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2018 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops) (2018)
Athens, Greece
March 19, 2018 to March 23, 2018
ISBN: 978-1-5386-3228-4
pp: 59-64
Piero Fraternali , Department of Electronics, Information, and Bioengineering, Politecnico di Milano, Italy
Francesca Cellina , Dalle Molle Institute for Artificial Intelligence (IDSIA) – University of Lugano (USI) – University of Applied Science and Arts of Southern Switzerland (SUPSI)
Sergio Herrera , Department of Electronics, Information, and Bioengineering, Politecnico di Milano, Italy
Stelios Krinidis , Centre for Research and Technology Hellas, Information Technologies Institute, Greece
Chiara Pasini , Department of Electronics, Information, and Bioengineering, Politecnico di Milano, Italy
Andrea Emilio Rizzoli , Dalle Molle Institute for Artificial Intelligence (IDSIA) – University of Lugano (USI) – University of Applied Science and Arts of Southern Switzerland (SUPSI)
Cristina Rottondi , Dalle Molle Institute for Artificial Intelligence (IDSIA) – University of Lugano (USI) – University of Applied Science and Arts of Southern Switzerland (SUPSI)
Dimitrios Tzovaras , Centre for Research and Technology Hellas, Information Technologies Institute, Greece
ABSTRACT
This paper presents a gamification methodology and ICT solution currently under development in the enCOMPASS European project, which aims at implementing and validating an integrated socio-technical approach to behavioral change for energy saving. To this aim, innovative user-friendly digital tools are being developed to make energy data consumption available and understandable for different categories of users and stakeholders (household residents, office employees, school pupils, building managers, and utilities operators) and to enable their collaboration to achieve energy savings in efficient, costeffective and comfort-preserving ways. The enCOMPASS platform supports user-centered visualization of energy data from smart meters and sensors and uses the gathered information to provide its users with context-aware adaptive recommendations for energy savings. Moreover, it relies on gamification elements to increase effectiveness and produce greater and more durable behaviour change.
INDEX TERMS
Buildings, Intelligent sensors, Energy consumption, Smart meters, Energy measurement, Temperature sensors
CITATION

P. Fraternali et al., "A Socio-Technical System Based on Gamification Towards Energy Savings," 2018 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops)(PERCOM WORKSHOPS), Athens, Greece, 2018, pp. 59-64.
doi:10.1109/PERCOMW.2018.8480405
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