Graduation book - Itai Cohen

Page 1

InSleepers

User experience as a method for reducing consumption in domestic buildings.

Graduation Report - M.Sc Building Technology.

By Itai Cohen, 4118952.

Mentors: Michela Turrin, M.Arch. - Design Informatics (TOI). Florian Heinzelmann, Dipl.Ing. M.Arch. - Architectural Engineering (AE). Dr. Ivo Wenzler, - TBM; Policy, Organisation, Law & Gaming Department. Green Building Innovation track, Architectural Engineering + Technology Department. Faculty of Architecture, TU Delft.


II

Personal Information: Name: Student number: Address: Postal code: Place of residance: Telephone number: E-mail address:

Itai Cohen 4118952 Koornmarkt 9 2611 EA Delft +31639504241 I.cohen@student.tudelft.nl // i@itai.co

Studio: First mentor: Second Mentor: Third Mentor:

Green building innovation Michela Turrin Florian Heinzelmann Dr. Ivo Wenzler

Graduation report, 11.05.2012

InSleepers


i. Table of Contents

III

02. Introduction.......................................................................................................................... 1

09. Appendix............................................................................................................................. 78

03. Background - Resources consumption in domestic buildings............................ 2

Connection scheme...................................................................................................... 78

04. Definition and scope.......................................................................................................... 4

Control scheme.............................................................................................................. 79

Problem statement......................................................................................................... 4

Game score matrix........................................................................................................ 80

Research question........................................................................................................... 4

Game browsing matrix on a mobile device......................................................... 81

Method............................................................................................................................... 4

Game screen shots on a mobile device................................................................. 82

05. Literature review................................................................................................................. 6

Game navigation screen shots on a mobile device ������������������������������������������83

Comfort theories............................................................................................................. 6

Game screen shots phases and challenges ......................................................... 84

Serious games: Mechanisms and approaches ���������������������������������������������������� 14

Control screen shots on a mobile device.............................................................. 85

Motivation....................................................................................................................... 20

Game screen shots impression of main control console ��������������������������������86

Remote sensing and control..................................................................................... 23

Game screen shots of a social feed update.......................................................... 87

06. Design framework............................................................................................................ 28

Island impressions in different stages.................................................................... 88

Potential in reduction via behavior manipulation ��������������������������������������������33

Technical studies and prototypes............................................................................ 89

Game Design and implementation......................................................................... 35

Apparatus design proposals...................................................................................... 94

Intuitive control............................................................................................................. 60

Apparatus design proposals - early sketches ���������������������������������������������������� 95

07. Conclusion........................................................................................................................... 71 Discussion........................................................................................................................ 72 Further work................................................................................................................... 73 Acknowledgment.......................................................................................................... 74 08. Bibliography....................................................................................................................... 75 Published literature...................................................................................................... 75 Web resources . ............................................................................................................. 77

Chapter i


1

2. Introduction Starting September 2010, a team of

It was almost convenient to forget that

students have been working around

a house is no ordinary machine, but

the clock to make the ReVolt House, the

someone’s home.

TU Delft’s entry to the Solar Decathlon Europe competition, a reality. I have

As such, paired with the extensive

been very fortunate to be among them.

thought given to the physical properties of the climatic system, there

Until the project’s untimely termination

be a clear vision as to how the system is

on March 2012, I have acted In

being used by the house dwellers, and

the role of climate team leader.

their comfort and contribution to the

It consisted of deep involvement in

house’s energetic demand.

the design of the climatic systems

Fig. 2-1 ReVolt house exterior render. RIP

that where supposed to regulate the

The design of the ReVolt house is

temperature and relative humidity of

challenging industry norms in almost

the house, starting from the conceptual

any aspect of the design. The climatic

proposed system would allow bilateral

phase,

simulations,

system is no different, and neither

communication between the dweller

alterations and adaptations, and

should be it’s control system; this

and his home, to achieve the ultimate

up to the final design which is now

research is looking at the inhabitants

goals of sustainability and comfort.

being implemented. While designing

as a part of the climatic system. Instead

the system the main focus was the

of adopting the standard method in

In spite of the fact that this research

machine: how to squeeze every last

which communication is only going

had commenced with the ReVolt House

Watt of power from the system and

in one direction in the form of an

in mind, it is in fact applicable to any

how to make it as efficient as possible.

instruction from user to machine, the

domestic building, and is developed

through

Source: ReVolt team TU Delft, Marko Koops, 2010

as such.

Chapter 2


2

3. Background - Resources consumption in domestic buildings. Domestic use is responsible for a large

9% by the domestic hot water system

portion of the worldwide consumed

(Fig. 3-1, Fig. 3-2).

resources, namely Electricity, water and the production of waste.

The reduction of consumption of demand in resources can be gained

Global warming, as well as the ever

by using two main methods:

growing scarcity of resources, requires a new set of solutions to reduce the

• The improvement of the building

amount of energy consumed by the

and appliance’s properties in order

world’s population. This work would

to improve their efficiency, thus less

focus on electricity as a scarce resource

energy would be used to achieve the

with high environmental impact, but

same effect.

will not be limited to it.

