Gamification, social networks and sustainable environments

Detalhes bibliográficos
Autor(a) principal: Silva, Fábio
Data de Publicação: 2013
Outros Autores: Analide, César, Rosa, Luís, Felgueiras, Gilberto, Pimenta, Cedric
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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spelling 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
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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)
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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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