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Energy Management System Based on a Gamified Application for Households

by 1,*,†, 1,†, 1,†, 2,†, 3,† and 1,†
1
School of Engineering and Sciences, Tecnologico de Monterrey, Mexico City 14380, Mexico
2
Institute for Energy and Environment, University of California, Berkeley, CA 94720, USA
3
Energy and Efficiency Institute, University of California, Davis, CA 95616, USA
*
Author to whom correspondence should be addressed.
These authors contributed equally to this work.
Academic Editor: Jung-Wook Park
Energies 2021, 14(12), 3445; https://doi.org/10.3390/en14123445
Received: 1 April 2021 / Revised: 15 May 2021 / Accepted: 1 June 2021 / Published: 10 June 2021
(This article belongs to the Special Issue Smart Thermostats for Energy Saving in Buildings)
Nowadays, the growth in the consumption of energy and the need to face pollution resulting from its generation are causing concern for consumers and providers. Energy consumption in residential buildings and houses is about 22% of total energy production. Cutting-edge energy managers aim to optimize electrical devices in homes, taking into account users’ patterns, goals, and needs, by creating energy consumption awareness and helping current change habits. In this way, energy manager systems (EMSs) monitor and manage electrical appliances, automate and schedule actions, and make suggestions regarding electrical consumption. Furthermore, gamification strategies may change energy consumption patterns through energy managers, which are seen as an option to save energy and money. Therefore, this paper proposes a personalized gamification strategy for an EMS through an adaptive neuro-fuzzy inference system (ANFIS) decision-making engine to classify the level of electrical consumption and persuade the end-user to reduce and modify consumption patterns, saving energy and money with gamified motivations. These strategies have proven to be effective in changing consumer behavior with intrinsic and extrinsic motivations. The interfaces consider three cases for summer and winter periods to calculate the saving-energy potentials: (1) for a type of user that is interested in home-improvement efforts while helping to save energy; (2) for a type of user that is advocating to save energy; (3) for a type of user that is not interested in saving energy. Hence, each interface considers the end-user’s current consumption and the possibility to modify their consumption habits using their current electrical devices. Finally, an interface displaying the electrical consumption for each case exemplifies its linkage with EMSs. View Full-Text
Keywords: energy management system; gamification; smart home; HMI; ANFIS; HVAC; thermostat; tailored products energy management system; gamification; smart home; HMI; ANFIS; HVAC; thermostat; tailored products
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MDPI and ACS Style

Avila, M.; Méndez, J.I.; Ponce, P.; Peffer, T.; Meier, A.; Molina, A. Energy Management System Based on a Gamified Application for Households. Energies 2021, 14, 3445. https://doi.org/10.3390/en14123445

AMA Style

Avila M, Méndez JI, Ponce P, Peffer T, Meier A, Molina A. Energy Management System Based on a Gamified Application for Households. Energies. 2021; 14(12):3445. https://doi.org/10.3390/en14123445

Chicago/Turabian Style

Avila, Manuel; Méndez, Juana I.; Ponce, Pedro; Peffer, Therese; Meier, Alan; Molina, Arturo. 2021. "Energy Management System Based on a Gamified Application for Households" Energies 14, no. 12: 3445. https://doi.org/10.3390/en14123445

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