Fig. 3-1 Electricity Consumption by End Use in U.S. Households, 2001 Source: EIA, 2001

• The change of user behavior and According to a recent study done by the

requirements to reduce the need of

US department of energy in 2001 (EIA,

energetic demand, while maintaining

2005), 1140 billion kWh of electricity,

a high quality of life

which are 14% of all electricity produced in that year, were used in

The first approach is being investigated

for powering domestic buildings, out of

in the past two decades by researches

which 33% is consumed by the comfort

as well as manufacturers from various

regulation system (heating/cooling/

fields in order to maintain the level of

ventilation), 31% by appliances and

services and allow users to continue

InSleepers

Fig. 3-2 HVAC, Kitchen Appliances and Electronic Equipment Electricity consumption is U.S. Households, 2001 Source: EIA, 2001


3 with their habits of consumption while

of altering user’s behavior to reduce

research should be reviewed as a basis

consuming less energy. However, this

their impact, by either raising awareness

for the work done in the thesis. First,

method has a limited potential of

of complex process consciously or by

since the main consumer of energy

reduction – Optimization of existing

using psychological and sociological

in domestic buildings is the comfort

methods is exponentially decreasing

approaches to unconsciously reduce

regulation system, comfort theories

as technology is reaching the threshold

the user’s demands.

would be discussed in order to suggest

of the minimum energy required to perform as operation.

a user oriented approach. Then, It is clear that both approaches have

researches regarding improvement of

pros and cons, and the best way to

user awareness of energy consumption

Less explored is the latter, where

create a system that can sustain low

would be discussed, and finally, a review

potential for future reduction of

energy demand in domestic buildings

of existing approaches of motivation

energy consumption seemed to still

is to integrate both into one coherent

manipulation in regard to resource

have a large potential before it would

system. That system should have

consumption will be made.

eventually reach its threshold.

cutting edge technology that would maximize the effectiveness of resource

It is evident that in recent years, aspects

consuming process in building, but at

of user behavior are beginning to

the same time focus on the inhabitants

get more and more attention in the

and work towards changing their

academy and outside its borders. Many

behavior to reduce the amount of time

government funded campaigns for

the process would be active.

resource conservation have appeared around the world in order to make

This thesis focuses on the user related

people aware of their action’s impact

systems, rather than on optimized

on the planet. Furthermore, recent

machine functioning. To do so, some

emerging researches examine methods

terms need to be defined and previous Chapter 3


4

4. Definition and scope 4.1. Problem statement “Current automation systems lack the ability to effectively stimulate users to reduce their resource demands.”

In·ter·face could be defined as “ the

an elaborated system that interprets

place at which independent and

user’s actions, reacts accordingly and

often unrelated systems meet and

communicates feedback back to the

act on or communicate with each

user- in a clear manner. Furthermore, in

While technology keeps evolving and

approach is needed to maintain a truly

other, e.g – Man-machine interface”

this work, “interface” refers to an array

better performing buildings in terms of

sustainable operation. This approach

( Merriam-Webster, 2012 ). This

of mechanisms that are added over

comfort and energy use are being built,

is still a missing piece in the puzzle

definition includes also the underling

the system in charge of maintaining

one of the weakest links in a building’s

of reducing demands in domestic

mechanisms that would allow that

normal operation of the house, and

energy balance remains the user. As

buildings.

communication to occur. When

it’s role is to alter user’s behavior to a

an interface is mentioned it is not

more sustainable way of life.

described in chapter 3, a more holistic

merely an instrument of control, but

4.2. Research question “How can a user oriented home automation interface be designed

4.3. Method

to actively reduce resource consumption in a domestic building?”

4.3.1. Literature review

The goal of this study is to design a

responsible way of life; thus tackling

The first part of the research is a

main aspects: Fun and games as a

user centered system which would

the problem mentioned in the problem

literature review, in which methods

motivator for behavior change, and

interact with a domestic building’s

statement by improving the user side

to achieve the projects’ goals are

comfort theories and their application.

inhabitants and motivate them to alter

of consumption.

investigated. Relevant precedents

Due to the nature and novelty of the

their daily routines and behavior to a

are referenced and analyzed. The

study, the sources of data and input

more sustainable and environmentally

literature review had focused on two

for the literature review vary from

InSleepers


5 the traditional method, consisting on

margin of serious gaming, which is

of a set of rules and instructions; their

machine side, it contains a definition

books and published articles mostly.

the focus of this thesis. At the same

implementation in a home automation

of needed inputs (such as sensors) and

Instead, the review consists of many

time, a more conventional review was

system’s interface would allow for such

outputs (such as actuators) to maintain

web-lectures and conference papers

written regarding comfort theories

interaction to happen. The framework

a functional operation. These would be

published very recently. Furthermore,

which would be implemented in the

contains all the demanded input and

specified in a form of flow-charts and

as the gaming industry have recently

thesis. It focuses on the differences

output terminals needed to maintain

feedback loops, as well as a written

surpassed the Hollywood movie

between comfort theories, and covers

it’s operation. On the user side, it

description of the logic behind them

industry in terms of income and

the traditional methods of comfort

contains the method in which it would

and the method in which they could

influence, most of the empirical

design, as well as, immerging theories

visualize, reward and stimulate the user

be adapted over time to suit the users.

studies are conducted in secrecy and

of adaptive methods, and in particular

to alter or maintain behavior. On the

regarded as trade secrets. This results

theories that take into account personal

in poor accessibility to raw data and

bias of the user.

allows little written confirmation for

4.3.3. Extract parts for further development After establishing a complete theoretical

been chosen based on their role in

the hypothesis presented in the media.

The review consists of up-to-date

framework, several key elements or

the overall design and research, their

Despite that fact, the methods used

methods used in practice and will

components of are selected for further

innovation and contribution.

in the industry are available on the

help in selecting the most suitable for

development. These elements have

surface, especially in the less profitable

implementation in the thesis.

