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    Big Data and Occupants’ Behavior in Built Environments: Introducing a Game-Based Data Collection Method

    Source: Journal of Urban Planning and Development:;2020:;Volume ( 146 ):;issue: 002
    Author:
    Alenka Poplin
    DOI: 10.1061/(ASCE)UP.1943-5444.0000552
    Publisher: ASCE
    Abstract: Energy-related human behavior in buildings is difficult to define and quantify, yet critical to our understanding of total building energy consumption. It substantially influences energy consumption and saving. In the United States, residential and commercial buildings account for more than 70% of the total electrical energy consumed in the country. This paper explores the implementation of an online energy game, e-footprints, which aims to collect data about occupants' energy consumption and saving, and summarizes the feedback related to the first prototype of the user interface. The game was tested with 110 international students. The study focuses on the visualization, aesthetics, and usability of the e-footprints energy game, as these are the important elements of a player's interaction with the user interface and greatly influence the game play and the data that can be gathered. The paper concludes with a summary of the findings and general recommendations that may be useful for others using serious online urban planning games.
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      Big Data and Occupants’ Behavior in Built Environments: Introducing a Game-Based Data Collection Method

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    https://yetl.yabesh.ir/yetl1/handle/yetl/4266756
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    contributor authorAlenka Poplin
    date accessioned2022-01-30T20:14:56Z
    date available2022-01-30T20:14:56Z
    date issued2020
    identifier other%28ASCE%29UP.1943-5444.0000552.pdf
    identifier urihttp://yetl.yabesh.ir/yetl1/handle/yetl/4266756
    description abstractEnergy-related human behavior in buildings is difficult to define and quantify, yet critical to our understanding of total building energy consumption. It substantially influences energy consumption and saving. In the United States, residential and commercial buildings account for more than 70% of the total electrical energy consumed in the country. This paper explores the implementation of an online energy game, e-footprints, which aims to collect data about occupants' energy consumption and saving, and summarizes the feedback related to the first prototype of the user interface. The game was tested with 110 international students. The study focuses on the visualization, aesthetics, and usability of the e-footprints energy game, as these are the important elements of a player's interaction with the user interface and greatly influence the game play and the data that can be gathered. The paper concludes with a summary of the findings and general recommendations that may be useful for others using serious online urban planning games.
    publisherASCE
    titleBig Data and Occupants’ Behavior in Built Environments: Introducing a Game-Based Data Collection Method
    typeJournal Paper
    journal volume146
    journal issue2
    journal titleJournal of Urban Planning and Development
    identifier doi10.1061/(ASCE)UP.1943-5444.0000552
    page04020003
    treeJournal of Urban Planning and Development:;2020:;Volume ( 146 ):;issue: 002
    contenttypeFulltext
    DSpace software copyright © 2002-2015  DuraSpace
    نرم افزار کتابخانه دیجیتال "دی اسپیس" فارسی شده توسط یابش برای کتابخانه های ایرانی | تماس با یابش
    yabeshDSpacePersian
     
    DSpace software copyright © 2002-2015  DuraSpace
    نرم افزار کتابخانه دیجیتال "دی اسپیس" فارسی شده توسط یابش برای کتابخانه های ایرانی | تماس با یابش
    yabeshDSpacePersian