2021 IEEE European Technology and Engineering Management Summit (E-Tems) 2021
DOI: 10.1109/e-tems51171.2021.9524900
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A Smooth and Accepted Transition to the Future of Cities Based on the Standard ISO 37120, Artificial Intelligence, and Gamification Constructors

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Cited by 10 publications
(8 citation statements)
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“…This overall selection process yielded a final set of 21 principal articles. The chosen studies, meeting all predefined inclusion and exclusion criteria, were found to address various perspectives outlined within the criteria, which have been classified into four categories: (1) gamification integration with different building platforms [26,27,[37][38][39][40][41][42]; (2) gamified design elements [43][44][45][46]; (3) gamification solutions with different gamified mechanisms [32,[47][48][49][50] and (4) various gamification techniques [33,[51][52][53].…”
Section: Discussionmentioning
confidence: 99%
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“…This overall selection process yielded a final set of 21 principal articles. The chosen studies, meeting all predefined inclusion and exclusion criteria, were found to address various perspectives outlined within the criteria, which have been classified into four categories: (1) gamification integration with different building platforms [26,27,[37][38][39][40][41][42]; (2) gamified design elements [43][44][45][46]; (3) gamification solutions with different gamified mechanisms [32,[47][48][49][50] and (4) various gamification techniques [33,[51][52][53].…”
Section: Discussionmentioning
confidence: 99%
“…The platforms used to integrate with gamified systems within building contexts are classified into three directions. These directions include groups related to energy acquisition and dissipation, such as thermostats [38], photovoltaics (PV) [51], heating, ventilation and air conditioning (HVAC) systems [45]; the energy monitoring group [46], including smart meters, sensors and plugs [47]; and notably, the least prevalent application platform identified in this synthesis is the computer [44]. Furthermore, the effectiveness of different gamification design elements in optimizing resource utilization and energy consumption was also investigated across various implementation techniques, with the results detailed in Table 2.…”
Section: Gamification Interface Integration and Design Of Gamifying E...mentioning
confidence: 99%
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“…Moreover, in [26], the authors established for the first time the concept of a gamified smart home to help end-users to save energy without feeling compromised. Besides, previous research had been focused on reducing energy consumption through gamified elements [26][27][28][29][30][31]. A smart home uses socially connected products [32][33][34][35][36] to profile end-users based on their personality traits, types of gamified user, and energy users to propose tailored interfaces that help them to understand the benefits of saving energy.…”
Section: Of 28mentioning
confidence: 99%