4.3.2. Create a framework

4.3.4. Proof of Concept To prove that the framework and it’s

The main body of work focuses on

through which users would be able to

method of operation is plausible, the

formulating and designing a framework

interact with the automation system

chosen elements are extracted and

that would facilitate the desired

of the house, and at the same time,

prototyped at different levels, as a

components and integrate them

be stimulated and motivated by it to

proof of concept - sampling the thesis

into a coherent system, in order to

reduce their consumption of resources.

in several locations to allow a consistent

achieve the project’s goal: an interface

The developed framework is comprised

method of proof. Chapter 4


6

5. Literature review 5.1. Comfort theories The American Society of Heating,

Among the determining physiological

Ventilation, Air Conditioning and

factors of comfort, one could count

Refrigeration (ASHRAE) defines thermal

operative temperature (an average of

comfort as “that condition of mind

air and radiant temperatures), relative

which expresses satisfaction with the

humidity, air velocity, clothing and

thermal environment” (ASHRAE, 1981).

metabolism, while on a psychological level one could count season, cultural

Human beings have an elaborate

background, sense of control and

and autonomous feedback system

personal preference.

to regulate the thermal balance needed for normal operation (see

This chapter describes the common

Fig. 5-1). Thermal comfort is the state

methods of estimating and designing

in which one does not feel thermal

for comfort.

strain. That feeling is a combined result of a mental state of mind and a physiological state which is close to energetic equilibrium. It is important to emphasize that comfort is a rangenot a set point. A person would feel comfortable in a variety of situations depending on the relevant factors. InSleepers

Fig. 5-1 Human heat regulation scheme

Source: Djongyang, Tchinda et al. 2010


7

5.1.1. Energetic equilibrium based methods - PMV-PPD, PET and SET* In the late 1960’s and early 1970’s Fanger

is derived from the PMV calculation (see

had established the Predicted Mean

Fig. 5-5) and is a method to predict

Vote (PMV) and Perceived Percentage

the amount of people that would

of Dissatisfaction (PPD) models, which

state that they feel comfortable under

compose a reliable design tool that

a given set of conditions. The higher

enables designers to determine human

the percentage, the more people

thermal comfort in a known setting,

would feel comfortable in the designed

through an index of physiological

circumstances. Noteworthy to mention

thermal strain (Fanger, 1973). PMV

is that the data reflects a high sample

calculation (see Fig. 5-4) comprises of

(1000 subjects), but all were at college

an energy equation of energy gains

age (18-22 years) and the experiments

and loses between a person and the

were made in a neutral room.

Fig. 5-3 PMV scale of comfort Source: ASHRAE, 2004

Fig. 5-4 Extended PMV equation Source: Fanger, 1970

meteorological factors surrounding him, taking into consideration the rate

The

Physiological

equivalent

of metabolism (activity) and amount

temperature (PET) is another method

of thermal insulation (clothing, chairs,

by Höppe based on the a similar

bed etc.)

energy balance (Munich energy balance model for individuals) that

The PMV scale starts at -3 (extremely

provides relatively equivalent results,

cold) and ends at +3 (extremely hot),

but with several assumption integrated

while the closer the value is to 0, the

into the formula such as equal radiant

more comfortable an average person

and air temperature, a set clothing

would feel (see Fig. 5-3). The PPD model

coefficient of 0.9 and a fixed air speed of

Fig. 5-2 PMV and PPD chart

Source: ASHRAE, 2004

Chapter 5


8 0.1 M/S to simplify the workflow (Höppe 1999). Its main advantage over the PMV and PPD models is that it results in a

Fig. 5-5 PPD equation as a relationship to PMV Source: Fanger, 1970

more comprehensible unit (oC degrees) and therefore more comfortable for designers to use (Matzarakis, Mayer et al. 1999). A more complex 2-node model is offered by ASHARE (ASHARE 1997), which is called the new standard effective temperature (SET*). SET* is an index based on a dynamic energy balance between the person and it’s surroundings so that the rate of heat storage is equal to the net heat gain minus the heat loss. Unlike Fanger’s steady state calculation, SET* is taking into account time, as well as the prolonged effect of a person’s metabolism on it’s immediate surroundings. Even though the SET* method is more accurate, the calculation is far more complicated (Ye, Yang et al. 2003).

InSleepers

Fig. 5-6 Comfort scales comparison table Source: Matzarakis, Mayer et al. 1999


9

5.1.2. Psychological bias based methods - adaptive models. The main criticism regarding the

to be taken into consideration in order

previously discussed energetic

to quantize them into a design tool. It

equilibrium based methods is that

was named the adaptive approach (see

by definition they neglect any

Fig. 5-7) and it assumes that comfort

non physiological factors from

temperature is derived from the

consideration. Recent studies suggest

interaction between the person and the

that there is also a psychological

environment that he or she occupies.

and cultural bias, which could offset

Three main factors are regarded as the

the comfort zone. For instance, in

basis for the adaptive method in which

their recent research done in the UK,

the human body’s ability to adapt is

Humphreys and Hancock have found

taken into consideration (Richard J.

that an offset of up to a full unit can

de Dear 1998):

Fig. 5-7 The thermal comfort adaptive model mechanism Source: Djongyang, Tchinda et al. 2010

be identified between the feeling that people describe as ‘Neutral’ - ‘0’ on

• Behavioral - the array of modification

• Physiological - the biological process

• Psychological - the mind has the

the comfort scale, to the feeling they

the subject may make, whether

of adaptation to a certain climate by

power to stretch the boundaries of

have declared that they want to be at.

