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Energy Consumption Behaviour Characterization with Mobile Gamification

机译:通过移动游戏能源消耗行为表征

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Excessive electric energy consumption results in high costs for consumers, and often on using non-renewable resources. Additionally, in many cases, it is difficult for the consumer or for the energy provider to determine if one or more equipment is being used efficiently. Therefore, the main objective of this work is to promote awareness about energy consumption. For that purpose, a mobile application with a gamification approach was designed to identify users' behaviors towards the use of energy and, based on the user's answers, offer advices to save energy and promote ecological awareness. The outcome of using gamification on a mobile application with such goals results in a streamlined data collection application that combines information and entertainment. The collected information is being gathered to potentially create consumer profiles that better reflect the user's energy consumption.
机译:过多的电能消耗导致消费者的高成本,经常使用不可再生资源。另外,在许多情况下,消费者或能量提供者难以确定是否有效地使用一个或多个设备。因此,这项工作的主要目标是促进对能源消耗的认识。为此目的,旨在识别具有博彩方法的移动应用程序来识别用户对利用能源的行为,并根据用户的答案,提供拯救能源的建议,促进生态意识。使用此类目标在移动应用程序上使用游戏的结果导致用于组合信息和娱乐的简化数据收集应用程序。正在收集收集的信息以潜在地创建消费者的简档,以更好地反映用户的能量消耗。

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