation to the purchasers of an environmentally-friendly product (electric vehicles [EVs]) and (i) their possession of a stereotype of EV owners as being ‘unconventional’, and (ii) their attitudes towards EVs, having regard to their levels of environmental concern and prior knowledge of EVs. Additionally, the research explored the link between attitudes towards and willingness to purchase EVs. Design/methodology/approach Participants completed a questionnaire and an Implicit Association Test both before and after playing a computer game wherein the player assumed the identity of an EV driver. A structural equation model was constructed to predict attitude to EVs. The relationship between attitude and willingness to purchase was examined via a conditional process analysis. Findings The experience of playing the game improved the favourability of the respondents’ stereotype of EV owners by an average of 19%, and their attitude towards EVs by 17%. Self-image congruence in relation to EV ownership increased on the average by 14% and reported EV product knowledge by eight per cent. However, willingness to purchase an EV was not substantially affected. The link between attitude and willingness to purchase was weak, but was significantly moderated by stereotype favourability and self-image congruence with EV owners. Limitations As with any IAT study, it was necessary to pre-specify a particular form of stereotype. Future research could employ alternative stereotypes. The investigation took place in a single country and involved a single environmentally-friendly product. Implications Gamification has much potential for helping manufacturers and government agencies to stimulate the mass market for EVs. In order to negate unfavourable images of EV owners, marketing communications promoting EVs might usefully employ celebrities, sports personalities and/or leading political figures as exemplars of the types of people who drive electric cars. Originality The research is the first to explore the effects of gamification on product user self-image congruence and stereotype formation. It is novel both in its employment of an IAT to measure the consumer stereotype of an environmentally-friendly product and in its examination of the moderating influences of stereotype and product user self-image congruence on the attitude-willingness to purchase link

    Gamification of telematics data to enhance operators’ behaviour for improvement of machine productivity in loading cycles

    Get PDF
    Construction industry is suffering from low productivity rate in various projects such as excavation. Although this issue is discussed in literature and several approaches are proposed to address it, productivity rate is still low in construction industry compared to other domains like manufacturing. A gamified platform in which different operators from different organizations can share their achievements, or can get scored and ranked in a leader-board will potentially address this issue
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