consciously or unconsciously to modify

adjusting thermodynamic processes

the body’s perception of the thermal

The offset was noticed on 57% of the

themselves or their surroundings.

in the human body in order to reduce

comfort range. Interpretation of

cases, out of a pool of 868 subjects

These changes can be subdivided to

the thermal strain. These could be

sensory information can be altered due

(Humphreys and Hancock 2007). The

personal (e.g. removing a clothing

either genetic (climatic adaptation

to past experiences and expectations.

new line of research is conducted in situ,

item), technological (e.g. opening

over generations) or acclimatization

unlike Fanger’s tests that were done in

a window or operating a fan) and

(within a person’s lifetime)

a ‘climate chamber’. This fact exposes

cultural (e.g. The Spanish Siesta as a

them to many new variables that needs

response to the hot mid-day climate). Chapter 5


10 The calculation of the design

Dear 1998), who had determined

temperature using the adaptive

according to 21,000 data points

system

“operative

that the “a” value is 0.31 for a

temperature” - which is the average

mechanically ventilated building

of the air temperature and the radiant

and 0.11 for a naturally ventilated

temperature (Tco) (see Fig. 5-11) this is

building, while “b” values are 17.8

a line equation which allows to match

and 21.45 accordingly (see Fig. 5-8

the desired design temperature with

and Fig. 5-9).

results

in

the “Outdoor referenced temperature”

daily

Fig. 5-11 Basic equation of the adaptive system for thermal comfort. Source: Ferrari and Zanotto 2012

Fig. 5-8 Line equation for operative temperature in a mechanically ventilated building Source: Ferrari and Zanotto 2012

Fig. 5-9 Line equation for operative temperature in a naturally ventilated building

(see Fig. 5-8).The adaptive part of the

According to the adaptive system, the

system is dependent on two variables

climatic context the building is located

- “a” (slope inclination) and “b”

in, has a key role in determining the

(y-intercept), derived from statistical

comfort range. Therefore it is expressed

data. To account for differences in

in the design formula in the form of a

perception of users, it is needed to

variable called “Outdoor referenced

differentiate between two types of

temperature” (Text,ref ). It is the only

buildings, for which the “a” and “b”

independent variable in the equation

values would be different - building

and therefore is crucial for determining

with mechanical ventilation only, and

the accuracy of the calculation. There

buildings with natural ventilation of an

are two possible inputs for this rubric;

enhanced sense of control by the user.

both have to do with the user’s past

Source: Ferrari and Zanotto 2012

experience. The first option is to use The adaptive calculation adopted by

the monthly temperature average and

ASHARE is a result of a commissioned

the other is to use the “Running mean

research by de Dear (Richard J. de

temperature”, which is derived from the

InSleepers

Fig. 5-10 Acceptability ranges calculated according to the ASHRAE index Source: Ferrari and Zanotto 2012


11 temperature average of the past days,

To the calculated value, an offset of

diminishing as the day is further away

2.5oC above and below it, achieves a

from the selected date.

range that would result in less then 10% complaint rate (see Fig. 5-10).

5.1.3.  Personal thermal comfort in the age of informatics Recent technological achievements

is using only air-temperature sensors

have reduced dramatically the cost and

(thermostat) as feedback to determine

improved the accessibility of advanced

wether to switch the system on or off.

technology such as sensors , mobile

This is supplying very partial data in

computing and artificial intelligence,

regard to comfort and thus require

and made them within reach for a

many manual overrides (if possible).

wide variety of applications (Eisenman

As a result, either energy is wasted or

2008). Among them is comfort control

complaints level would rise. To solve

and regulation. Recent studies have

that, Ye, Yang et al. (2003) have

engaged the idea of adding smart

suggested a new approach to

sensors and learning systems in order

sensing comfort that combines air

to improve energetic performance and

temperature, radiant temperature

better predict the comfort preference

sensing, relative humidity and air

of the user. In this chapter several

motion and, using an onboard

noteworthy advancements in the field

processing unit, integrate them

are discussed.

instantly into the a measure on the comfort scale (-3 to +3) in the form

PMV and SET* sensor: Traditionally, the

of digital data (see Fig. 5-12).

Fig. 5-12 Schematic structure of the PMV&SET* sensor. Source: Ye, Yang et al.,2003

Fig. 5-13 Algorithm for PMV comfort system controlled by ANN. Source: Moon, 2011

thermal regulation system of buildings Chapter 5


12 Learning comfort systems: Recently

showed potential for implementation

artificial intelligence has been

in domestic buildings, to reduce energy

introduced to the field of thermal

consumption and lower the period of

comfort in the form of pattern

time of discomfort.

recognition, using Fuzzy logic of Artificial neural networks (ANN).

Another study in the field of learning

These methods allow improvement

systems had focused on individual

over time to the preset design of

preference. A study by Liu, Lian et al.

the system by interaction with the

(2007) had experimented with a back

building’s inhabitants. The comfort

propagation neural network to learn

system logs changes and adapts in

user preference and the extent to

real time according to patterns it had

which the person is subject to external

found during it’s operation. The more

stimuli. The system was designed to

In conclusion, there are several

completely based on statistic data.

