2018 IEEE Conference on Computational Intelligence and Games (CIG) 2018
DOI: 10.1109/cig.2018.8490370
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Scenarios for Educational and Game Activities using Internet of Things Data

Abstract: Raising awareness among young people and changing their behavior and habits concerning energy usage and the environment is key to achieving a sustainable planet. The goal to address the global climate problem requires informing the population on their roles in mitigation actions and adaptation of sustainable behaviors. Addressing climate change and achieve ambitious energy and climate targets requires a change in citizen behavior and consumption practices.IoT sensing and related scenario and practices, which a… Show more

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Cited by 7 publications
(6 citation statements)
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References 27 publications
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“…Later, they [55] developed an approach which utilizes the information provided by IoT devices to monitor individual occupants' energyuse behaviors in commercial buildings. Mylonas et al [56], Paganelli et al [57], and Tziortzioti et al [113] demonstrated how IoT along with gamification (i.e., interactive services, games, and web applications for occupants to increase their overall awareness) can be utilized to promote energyaware behaviors and getting occupants engaged into energy-efficient activities. In addition, research projects such as Green-Awareness-In-Action (gaia-project.eu), Personal-Energy- Motivated by this, we propose iSEA which is an IoT-based personalized feedback mechanism.…”
Section: Iot-based Occupancy Sensing and Energy-use Monitoring In Commercial Buildingsmentioning
confidence: 99%
“…Later, they [55] developed an approach which utilizes the information provided by IoT devices to monitor individual occupants' energyuse behaviors in commercial buildings. Mylonas et al [56], Paganelli et al [57], and Tziortzioti et al [113] demonstrated how IoT along with gamification (i.e., interactive services, games, and web applications for occupants to increase their overall awareness) can be utilized to promote energyaware behaviors and getting occupants engaged into energy-efficient activities. In addition, research projects such as Green-Awareness-In-Action (gaia-project.eu), Personal-Energy- Motivated by this, we propose iSEA which is an IoT-based personalized feedback mechanism.…”
Section: Iot-based Occupancy Sensing and Energy-use Monitoring In Commercial Buildingsmentioning
confidence: 99%
“…Edugame(educational game), very interesting to develop [10][11][12][13][14][15]. Because by playing educational games on any platform, they will indirectly learn something knowledge in the form of a game [11,13].…”
Section: Introductionmentioning
confidence: 99%
“…Edugame(educational game), very interesting to develop [10][11][12][13][14][15]. Because by playing educational games on any platform, they will indirectly learn something knowledge in the form of a game [11,13]. In this game, the game agent (intelligent agent) will give action-reaction, observe, and act on a condition so that it looks like itself.…”
Section: Introductionmentioning
confidence: 99%
“…Drawing from human-computer interaction, psychology, sociology, several efforts have been made to achieve behaviour change concerning energy usage, through gamification, i.e., the introduction of game elements in everyday environmental behaviours [17]. In the aquatic enviroments, ealy attempts followed a crowdsourcing approach to collect data based on portable sensor devices developed within the Maker Movement approach [19], [33], [35].…”
Section: Introductionmentioning
confidence: 99%