Energy Efficiency in Public Buildings through Context-Aware Social Computing (original) (raw)

Use of Context-aware Social Computing to Improve Energy Efficiency in Public Buildings State of the Art and System Overview

The promotion of changes in users' behaviors with the aim of saving energy consumption in public buildings is a complex task that requires the use of multiple technologies. In this sense, context-aware technologies such as Wireless Sensor Networks and Real-Time Locating Systems, along with the use of Collaborative Learning, Virtual Organizations of Agents and Social Computing, provide a great potential for the development of serious games that foster the acquisition of good energy and healthy habits among workers and users in the public building. This paper presents the development of a serious game to change the users' behaviors when using resources in public buildings using CAFCLA, a framework that allows the integration of multiple technologies that facilitate both context-awareness and social computing.

Improving Energy Awareness Integrating Persuasive Game, Feedback, and Social Interaction into the Novel Ener-SCAPE Application

International journal on advances in intelligent systems, 2015

Ener-SCAPE is a novel work in progress software framework made up of a persuasive game, a graphical interface to monitor energy usage and a tool for social interaction, which aims to improve the energy consumption awareness of its users at home as well as in the workplace. The game uses a common “escape room” game approach, tailoring the game archetype to focus on energy efficiency and energy consumption awareness. The monitoring interface allows the users to monitor some predefined energy efficiency indexes. The tool for social integration helps users to build social awareness. Users play the game by trying to exit from a virtual home or office by solving energy puzzles, working to improve their energy savings in their real environment, and sharing their acquired knowledge and experiences. EnerSCAPE implements a unique feedback mechanism based on real energy consumption that leads consumers to apply what they have learned from the virtual reality of the game into their daily real l...

LEY!: persuasive pervasive gaming on domestic energy consumption-awareness

2011

Nowadays, energy consumption (and wastage) is particularly a major issue in our society. It has been a challenge to find ways of educating people to follow better attitudes towards energy savings. This paper proposes a pervasive-based serious game approach to help people understand household energy usage and to persuade them to change negative energy consumption habits. The mechanics of the game are based on real-time domestic energy consumption information, presenting a collaborativecompetitive approach.

A Human-Centric & Context-Aware IoT Framework for Enhancing Energy Efficiency in Buildings of Public Use

IEEE Access, 2018

The GreenSoul project introduces an innovative energy-efficient platform which enhances traditional public-use buildings with various technologies, such as smart adaptors, energy analyzers, an occupant aware decision support engine, mobile applications, and interactive ambient interfaces. These enhancement aims to directly improve the interactions between occupants and energy-consuming assets in their environment. The GreenSoul framework is further enriched by the deployment of lightweight edgecomputing GreenSoul-ed devices, which reduce energy consumption by cooperating with other devices, smart metering equipment and, very importantly, with eco-aware users. The decision making process is supported by a socioeconomic behavioral model, which provides the necessary understanding of occupant indoor behavior toward transforming energy consuming devices into active pro-sustainability agents that inform users how energy-efficiently they operate them, provide notifications as to improve that aspect, and even adapt their own functioning to reduce energy waste. These eco-wise devices, which are coined as GreenSoul-ed Things, are explained in detail throughout this paper as well as the sensor-based architecture that supports their operation. The deployment of the framework across six pilot buildings is addressed, as well as the designed experimental setting to corroborate the potential of such a collaborative approach to enhance energy efficiency in office buildings. INDEX TERMS Energy-efficiency, Internet-of-Things, decision support systems, human factors, persuasive technology.

