15,147 research outputs found

    USEM: A ubiquitous smart energy management system for residential homes

    Get PDF
    With the ever-increasing worldwide demand for energy, and the limited available energy resources, there is a growing need to reduce our energy consumption whenever possible. Therefore, over the past few decades a range of technologies have been proposed to assist consumers with reducing their energy use. Most of these have focused on decreasing energy consumption in the industry, transport, and services sectors. In more recent years, however, growing attention has been given to energy use in the residential sector, which accounts for nearly 30% of total energy consumption in the developed countries. Here we present one such system, which aims to assist residential users with monitoring their energy usage and provides mechanisms for setting up and controlling their home appliances to conserve energy. We also describe a user study we have conducted to evaluate the effectiveness of this system in supporting its users with a range of tools and visualizations developed for ubiquitous devices such as mobile phones and tablets. The findings of this study have shown the potential benefits of our system, and have identified areas of improvement that need to be addressed in the future

    Fostering energy awareness in residential homes using mobile devices

    Get PDF
    There is considerable global effort being made towards identifying ways of reducing energy consumption to cope with growing demands. Although there is potential for energy saving in many sectors, our focus is on reducing energy consumption in residential homes. We have developed a system which combines home automation and energy usage monitoring technologies. The system offers a range of tools designed for mobile devices to assist users with monitoring their energy usage and provides mechanisms for setting up and controlling home appliances to conserve energy. In this paper we describe our system and a user study we have conducted to evaluate its effectiveness. The findings of the study show the potential benefits of this type of mobile technology

    BARTER:promoting local spending behavior

    Get PDF
    In the wake of the 2008 economic collapse, there is renewed interest in strategies for ensuring the future economic success of nations in a globalized marketplace. One of the main ideas being championed by governments is to promote growth by encouraging local spending, although it is not clear how to motivate this behavioral shift. Local currency initiatives are increasingly popular, though due to certain practicalities are rarely successful in fostering long term and widespread change in spending behaviors. We report on the development of a persuasive system (BARTER) that leverages mobile and ubiquitous technology to overcome some of the limitations of local currencies, while also providing users with the insight needed to determine for themselves how local spending may benet their community

    There's a monster in my kitchen: using aversive feedback to motivate behaviour change

    Get PDF
    In this paper we argue that “persuasive technologies,” developed to motivate behaviour change in users, have so far failed to exploit the established body of empirical research within behavioural science. We propose that persuasive technologies may benefit from both adapting to individual preferences, and a constructive use of aversive, in addition to appetitive, feedback. We detail an example application that demonstrates how this approach can be incorporated into an application designed to train users to adopt more environmentally friendly behaviours in their domestic kitchens

    The Interview: Citra Politik Kim Jong Un Dalam Hegemoni Film Amerika

    Get PDF
    This study examines film The Interview to determine hegemonic process of political power relations in American films. North Korea is known as a closed country that strongly opposes western domination, especially America. Foreign media always describe North Korean government as a dictator, meaning absolute power of leader. In contrast, film The Interview depicts a humorous figure of North Korean leader by showing figure of Kim Jong Un who enjoys American culture. The plot of Twits in this film depicts uprising that took place to make North Korea a democracy. Qualitative descriptive research method is used in analyzing film through approach of Gramsci hegemony theory about how hegemony process in the film The Interview. Data collection techniques through literature examination include books, journals, documents, and films. Data reduction, data visualization, and drawing conclusions are data analysis activities. The results of study show that dominant group tries to exert influence with concepts of mastery in a persuasive manner by presenting reality from a different point of view. The dominant people here are Americans who are trying to change mindset audience by seeing North Korea as an oppressed people. Leaders who have been known to be assertive, such as Kim Jong Un, who is feared by people, are portrayed as humorous figures with a love for American culture, which is a clear fact in their development that they often experience political tensions

    Persuasive design of a mobile energy conservation game with direct feedback and social cues

    Get PDF
    Pervasive gaming has the potential of transforming the home into a persuasive environment in which the user can learn about appliances and their electricity consumption. Power Explorer is a mobile game with a special sensing approach that provides real-time electricity measurements and feedback when the user switches on and off devices in the home. The game was developed based on persuasive principles to provide an engaging means to learn about energy with positive and negative feedback and social feedback from peers on real energy actions in the home. We present the design and rationale of this game and discuss how pervasive games can be viewed from a persuasive and learning point of view

    Towards a Holistic Approach to Designing Theory-based Mobile Health Interventions

    Full text link
    Increasing evidence has shown that theory-based health behavior change interventions are more effective than non-theory-based ones. However, only a few segments of relevant studies were theory-based, especially the studies conducted by non-psychology researchers. On the other hand, many mobile health interventions, even those based on the behavioral theories, may still fail in the absence of a user-centered design process. The gap between behavioral theories and user-centered design increases the difficulty of designing and implementing mobile health interventions. To bridge this gap, we propose a holistic approach to designing theory-based mobile health interventions built on the existing theories and frameworks of three categories: (1) behavioral theories (e.g., the Social Cognitive Theory, the Theory of Planned Behavior, and the Health Action Process Approach), (2) the technological models and frameworks (e.g., the Behavior Change Techniques, the Persuasive System Design and Behavior Change Support System, and the Just-in-Time Adaptive Interventions), and (3) the user-centered systematic approaches (e.g., the CeHRes Roadmap, the Wendel's Approach, and the IDEAS Model). This holistic approach provides researchers a lens to see the whole picture for developing mobile health interventions

    Framing descriptive norms as self-benefit versus environmental benefit : self-construal’s moderating impact in promoting smart energy devices

    Get PDF
    Recently, awareness has been raised concerning the importance of sustainable energy use. Nevertheless, many obstacles must be overcome to change individuals’ energy consumption habits. This study examines how a message should be framed to convince individuals to purchase a smart energy device that provides feedback on household energy use. As such, this device can assist households in adjusting their energy-wasting habits. Through two experimental studies, this paper examines how a descriptive normative message, indicating that the majority of US households have already purchased a smart energy device, can increase individuals’ intention to purchase the device. Both studies consider the moderating influence of the self-construal, which refers to individuals’ consideration of themselves as either part of a group (interdependent self-construal) or independent from others (independent self-construal). The first study (n = 231) reveals that a descriptive norm (versus no norm) leads to a higher purchase intention through an enhanced normative influence regardless of participants’ self-construal. The second study (n = 128) adds to the finding that combining a descriptive norm with a self-benefit (versus environmental) frame more strongly impacts the purchase intent of individuals with a dominant independence. No significant differences are identified between the two benefit frames’ effectiveness among individuals with a dominant interdependence

    Wattsup? Motivating reductions in domestic energy consumption using social networks

    Get PDF
    This paper reports on the design, deployment and evaluation of “Wattsup”, an innovative application which displays live autonomously logged data from the Wattson energy monitor, allowing users to compare domestic energy consumption on Facebook. Discussions and sketches from a workshop with Facebook users were used to develop a final design implemented using the Facebook API. Wattson energy monitors and the Wattsup app were deployed and trialled in eight homes over an eighteen day period in two conditions. In the first condition participants could only access their personal energy data, whilst in the second they could access each others’ data to make comparisons. A significant reduction in energy was observed in the socially enabled condition. Comments on discussion boards and semi-structured interviews with the participants indicated that the element of competition helped motivate energy savings. The paper argues that socially-mediated banter and competition made for a more enjoyable user experience
    corecore