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CoSSMunity: Applying Gamification to create Informed Energy Users within a Smart Grid Community.

机译:CoSSMunity:应用游戏化在智能电网社区内创建知情的能源用户。

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摘要

s the world's population continues to grow, the importance of energy efficiency is getting increasingly dire. The amount of fossil fuels and and kilowatts a household expends has to be reduced. One way to accomplish this is by using green energy in the form of solar panels, and to educate the owners to utilize the energy in a smart way. Such a user will need tools in order to learn how much the house and its appliances are spending, how to save energy, and shift the timing of the expenditure according to availability. This project will introduce an ICT concept, which aims to inform the users of their behaviour, give tips on how they can improve it, and gradually persuade the users to change their behaviour into a more efficient one. The concept has adopted different behaviour change methods and theories, such as feedback, gamification, and social norm. This study follows the design science research methodology and results in a working prototype of the behaviour change technology. This prototype is evaluated through an expert evaluation in the form of a semi-structured interview session.The findings of the evaluation suggest that the prototype is a solid foundation in regards to creating a successful persuasive ICT. However, the findings suggests that the user should be able to choose what information is presented. This is in order to keep the information understandable concerning difficult terminology and measurements. The information given should also provide suggestive feedback to the users, so they can utilize the feedback from the system and learn how to be more efficient. The participants of the evaluation presented creative ideas ideas for improvement in regard to these findings. These have been documented and should be considered during further development of the prototype.Although findings from this study show that the foundation has been made, further research is required in order to determine the level of relevance of the ICT and if it is of a successful persuasive design.
机译:随着世界人口的持续增长,能源效率的重要性日益提高。必须减少家庭消耗的化石燃料和千瓦数。实现这一目标的一种方法是使用太阳能电池板形式的绿色能源,并教育业主以明智的方式利用能源。这样的用户将需要工具,以了解房屋及其设备的花费,如何节省能源以及根据可用性改变花费的时间。该项目将引入ICT概念,该概念旨在告知用户其行为,提供有关如何改进它的提示,并逐步说服用户将其行为改变为更有效的行为。该概念采用了不同的行为改变方法和理论,例如反馈,游戏化和社会规范。该研究遵循设计科学研究方法,并得出了行为改变技术的有效原型。该原型是通过专家评估以半结构化访谈形式进行评估的。评估结果表明,该原型是成功创建具有说服力的ICT的坚实基础。但是,调查结果表明用户应该能够选择要显示的信息。这是为了使有关困难术语和度量的信息易于理解。给出的信息还应向用户提供建议性反馈,以便他们可以利用系统的反馈并学习如何提高效率。评估的参与者提出了创造性的想法,以改善这些发现。这些已被记录在案,并应在原型的进一步开发过程中予以考虑。尽管这项研究的发现表明已经奠定了基础,但仍需要进一步的研究以确定ICT的相关性水平以及它是否成功。有说服力的设计。

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