IECON 2017 - 43rd Annual Conference of the IEEE Industrial Electronics Society 2017
DOI: 10.1109/iecon.2017.8217521
|View full text |Cite
|
Sign up to set email alerts
|

The EnerGAware middleware platform

Abstract: More and more cyber-physical systems and the internet of things push for a multitude of devices and systems, which need to work together to provide the services as required by the users. Nevertheless, the speed of development and the heterogeneity of devices introduces considerable challenges in the development of such systems. This paper describes a solution being implemented in the setting of a serious game scenario, connected to real homes energy consumption. The solution provides a publish-subscribe middle… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
4
0

Year Published

2020
2020
2022
2022

Publication Types

Select...
4
2

Relationship

0
6

Authors

Journals

citations
Cited by 6 publications
(4 citation statements)
references
References 5 publications
0
4
0
Order By: Relevance
“…Energy Battle [82], Residence Energy Saving Battle [83], Energy Chickens [84], EnergyCat [85,86], Virtual city [87], Energy 2020 [88,89].…”
Section: Gami Cation In Energy Applicationsmentioning
confidence: 99%
“…Energy Battle [82], Residence Energy Saving Battle [83], Energy Chickens [84], EnergyCat [85,86], Virtual city [87], Energy 2020 [88,89].…”
Section: Gami Cation In Energy Applicationsmentioning
confidence: 99%
“…c) Achievement reward: Users are rewarded with a cue for unlocking the achievement. Usually, these achievements are visible to players (AlSkaif et al, 2018;Barbosa et al, 2017;Bartle, 1996;Casals et al, 2017;Chou, 2015;Dorji et al, 2015;ecoGator, 2016;Fijnheer and Van Oostendorp, 2016;Game | 2020Energy, 2018Geelen et al, 2012;Hamari and Eranti, n.d.;Matallaoui et al, 2015;Ouariachi et al, 2019;Stieglitz et al, 2016). Game-related: Players earn points toward the maximum achievement points possible as a manner to dispose and accumulate high-value rewards (Bartle, 1996).…”
Section: Knowledge Base Phasementioning
confidence: 99%
“…motivation. An attractive user interface is required with stimulation visuals and exciting interaction concepts (AlSkaif et al, 2018; Barbosa et al, 2017;Casals et al, 2017;Chou, 2015;Dorji et al, 2015;ecoGator, 2016;Fijnheer and Van Oostendorp, 2016;Game | 2020Energy, 2018Geelen et al, 2012;Hamari and Eranti, n.d.;Matallaoui et al, 2015;Moloney et al, 2017;Ouariachi et al, 2019;Stieglitz et al, 2016). SG: This option is available from step 1 to step 5, the Install and ready, Build to Suit, Canvas Master, the Energy Master, and the Win to yourself achievements.…”
Section: Knowledge Base Phasementioning
confidence: 99%
“…This is done through (a) collecting and aggregating data from various sources; (b) engaging consumers in the adventure of playing a serious game that is connected to real-time data collection; and (c) providing actionable feedback to reduce wasted energy. In [224], the EnerGAware platform essentially focuses on providing a serious game heavily backed by IoT sensors fusion and integration using a service management system based on publish/subscribe approach. The main purpose of the serious game is to improve the likelihood of behavioral change for energy consumers via education and training.…”
Section: Comparison Of Energy Efficiency Projectsmentioning
confidence: 99%