62,769 research outputs found
A Social-Centred Gamification Approach to Improve Household Water Use Efficiency
The research community is showing a growing interest in gamification and there are works showing the usefulness of gamification in different problem domains. Recently, a special interest has been given to the gamification design on systems addressing natural resource consumption issues such as to encourage efficient household water consumption. Despite the potential benefits, the gamification design method for such system is not conclusive. In this paper, we proposed a social-centred gamification approach to improve household water use efficiency. The approach firstly identified the water use related social network activities based upon existing popular social network activities. The approach then gamified each identified activity in terms of traditional instruments for improving water use efficiency and gamification rewards. The approach also used a set of indicators to explicitly detect and monitor both online social network activities and offline water use activities. With this approach the gamification effectiveness can be better traced and evaluated.ISS-EWATUS, Integrated Support System for Efficient Water Usage and Resources Management, FP7 project (grant no. 619228), funded by the European Communit
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The Climate Imperative and Innovative Behavior: Encouraging Greater Advances in the Production of Energy-Efficient Technologies and Services
This white paper examines why a larger array of innovative institutions, behaviors, technologies, and servicesis needed – specifically in the context of what we call “the climate imperative.” We explore possible mechanisms that can encourage the more robust development of innovative programs and policies within the State of California, with special attention to the activities of the California Public Utilities Commission
Implanting Life-Cycle Privacy Policies in a Context Database
Ambient intelligence (AmI) environments continuously monitor surrounding individuals' context (e.g., location, activity, etc.) to make existing applications smarter, i.e., make decision without requiring user interaction. Such AmI smartness ability is tightly coupled to quantity and quality of the available (past and present) context. However, context is often linked to an individual (e.g., location of a given person) and as such falls under privacy directives. The goal of this paper is to enable the difficult wedding of privacy (automatically fulfilling users' privacy whishes) and smartness in the AmI. interestingly, privacy requirements in the AmI are different from traditional environments, where systems usually manage durable data (e.g., medical or banking information), collected and updated trustfully either by the donor herself, her doctor, or an employee of her bank. Therefore, proper information disclosure to third parties constitutes a major privacy concern in the traditional studies
A content analysis of interviews with players of massively multiplayer online role-play games (MMORPGs).
This paper explores the intrapersonal and interpersonal motivations involved in the playing of MMORPGs, and the impacts of gaming on online and offline relationships. Twenty-one participants completed an online synchronous interview in which they discussed their personal experiences of playing MMORPGs. An online survey was then developed to further explore the findings of the interviews and this was completed by 52 participants. A content-analysis of the interview transcripts showed that interpersonal factors (such as social communication and group cohesion) were the strongest motivators for game-playing, supporting previous research [1]. The interview data also showed that there tended to be conflict, rather than integration, between online and offline relationships, however the questionnaire data showed the opposite. This was a small-scale pilot study and a further larger study is planned which will investigate whether Social Identity Theory can be used to explain players’ perceptions of group and personal identity
A SMASHing approach for developing staff and student digital capabilities within a community of practice
SMASH is a student-led partnership which considers how social media could be used to enhance learning and teaching. Mentored by their tutor, members of the team identified three key areas where social media may be utilised: within learning activities, as a means of organising learning and as a way of showcasing learning. The three strands of this framework have provided a focus to develop a range of resources and the foundation for a digital toolkit.
This case study reflects upon not just the outputs developed thus far, but also on the experience, the learning gained and the sense of belonging and identify as a result of being part of this community of practice
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Pursuing Energy-Efficient Behavior in a Regulatory Environment: Motivating Policymakers, Program Administrators, and Program Implementers
This white paper examines how policymakers, program administrators, and program implementers can be motivated to pursue behavioral change in a regulatory environment. For the purposes of this report, behavior change is defined rather broadly, encompassing both behaviors associated with the purchase and installation of energy efficiency technologies as well as behaviors, decisions, and actions that might be thought of as more independent of technology. These include energy use habits, lifestyle choices, and consumption patterns. The insights and lessons discussed in this paper are drawn from a wide variety of sources including interviews with representatives from the energy and utility communities, and program documentation for energy-related programs and projects
Collaboration in the Semantic Grid: a Basis for e-Learning
The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning
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