A Gamified HMI as a Response for Implementing a Smart-Sustainable University Campus
Abstract
Universities need to explore drastic changes regarding their facilities to be more inclusive and sustainable. Those changes must move forward to a Smart university campus. A Smart University Campus involves Smart City's concept because different socio-cultural aspects in the community and services like health care, public safety, mobility, education, transportation, and energy are integrated into the Campus. For instance, 25% of the total electric consumption comes from the cooling in an educational facility. Besides, energy awareness campaigns reach 5% to 15% energy cost savings. Nevertheless, the end-users do not engage in those applications due to multiple platform requirements and the generalization of a conventional user; thus, energy awareness is not reached. Knowing the type of user enhances gamification strategies that engage them in energy reduction activities without being obtrusive. Through collaborative networks, the university members socially interact with others, strengths their relationships, and improve their skillstoward saving energy. Hence, this paper proposes a case study located at the Tecnologico de Monterrey, Mexico City Campusand analyzes six different scenarios to understand the energy impacts of using different cooling values on thermostats during classes. Dividing these services into a three-level gamified interface: Smart building, Smart Community, and Smart Campus to promote energy awareness to reduce electrical consumption. Besides, if the reference temperature is set correctly, a terminal comfort is achieved, the students and professors could increment their work performance. This gamified interface runs a feed-forward Artificial Neural Network (ANN) as a decision-making system that supports the proposed structure.
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