15 research outputs found

    'Inside the box': a cooperative game for co-creating energy efficient retail spaces

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    Although sustainability is one of the drivers of change in the retail sector, employees still treat energy management as a lower priority compared with other operational tasks. As digital technologies are flourishing, gamification is an emerging method of raising energy awareness, with most examples however targeting individuals, and therefore not supporting teamworking approaches to handling end user building energy demand. As such, combining behavioural incentivisation and technological development is a critical socio-technical challenge within the retail environments. The development of a new cooperative role-playing game that harnesses the participatory character of game theory to boost collegiality and encourage the energy-conscious behaviour of staff in a supermarket located in the UK, is described. By feeding the game with energy simulation results, this can be regarded as a novel synergy between behavioural science and game theory within the field of building energy. Future research will focus on testing the real-world potential of the game to engage retail staff in co-creating energy efficient stores

    Gamification at Work: Employee Motivations to Participate and Preference for Energy Conservation

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    Energy wastage, especially in public buildings, is one of the widely acknowledged issues that have to be addressed towards protecting the environment. Furthermore, affecting the occupants’ behaviour has been identified in the literature as an under-investigated means of conserving energy. In this research paper we report on the results from an investigation we conducted in three different workplaces, situated in different EU countries. In a survey of N=119 employees, we explore Employee Motivations to Participate in Gamification at work (EMPG) and identify the needs for (i)Self- Actualisation, (ii)Self-Regulation, (iii)Rewards & Recognition and (iv)Affiliation as most prominent. Additionally we examine the employees’ profiles, specific needs and preferences in game elements, towards participating in gamification aimed at conserving energy at the workplace. Correlations of the four types of EMPG with basic game elements and energy-saving actions at work are consequently explored and discussed. Ultimately, taking into consideration employees’ motivations and preferences, we derive and propose design guidelines for gamified applications providing personalised feedback towards saving energy at work

    A serious game enhancing social tenants' behavioral change towards energy efficiency

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    The energy consumption of the current building stock represents about 40% of the total final energy consumption in Europe. New gamification techniques may play a significant role in helping users adopt new and more energy efficient behaviours. This paper presents the advances achieved within the context of the EU-funded project EnerGAware - Energy Game for Awareness of energy efficiency in social housing communities. The main objective of the project, funded by the European Union under the Horizon2020 programme, is to reduce the energy consumption and carbon emissions in a sample of European social housing by changing the energy efficiency behaviour of the social tenants through the implementation of a serious game linked to the real energy use of the participants' homes

    Facts, Interactivity and Videotape : Exploring the Design Space of Data in Interactive Video Storytelling

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    We live in a society that is increasingly data rich, with an unprecedented amount of information being captured, stored and analysed about our lives and the people we share them with. We explore the relationship between this new data and emergent forms of interactive video storytelling. In particular we ask: i) how can interactive video storytelling techniques be employed to provide accessible, informative and pleasurable ways for people to engage with data; and ii) how can data be used by the creators of interactive video stories to meet expressive goals and support new forms of experience? We present an analysis of 43 interactive videos that use data in a noteworthy fashion. This analysis reveals a design space comprising key techniques for telling engaging interactive video stories with and about data. To conclude, we discuss challenges relating to the production and consumption of such content and make recommendations for future research

    Gesture based persuasive interfaces for public ambient displays

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    Dissertação de Mestrado em Engenharia Informática 2º Semestre, 2011/2012This Master thesis studies how Public Ambient Displays (PAD) can be used as a tool to achieve behaviour change, through persuasive technology. In order to reach the goals of the thesis, an interactive public ambient display system called Motion-based Ambient Interactive Display (MAID) was developed. MAID is driven to motivate behaviour changes regarding domestic energy consumption, through a persuasive game interface based on gesture recognition technology. The developed prototype guides players through the different rooms of a house, where they have to find out what is wrong and practice the correct actions to save energy, using similar gestures to the ones they would use in real life to achieve the same goals. The system provides feedback regarding the consequences of each action, in order to make users aware of the consequences of their actions. The implementation of MAID is based on a purpose built, highly configurable and modular framework. It allows the administrator to fine tune and tweak the application to the necessities of the setup location constraints, by adjusting basic display properties, change image content or even modify the scripted gameplay itself. The scripted game system is flexible enough to allow the repurposing of the framework, beyond the previously defined theme, for future studies. The MAID was subjected to user testing, in order to show that it is possible to create a persuasive PAD interface, using seamless interaction methods, with the currently available technology, and use it to spread awareness of a cause, leading to behaviour change.Fundação para a Ciência e Tecnologia - project DEAP (PTDC/AAC-AMB/104834/2008); CITI/DI/FCT/UNL (PEst-OE/EEI/UI0527/201

    The Impact of Energy Information Upon Small Business Owners

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    This research evaluated the impact of energy information upon business owners' energy perceptions and behaviors within their architectural and social context. Specifically, it investigated if business owners were using an online electricity monitor, and how their perceptions related to engagement with energy information. The research sample consisted of ten small business owners who had participated in a free energy assessment program run by the local government. As part of the program, participants agreed to make one change the assessment suggested and attend two informational meetings. One meeting covering general energy efficiency topics and another instructing participants in use of an online electricity monitor. Data was gathered in the form of participant interviews, copies of the energy assessments, and screen shots of the electricity monitor. Interviews in context with the business owners covered topics such as how energy information impacted motivations, behaviors, and perceived limitations. Findings indicated that although each participant expressed an interest in conserving energy, none were regularly engaging with their electricity consumption information through the online monitor. Business owners did not find the monitor useful because it did not provide them information that was relevant to their business or architectural context. This indicates that future monitor designs should make a greater effort to incorporate information about users and their contexts into the representations of energy information. Doing this could make energy information more relevant and engaging so that users can relate to it and integrate it into their behavioral routines

    A survey on the design of gamified systems for energy and water sustainability

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    Abstract In a world affected by the constant growth and concentration of the population in urban areas, the problem of preserving natural resources has become a priority. A promising approach to resource conservation is demand management, i.e., the ability to positively influence the behaviour of the population towards more sustainable consumption. Information and Communication Technology (ICT) tools have shown a great potential in influencing consumers’ behaviour, which could be exploited for the common good. However, the design of so-called persuasive systems for environmental purposes is a challenging task, because it cannot be based solely on the utilitarian motivation of users, but must be able to trigger a broader range of engagement factors deeply rooted in the human psychology. In this paper, we review the main design principles and models at the base of a class of persuasive system that exploits gamification and Games with a Purpose (GWAPs) to engage users towards sustainability; we identify the most commonly used incentive mechanisms for inducing behavioural changes; and present a selection of gamified systems for energy and water conservation. From such a survey, we distill design guidelines to be applied in the design of demand management socio-technical systems

    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
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