Gamification, social networks and sustainable environments
Autor(a) principal: | |
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Data de Publicação: | 2013 |
Outros Autores: | , , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/1822/26716 |
Resumo: | 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 community best examples and engaging users to adopt and develop proactive behaviors to improve their standings in the community. This work aims to use knowledge from communities of intelligent environments to their own benefit. The approach presented in this work uses information from different environments, ranking them according to their sustainability assessment. Recommendations are then computed using similarity and clustering functions ranking users and environments, updating their previous records and launching new recommendations in the process. Gamification concepts are used in order to keep users motivation and engage them actively to produce better results in terms of sustainability. |
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Gamification, social networks and sustainable environmentsAmbient intelligenceGamificationSustainable environmentsScience & TechnologyIntelligent 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 community best examples and engaging users to adopt and develop proactive behaviors to improve their standings in the community. This work aims to use knowledge from communities of intelligent environments to their own benefit. The approach presented in this work uses information from different environments, ranking them according to their sustainability assessment. Recommendations are then computed using similarity and clustering functions ranking users and environments, updating their previous records and launching new recommendations in the process. Gamification concepts are used in order to keep users motivation and engage them actively to produce better results in terms of sustainability.Universidad Internacional de La Rioja (UNIR)Universidade do MinhoSilva, FábioAnalide, CésarRosa, LuísFelgueiras, GilbertoPimenta, Cedric2013-122013-12-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/1822/26716eng1989-166010.9781/ijimai.2013.246info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-07-21T12:09:01Zoai:repositorium.sdum.uminho.pt:1822/26716Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T19:00:22.288861Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Gamification, social networks and sustainable environments |
title |
Gamification, social networks and sustainable environments |
spellingShingle |
Gamification, social networks and sustainable environments Silva, Fábio Ambient intelligence Gamification Sustainable environments Science & Technology |
title_short |
Gamification, social networks and sustainable environments |
title_full |
Gamification, social networks and sustainable environments |
title_fullStr |
Gamification, social networks and sustainable environments |
title_full_unstemmed |
Gamification, social networks and sustainable environments |
title_sort |
Gamification, social networks and sustainable environments |
author |
Silva, Fábio |
author_facet |
Silva, Fábio Analide, César Rosa, Luís Felgueiras, Gilberto Pimenta, Cedric |
author_role |
author |
author2 |
Analide, César Rosa, Luís Felgueiras, Gilberto Pimenta, Cedric |
author2_role |
author author author author |
dc.contributor.none.fl_str_mv |
Universidade do Minho |
dc.contributor.author.fl_str_mv |
Silva, Fábio Analide, César Rosa, Luís Felgueiras, Gilberto Pimenta, Cedric |
dc.subject.por.fl_str_mv |
Ambient intelligence Gamification Sustainable environments Science & Technology |
topic |
Ambient intelligence Gamification Sustainable environments Science & Technology |
description |
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 community best examples and engaging users to adopt and develop proactive behaviors to improve their standings in the community. This work aims to use knowledge from communities of intelligent environments to their own benefit. The approach presented in this work uses information from different environments, ranking them according to their sustainability assessment. Recommendations are then computed using similarity and clustering functions ranking users and environments, updating their previous records and launching new recommendations in the process. Gamification concepts are used in order to keep users motivation and engage them actively to produce better results in terms of sustainability. |
publishDate |
2013 |
dc.date.none.fl_str_mv |
2013-12 2013-12-01T00:00:00Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/1822/26716 |
url |
http://hdl.handle.net/1822/26716 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
1989-1660 10.9781/ijimai.2013.246 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Universidad Internacional de La Rioja (UNIR) |
publisher.none.fl_str_mv |
Universidad Internacional de La Rioja (UNIR) |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
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