2013
DOI: 10.9781/ijimai.2013.246
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Gamification, Social Networks and Sustainable Environments

Abstract: Intelligent environments and ambient intelligence enabled systems provide means to gather rich information from both environments and its users. With the help of such systems, it is possible to foster communities of ambient intelligence systems with community driven knowledge, which is created by individual actions and setups in each of the environments. Such arrangements provides the potential to build systems that promote better practices and more efficient and sustainable environments by promoting the commu… Show more

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Cited by 10 publications
(4 citation statements)
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“…The model described in this article was tested as a complimentary module to the sustainability framework PHESS (Fabio Silva, Analide, Rosa, Felgueiras, and Pimenta, 2013). Its aims are to produce and generate knowledge that can be used to perform decisions and suggestions that have a direct impact on sustainability and the sustainability of user's actions.…”
Section: Resultsmentioning
confidence: 99%
“…The model described in this article was tested as a complimentary module to the sustainability framework PHESS (Fabio Silva, Analide, Rosa, Felgueiras, and Pimenta, 2013). Its aims are to produce and generate knowledge that can be used to perform decisions and suggestions that have a direct impact on sustainability and the sustainability of user's actions.…”
Section: Resultsmentioning
confidence: 99%
“…Currently investigations are being carried aim to identify the instructional uses of virtual worlds such as those developed by the National Science Foundation (NSF), New Media Consortium (NMC), EDUCAUS, American Educational Research Association (AERA), Association for Educational Communications and Technology (AECT) and International Society for Technology in Education (ISTE) [25]. Going beyond of entertainment, the video games, we provide lots of information [26], as the time has been playing, the time between an interaction and other, time to solve a task, the number of attempts for successful achievement of an activity, the decisions made in the development of a task, the sequence of the same and the results obtained by a student in relation to the whole class.…”
Section: Related Workmentioning
confidence: 99%
“…In [45], aspects of gamification were applied to motivate users to adopt and develop proactive behaviors in an intelligent environment scenario. The authors use indicators (extracted from sensor readings) to assess the energy efficiency of different rooms in a building.…”
Section: Serious Gamesmentioning
confidence: 99%