time the system would be running,

improve comfort on a fixed individual,

variations in which comfort can be

When creating a profile that is tailor

the better it would be at predicting

alone, within a room with a “private” air

calculated and optimized. The classic

made per user, a learning system

comfort and avoiding overshoots and

conditioner. The control program was

approach that is based on energy

can identify the exact preference

undershoots. For example, a study by

preset (trained) with data collected via

exchange and the adaptive approach

and comfort range of a person. That

Moon (2010,2011) was conducted in

manual questionnaires and compared

which is based on human’s ability to

enables to perfectly balance between

which a methodology, logic framework

it to the input from the individual to

adjust have proven to be accurate

comfort and energy consumption, by

(see Fig. 5-13) and prototype were built

which it was assigned. With training,

and viable. The latter, when properly

eliminating the individual offset of the

as proof of concept: ANN systems were

it improved and was able to predict

used, offers a larger comfort range,

subject from the statistics. The question

installed in building and performance

comfort in the expected manner.

resulting in a decrease of energy

that may rise in regard to the latest

compared to non-learning systems

usage. The ability to track individual

innovations is whether they can replace

(both PMV and air temperature based

users bring a revolutionary approach

the conventional methods completely

systems) was improved. The study

to the field, which until recently was

or not. The answer is complex, and

InSleepers

Fig. 5-14 Individual BP neural network operating scheme. Source: Liu, Lian et al., 2007


13 depends on the target of the design,

Perhaps in a utopian/dystopian world,

the method of control the system has

one’s climatic preference profile could

on the indoor climate, and the user’s

migrate with him, based on remote

pattern of behavior. For example, the

biometric identification. For example,

individual profile system is logical to use

a museum that one visits would

at a home, where there are only a few

identify him remotely and download

unique users that could be monitored.

automatically his comfort profile from

It is also plausible to be utilized in a

the internet, matching it with the rest

conventional office environment.

of the inhabitants to ensure maximal comfort in any area he is visiting in the

In general, the more people sharing

museum. However, the implications on

the same space, the less likely the

privacy should be evaluated against

profile based system to prove effective.

the gains this kind of system may have.

Moreover, in places where people are not re-visiting regularly, such as public

Noteworthy is that the PMV model

buildings, creating a reliable profile of

remains a good and reliable scale and

their preference is harder, and would

method for design, and is the basis of

not cover the added effort needed to

the profile based systems. It is used

collect and analyze the data. In these

as a baseline, from which individual

cases, it is better to revert to the old

offsets can be logged. Even the most

models, namely the adaptive model,

advance personalized system is based

that statically would satisfy most

on the initial findings of Fanger at the

inhabitants.

early 1970’s.

Chapter 5


14

5.2. Games, serious games and gamified process: Mechanisms and approaches 5.2.1. Games Games have been around since the

years.”(Herodotus, Strassler et al. 2007).

dawn of civilization, in various forms and sizes. They seem to be a primeval

A Game, according to Zimmerman and

need of man and have been developed

Salen, is “a system in which players

independently all around the world,

engage in an artificial conflict, defined

by all cultures. One of the earliest

by rules, that results in a quantifiable

mentions in writing of games and

outcome”(Salen and Zimmerman

their ability to influence our minds

2004). They have observed games and

comes from the ancient Greek historian

deducted a primary schema to which

Herodotus, who describes dice games

all games comply (see Fig. 5-15). and

that were invented by the king of

could be used to design new games.

and a set of properly designed rules

some of today’s games, as well as

Lydia at the time of great famine, as

It is called the “Rules, Play, Culture”

result in a meaning full and enjoyable

gamified process, do not quite fit into

a means of distraction from the dire

schema: In the core of a game are the

game. The third element is culture.

this definition. Kim offers another

hunger: “These games they invented

rules, which are the formal part of the

Culture is the context in which the

definition, in which a game is “a

as a resource against the famine, and

game, are both explicit and implicit

game occurs. A game would always

structured experience with rules and

thus they used to do: on one of the

and are identical to all players, and

represent in a way the culture in which

goals, that’s fun”(Kim 2009). The latter

days they would play games all the

known beforehand. The play, is the

it exists, in the form of goals, intentions,

seemed to be more suitable for the

time in order that they might not feel

experiential part of the game, and

values and meanings.

type of games, namely computer based

the want of food, and on the next they

a very important role in the game-

ceased from their games and had food:

it is what makes following the rules

While this definition and method

and thus they went on for eighteen

worthwhile. The play is the fun part,

applies to most traditional games,

InSleepers

Fig. 5-15 Basic components of a game, according to Salen and Zimmerman. Source: Salen and Zimmerman, 2004

games, which would be discussed in this thesis.


15 In the last 25 years, games have made

Every game is based on a set of rules

a dramatic metamorphosis from the

and goals that the user needs to

real world into the virtual world, with

achieve within a specific framework.

the rapid development of personal

This framework needs to very well

computing and consumer electronics.

designed and tweaked to meet the

The gaming industry had flourished

players’ desires; otherwise they would

and now considered larger in capita

cease to play. This framework is referred

and audience than the film industry.

to as the game’s mechanics, which

Games have never been as impressive,

are defined by Kim as “the systems

addictive and popular ever before,

and features that make games fun,

and they have been criticized to be

compelling and addictive”(Kim 2009).

consuming immense amount of time from their players.

5.2.2. Serious Games While we are accustomed to see

successful, model of computer based

games used primarily for fun and as

games in reaching and capturing the

a pastime, a new type of game had

attention of players to other means

emerged in recent years. Seeing the

such as education, problem solving or

overwhelming popularity of computer

norm changes.

based game software, an interesting sub-branch of these games had been

Ritterfeld, Cody and Vorderer define

created, generally referred to as

serious games as “any form of

“serious games”. The purpose of these

interactive computer-based game

games was to harness the ,proved to be

software for one or multiple players to

Fig. 5-16 Gamifyed processes found in my wallet

be used at any platform that has been

The reason games are sought by

developed with the intention to be

educators is that they can be used as a

more than entertainment”.(Ritterfeld,

tool to alter behavior. Serious games in

Cody et al. 2009)

particular have been found by Klimmt Chapter 5


16 to have potential for creating social and

player’s self

behavioral changes, and he has isolated

7. N a r r a t i v e

creates

sense-

5.2.3. Gamified Processes

mechanisms which are likely to be most

making framework that facilitates

Serious games were not the first to

The implementation of games into our

effective to achieve the desired change.

comprehension

tap into game’s ability to alter human

surrounding is constantly increasing.