A serious game enhancing social tenants 19 behavioral change towards energy efficiency Conference

2017

The energy consumption of the current building stock represents about 40% of the total final energy consumption in Europe. New gamification techniques may play a significant role in helping users adopt new and more energy efficient behaviours. This paper presents the advances achieved within the context of the EU-funded project EnerGAware Energy Game for Awareness of energy efficiency in social housing communities. The main objective of the project, funded by the European Union under the Horizon2020 programme, is to reduce the energy consumption and carbon emissions in a sample of European social housing by changing the energy efficiency behaviour of the social tenants through the implementation of a serious game linked to the real energy use of the participants 19 homes

Enabling collective awareness of energy use via a social serious game

EAI Endorsed Transactions on Game-Based Learning, 2017

Serious games are digital games, simulations and virtual environments designed for primary purposes (e.g. teaching, learning and training) other than pure entertainment. They are experiential environments where features such as thought-provoking, informative or stimulating are as important, if not more so, than fun or entertainment. A number of serious games have been developed for energy systems that act as educational tools and help energy consumers to better understand concepts such as resource allocation, electricity prices and grid sustainability. This paper discusses the development of a serious game, the Social Mpower, which visualises a community energy system in which players should avoid energy problems (i.e. blackouts) by individually reducing their energy consumption and sustain the Common-Pool Resource (CPR) of their community. Our experimental hypothesis is that if players are "collective aware" of their individual and community consumption, they consume energy in a more e cient and e↵ective way and therefore, they can avoid potential energy problems (i.e. blackouts). Our experimental results show that Social Mpower can be productively used as an educational tool to bring a desired change in people's behaviour towards energy consumption.

A Framework to Improve Energy Efficient Behaviour at Home through Activity and Context Monitoring

Sensors (Basel, Switzerland), 2017

Real-time Localization Systems have been postulated as one of the most appropriated technologies for the development of applications that provide customized services. These systems provide us with the ability to locate and trace users and, among other features, they help identify behavioural patterns and habits. Moreover, the implementation of policies that will foster energy saving in homes is a complex task that involves the use of this type of systems. Although there are multiple proposals in this area, the implementation of frameworks that combine technologies and use Social Computing to influence user behaviour have not yet reached any significant savings in terms of energy. In this work, the CAFCLA framework (Context-Aware Framework for Collaborative Learning Applications) is used to develop a recommendation system for home users. The proposed system integrates a Real-Time Localization System and Wireless Sensor Networks, making it possible to develop applications that work un...

Wattsup?: Motivating reductions in domestic energy consumption using social networks

This paper reports on the design, deployment and evaluation of “Wattsup”, an innovative application which displays live autonomously logged data from the Wattson energy monitor, allowing users to compare domestic energy consumption on Facebook. Discussions and sketches from a workshop with Facebook users were used to develop a final design implemented using the Facebook API. Wattson energy monitors and the Wattsup app were deployed and trialled in eight homes over an eighteen day period in two conditions. In the first condition participants could only access their personal energy data, whilst in the second they could access each others’ data to make comparisons. A significant reduction in energy was observed in the socially enabled condition. Comments on discussion boards and semi-structured interviews with the participants indicated that the element of competition helped motivate energy savings. The paper argues that socially-mediated banter and competition made for a more enjoyable user experience.

ChArGED: Implementing a framework for improving energy efficiency in public buildings through IoTenabled energy disaggregation and serious games

2018 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops), 2018

This paper reports on the approach for the design and development of the H2020 ChArGED project framework. ChArGED addresses energy wastage and proposes a framework that aims to facilitate achieving greater energy efficiency in public buildings. The framework leverages IoT-enabled low-cost devices, to improve energy disaggregation mechanisms that provide energy use and -consequently- wastage information at the device, area and end-user level. The identified wastages are concurrently targeted by a gamified application that feeds personalized real-time recommendations to each individual enduser. The ChArGED solution is being developed iteratively, with the end-users’ engagement during the analysis, design and development phases in public buildings located in 3 different countries: Luxembourg (Musée National d’Histoire et d’Art), Spain (EcoUrbanBuilding, Institut Català d’Energia headquarters, Barcelona) and Greece (General Secretariat of the Municipality of Athens).

Using social network games to reduce energy consumption

2010

This research is investigating the potential role of online social network based life simulation computer games as a persuasive tool for encouraging users to reduce their domestic energy consumption. Games such as 'Farmville'which runs on the Facebook platform have attracted millions of users worldwide who create simple virtual worlds where they interact with others and carry out everyday activities to earn tokens to spend within the game. Applying a User Centred Design (UCD) and in particular persona based design approach, this research is ...