2019
DOI: 10.1016/j.apenergy.2018.12.065
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A deep learning and gamification approach to improving human-building interaction and energy efficiency in smart infrastructure

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Cited by 99 publications
(39 citation statements)
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“…More work providing energy intelligence to consumers has been performed by [166][167][168]. Konstantakopoulos et al [168] pose this as a regression problem, they propose a cloud-based system utilizing both ambient sensor data (lighting, temperature etc) and appliance power data to forecast resource usage for consumers using a RNN. They show a reduction in energy consumption for their users using this information.…”
Section: Smart Homesmentioning
confidence: 99%
“…More work providing energy intelligence to consumers has been performed by [166][167][168]. Konstantakopoulos et al [168] pose this as a regression problem, they propose a cloud-based system utilizing both ambient sensor data (lighting, temperature etc) and appliance power data to forecast resource usage for consumers using a RNN. They show a reduction in energy consumption for their users using this information.…”
Section: Smart Homesmentioning
confidence: 99%
“…Different hidden layers participate in decision-making by using the feedback from the next layer that will feed back to the previous layer [25]. DL enables computers to perform complex calculations by 2 Complexity relying on simpler calculations to optimize computer efficiency [26]. It is difficult for a computer to understand complex data such as national or PV grids (under certain environments) or a series of data of a complex nature, so we use deep learning algorithms instead of usual learning methods [27].…”
Section: Deep Learningmentioning
confidence: 99%
“…Applying gamification for persuasive technologies to foster behavioral change activities have gained a lot of attention in recent years (Kappen and Orji 2017). Furthermore, promoting environmental sustainability practices taking from energy saving to pollution control has been the focus of many studies and researches as well (Akasiadis et al 2015;Tserstou et al 2017;Konstantakopoulos et al 2019). As an instance, (S17) provided a gamified interface to promote renewable energy usage by residential buildings (Akasiadis et al 2015).…”
Section: Behavioral Changementioning
confidence: 99%
“…From a different perspective, its application in human-system interaction is also notable, when used to motivate humans to interact with the system towards the benefit of the system. This approach has been used by Konstantakopoulos et al (2019), where a gamified framework is developed for smart building infrastructure to stimulate occupants to consider personal energy usage in order to be more environmentally friendly. Other applications are in global climate change (Nastis and Pagoni 2019), web and mobile applications (Zichermann and Cunningham 2011), to name a few.…”
Section: Introductionmentioning
confidence: 99%