He had divided the reasons for which

8. Multiuser play facilitates in-game

behavior. Commercial companies

Almost any commercially successful

the mechanisms would be effective to

communication that supports

have been using gaming principals

web based company is using game

groups and counted 15 of them. Out

comprehension

to maintain costumer engagement

mechanism to a certain extent.

9. Interactively and multimodality

(loyalty) from as early as the 1930’s

Facebook is a radical example, in which

increase likelihood of knowledge

(Salen and Zimmerman 2004). They are

every single function of the site is

application

known as frequent flyer miles, buy 10

designed as part of a social interaction

get one for free, memberships , golden

game (likes, comments, vitality). But

cards, and even “happy hour”. A quick

other services such as YouTube (video

look into any wallet (see Fig. 5-16 or

rating, number of views as score

open your own wallet)would reveal

keeping) and eBay (commenting,

3. Sense of community in multiplayer

how popular the method is. This

feedback) are integrating more and

gaming legitimizes interest in

method was greatly elaborated with

more game mechanisms in order to

controversial change-related

the development of web 2.0 and the

improve user’s engagement and make

message

concept of user created content and is

them stay longer in the site.

or which 10 are relevant for this study: 1. Entertainment capacity of serious games increases likelihood of selection change-related message 2. Enjoyment generates attention and interest during exposure

10. Game narrative contributes to persuasion.

4. Enjoyment promotes involvement

currently booming. It is called process

and motivation for repeated exposure

gamification, and it’s defined as: The

Kim counts 5 major game mechanisms

5. Enjoyment promotes involvement

process of game-thinking and game

that are best suited for gamifyed

and motivation to talk about game

mechanics to engage users and solve

processes(Kim 2009): Collecting

content

problems (Salen and Zimmerman

games, points, feedback, exchange

2004).

and customization.

6. Interactively increases likelihood of connection of game content to the InSleepers


17

5.2.3.1. Collecting games

5.2.3.2. Points

• B r a g g i n g r i g h t s : P e o p l e a r e

in the previous item, if people

• Game points: To create the sensation

their way of interaction with the

responding well to rewards that can

understand that they are missing

of progress and self-improvement, it

game as well as the amount of their

be displayed and bragged about.

on something, the desire to achieve

is recommended that a point tracking

engagement. A good game design

A common application of this

it would be created. Design should

mechanism would be integrated

should make it possible to for users

mechanism is awarding users medals,

try and catalogue achievements

within the process to be completed.

reward each other. (E.g. FaceBook

badges and honors for completing

into series, so that once some of

If a task is complex and dependent

‘likes’ and comments, “did you find

one of the primary or secondary

the rewards are given a need for

on a large number of variables it is

this answer helpful?”).

goals of the game. The best way to

completion would drive the user

advised to have multiple point pools

integrate the awards is to make them

to get the rest. (E.g. Progress bars,

that can be collected separately and

• Redeemable points: Albite the

visible for other users when they are

football players stickers, Pokemon-

together. The display of progress is

increasing popularity of gamified

achieved and showing placeholders

“get them all!”).

important for the individual players

processes, studies show a large

to measure their own progress.

difference in adaptation between

while they have not been achieved yet. This allows the user to aim for

• Tangible collectables: In addition

achieving them and describing

to the previous two items, Kim

• Social points: Social points is a form

that women are less susceptible to

what is needed to be done to get

emphasizes that the more tangible

of credit given from one player to

participation in most games, and

them. (E.g. military service medals,

the collection or collectable items

another. It proves to be a much more

game mechanics and a large portion

diplomas, etc).

are, the more likely it would have

effective and valuable motivator

of women see them as a waste of time.

the desired influence. (E.g. special

than standard game points, since

The mechanism that seems to get

swards other users can see in the

it is based on a social interaction

women involved, is giving purpose

virtual environment).

between two or more individuals.

to the pursuit of points. If points,

far and the work still to be done to

Naturally this kind of reward could

or other game currency becomes

achieve the next reward, furthermore,

not be administered by the game,

exchangeable for real goods, the

it seems that players have a weak spot

but it is completely dependant on

game is more likely to be adopted

for incomplete series. As mentioned

the chemistry between users and

by them. For both men and women,

• Need to complete: a good design would visualize the work done so

male and female users. It seems

Chapter 5


18 redeemable points have proven to increase loyalty over time. (E.g. “buy

10 get one for free”, frequent flyer miles). • Leader board: creating a top scores board can have a positive effect for players that are competitive and wish to display domination over others. (E.g. YouTube’s most played videos). • Levels: levels are an easy and more comprehendible way of displaying game points. Levels are gained whenever a player has achieved a sufficient number of points. It is a good way to gain status, and should be displayed in public. (E.g. forum suffix based on experience, Nike+ Colors).

