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Gamification for Behavior Change of Occupants in Campus Buildings to Affect Improved Energy Efficiency

机译:校园建筑物居住者行为变化对游戏化影响的影响

摘要

In 2012, 40% of total U.S. energy consumption was attributed to residential and commercial buildings. However, in order to improve building energy efficiency, most conservation measures adopted today are based on technologies or maintenance. In this project, we worked with Smart Green Institute to develop behavior-based energy saving measures, which are more cost effective and have fewer installation constraints. After selecting two campus buildings-Old Chemistry and Rubenstein Hall- for our case study, we analyzed the building utility and expense data from 2005 to 2013 to explore the consumption and expenditure trends, and figured out the relatively elastic and changeable energy sources to focus on. Then we conducted survey to occupants of the two buildings to study their consciousness of building energy conservation and awareness of gamification. Based on the study of building data and occupants’ behavior, we proposed a tailored gamified energy conservation plan using the Behavioral Change Gamification Model.
机译:2012年,美国能源消费总量的40%来自住宅和商业建筑。但是,为了提高建筑能效,当今采用的大多数保护措施都是基于技术或维护的。在此项目中,我们与Smart Green Institute合作开发了基于行为的节能措施,这些措施更具成本效益,并且安装约束较少。在我们选择案例研究的两座校园建筑——Old Chemistry和Rubenstein Hall——之后,我们分析了2005年至2013年的建筑效用和费用数据,以探索消费和支出趋势,并找出了相对弹性和多变的能源来关注。然后,我们对这两座建筑物的居民进行了调查,以研究他们的建筑物节能意识和游戏化意识。基于对建筑数据和居民行为的研究,我们使用行为改变游戏化模型提出了量身定制的游戏化节能计划。

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