In the next few years, people will be called upon to try to slow climate change and achieve carbon neutrality collectively. The use of persuasive digital tools and engaging mechanisms can play an important role in matching such objectives. In our research, we explore the usage of a Multimodal Conversational Agent embedded in a Smart Mirror and connected to home automation appliances to help users reduce their energy consumption. The agent employs a variety of gamification techniques to encourage short and long-term sustainable behavior, and it is designed to be an enjoyable and non-intrusive experience. It informs householders about their energy consumption and encourages them regularly to reduce and optimize their electric usage. In order to keep the user engaged, the mirror contains visually appealing components and recommendations for daily challenges.

Leafy: Enhancing Home Energy Efficiency through Gamified Experience with a Conversational Smart Mirror

Giudici, Mathyas;Crovari, Pietro;Garzotto, Franca
2023-01-01

Abstract

In the next few years, people will be called upon to try to slow climate change and achieve carbon neutrality collectively. The use of persuasive digital tools and engaging mechanisms can play an important role in matching such objectives. In our research, we explore the usage of a Multimodal Conversational Agent embedded in a Smart Mirror and connected to home automation appliances to help users reduce their energy consumption. The agent employs a variety of gamification techniques to encourage short and long-term sustainable behavior, and it is designed to be an enjoyable and non-intrusive experience. It informs householders about their energy consumption and encourages them regularly to reduce and optimize their electric usage. In order to keep the user engaged, the mirror contains visually appealing components and recommendations for daily challenges.
2023
Proceedings of the 2023 ACM Conference on Information Technology for Social Good (GoodIT '23)
9798400701160
domestic sustainability, conversational agents, smart mirror, gamification
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1247918
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