5.2.3.3. Feedback • Immediate: Surprisingly, considered

allow user to congratulate one

the most effective mechanism of

another for their efforts. As with social

all, and also one of the simplest to

points, the feature can be designed

apply. Users need feedback on their

into the system, but it is up to users

performance to go on working with

to use it. (E.g. Fitocracy.com, Nike+

an application, and want to see their

cheers).

effort acknowledged. (E.g. Linked in profile setup). • Over time: Another very important mechanism is feedback over time. Users would become more engaged if the software would allow them to see progress over time; how good they are at the given task and how much they have improved at doing it from when they started using the application. (E.g. Nike+ Statistics). • Social feedback: The most powerful type of feedback is social feedback. The introduction of a social element increases player’s motivation dramatically. Applications should

InSleepers


19

5.2.3.4. Exchange

5.2.3.5. Customization

• Explicit: explicit exchange in games

• Character/profile: Many gamified

• UI customization: More common on

can be described as a stage of

processes are increasing user’s

gamified sites, the user is allowed to

collaboration between players that

engagement by allowing them to

tweak with the user interface, apply

do so intentionally to achieve a goal

make parts of the play space their

themes etc. (E.g. Facebook profile

or maintain the gameplay. It can be

own and allow them to modify it.

pictures, twitter themes, YouTube

for example roles in dice games, in

This mechanism works in two ways.

channels).

which one player stops playing so

First, it takes time to make these

that the other could, or exchange of

adjustments. After the time has been

assets in monopoly.

spent by the user they would see the application as something they have

• Implicit: Unlike the explicit exchange,

invested in, and therefore less likely

the implicit exchange is not thought

to abandon it after a short period of

off as a game necessity, but it is

time. Second, it is a space in which

culturally implied. For example, after

users can express their inner self

purchasing a product on ebay, you

to the public, and thus has a social

are asked to give the seller a positive

importance. Some games allow the

feedback in case everything went on

player to create an entire avatar, but

smoothly. It is not mandatory, yet

gamified process are usually less

people came to expect it. If one fails

sophisticated and allow a profile

to do so, people would get offended

page or selection on theme. (E.g. Sims

by it. A well designed system would

character creation, Nike+ Avatar).

encourage these kind of exchanges that contribute to increase user engagements levels. Chapter 5


20

5.2.4. Layered reality games A very interesting trend that is rapidly

reality applications use video cameras

of the finished building, which they

To conclude, games can be used as a

developing in renascent years is

(located in computers, laptops and

could circle and take snapshots of, as

method to achieve a desired behavior

mixing the real and virtual worlds to

smartphones) to display a window in

if it was complete.

change. The proper adaptation for this

create a new kind of experience. It is

which physical and virtual reality is

generally referred to as “augmented

mixed together. Users are encouraged

An even newer trend that branches

of a layered reality serious game, with

reality”. Augmented reality, as its

to interact with the virtual objects

off augmented reality is referred to

relatively low rate of user immersivity

name suggests, is using the real world

in their physical environment. All

as “Layered reality”. In this type of

and high level of integration of gamified

as a basis for its virtual content, thus

interaction between the virtual and real

experience, there is no virtual world

processes.

augmenting it. That trend differs from

world is done via a device that operates

that exists on top of the real world

more conventional games in that

as a portal. For example, in 2009, NAI

in which the player is engaged, but

instead of creating an entire virtual

and the municipality of Rotterdam

instead the actions are performed by

world within the game, the game

had released an augmented reality

interaction with the real world, only to

takes place in the user’s surroundings.

smartphone applications. Code named

be logged by sensors and interpreted

It’s essentially not a new idea and has

“Sara”. Its purpose was to allow visitors

by the software to deduct the user’s

existed for decades in other mediums.

in the city to experience buildings

action. The vast majority of these

The most common example of a low-

which are not yet built, or under

applications are using GPS positioning

tech augmented reality is “scavenger

construction. The users would install

or GSM antenna location to determine

hunt” where players are required to

the free applications, and then take

the user’s location and act according to

complete missions in their physical

a tour though Rotterdam. Whenever

it. They are also mostly depended on a

environment. Today’s technology and

they arrived at a construction site they

repayable and constant connection to

society marches towards the sensor age

could pull out their phone and point

the internet, either via WiFi or by the

(Eisnor 2011) and enables consumer

the camera towards it. On their screen

phone operator.

electronics to act as portals to games’

the incomplete building would be

virtual world. Most of the augmented

replaced in real time with a 3d model

InSleepers

research project will be in the realm


21

5.3. Motivation The reason for the attraction to

In his book “Flow”, Csikszentmihalyi

computer based games can be

describes the notion of happiness in

explained in several ways. Motivation

the term “Flow” – a state of experience

is a phenomenon studied in many fields

in which one is totally engaged in what

of science, among them medicine,

they are doing(Csikszentmihalyi 1997).

psychology, sociology and philosophy.

Csikszentmihalyi lists the necessary requirements for a person to be “in the

The intense effect games have on

flow”: they must have clear goals, they

their players is evident in the chemical

need to become one with the activity,

balance in their brain at the time they

receive clear and immediate feedback,

are playing: A player’s brain is reacting

be in complete concentration on the

to the situations encountered in the

task at hand, they should have effortless

game by releasing chemicals that are

control over their task and fear not of

related to very powerful emotions such

losing control over it, they should lose

as Oxytocin, which is related to social

their self-consciousness and would

bonding, Serotonin which is inducing

experience distortions in time.

Fig. 5-17 Zone of immersize engagment, according to Csikszentmihalyi’s Flow theory. Source: Zichermann and Cunningham, 2011

positive emotion, Dopamine which is a chemical reward, and DHEA which is

The state of flow is very illusive and hard

released at the drop of eustress(Kim

to maintain for long periods of time.

2011).

When applied to computer games, the graph seen in Fig. 5-17 is often used to

To make sure that chemical reward

describe the needed ratio between the

system would be sustained, the player

player’s ever developing skills and the

must always be engaged in the game.

game’s level of difficulty. For a game to

Fig. 5-18 Effectiveness of reward patterns.

Source: Zichermann and Cunningham, 2011

Chapter 5


22 be able to keep the users “in the flow”,

The pattern perfected by modern

the game should not be too hard nor

computer games is based on a primal

too easy at any moment. A game which

evolutionarily principal, which has been

is too hard would not be enjoyable and

proven to work as well on rats as on

the user would soon get frustrated and

humans. It is referred to as operant-

quit playing. On the other hand, a game

conditioning, and it consists of an

must never be too easy, as the player

element of uncertainty and chance.

would get bored. A game should be able

If reward schedule is varying (see

to match each player with the adequate

Fig. 5-18) the level of engagement is

level of difficulty according to the level

drastically rising. That phenomenon

of ability. As the player improves, the

is linked directly with addiction and

game should offer bigger challenges

gambling games use it very often.

• A c h i e v e r : T h e a c h i e v e r s a r e

at the game as yet another means of

to keep a high level of arousal. Today’s

By providing effective reinforcement

competitive by nature, and they

socializing with other people, and

games make tremendous efforts

(positive or negative) after an action had

aspire the sense of winning. They

they are the most common type of

to maintain that balance with user

been taken by the user, the game can

hold an important role in competitive

players. For a socializer, the game

dependent algorithms that learn and

control the frequency of the actions to

games and should be taken into

and winning it has only a secondary

monitor a player’s behavior(Chatfield

follow, and to the level of engagement

consideration in a good game design.

significance. A game designed for

2010).

of the user with the game. (Zichermann

A game in which these type of players

socializers should allow them to

and Cunningham, 2011)

would not have an opportunity to win

interact in convenient ways and

would not be exciting for them and

enable their desire to make gaming

they would soon lose interest in it.

a social experience.

Player types To maximize the compatibility of the

4 main types of players and their

game to its users, it is important to

motivations (see Fig. 5-19): The

know the common types of users and

achiever, the socializer, the explorer

their motivations. Bartle describes

and the killer(Bartle 1996).

InSleepers

Fig. 5-19 Schematic layered layout of the home automation system

Still, a game in which every player is constantly winning is just as boring.

• Explorer: This type of player would always try to find the boundaries

• Socializer: These players are looking

and limits of the given game-space.


23 The explorers enjoy the act of

of multi-user games had indicated that

In summation, when designing for

solutions are becoming mainstream

discovering and the social reward

the vast majority (75%) of players in

motivation for a varied user group

and accessible to all. Layered reality

of communicating about their

these games tend towards the social

one should aim for a wide range

games in general and self improvement

discoveries.

type (Bartle 1996). That indicates that

of motivation and engagement

games in particular are still in early

the focus of a long lasting gaming

generators, so that any type of user

stages of their development and are

experience should include socializing

would find their place within the

expected to increase in volume and

opportunities as often as possible.

application. As demonstrated in the

distribution in the next couple of years.

are the least popular type of player,

literature review, current games and

With the adaptation of smartphones

but require design solutions as well.

gamified applications are designed in a

containing a large array of sensors at

They differ from the Achievers by the

‘shooting in all directions’ approach; the

the user’s disposal, the ground for these

fact that they are not only requiring

game tries to appeal to as many players

games is being laid and could be well

the sense of winning to be engaged,

as possible with parallel mechanisms. A

utilized in the near future. These games

but they also require some others to

new design should follow in this path in

are expected to become more popular

lose to them. The more apparent their

order to be widely expected. It seems

and engaging, thus they can be a good

victory over other would be, the more

hard to determine beforehand which

candidate for state of the art serious

satisfied they would be.

mechanism would be most effective in

games.

• Killer: As the name suggests, these players are about making a fuss. They

getting players engaged, and seldom In the early 1990’s Bartle came up with

one mechanism appeals to all. In regard

a gamer personality test, called the

to serious games, they have proven to

Bartle test, in which the subject would

be an effective method to encourage

be scored on a percentage scale for

education and to induce behavioral

each one of the 4 types. These types are

changes. Being rapidly adopted in a

not exclusive, so that each player has a

wide spectrum of fields, varying from

score for each of them, thus describing

military training to corrections of

his profile. His research, done on groups

speech impediments, these software Chapter 5


24

5.4. Remote sensing and control In order to create an intuitive system,

methods in which this could be done,

which is comfortable to use and would

by reviewing patents and publications.

have a high chance to be accepted by

This chapter was added in a later stage

users, it is needed to rapidly interpret

of the research. In order to answer

the user’s intention and allow for

specific questions that have risen from

fast and accurate operation based

the direction the research had evolved

on the interpretation. This chapter

to, and came as a search of precedents

is dedicated in analyzing existing

for a suggested remote control system.

5.4.1. User position and intention recognition

In 2004, a research was conducted of a

recent years, especially in the field of

system to pin-point user location using

elderly healthcare, is using an array

a hand-held terminal (Yohei 2004). The

of wide angle cameras installed in

system is based on trigonometry and

fixed locations with image processing

uses two markers at known locations,

algorithms that are able to identify

where the user needs to point the hand

human form and deduct the action the

held device towards the first, click a

person is engaged in, as well as their

button, the second, click a button and

location. The system is also capable of

then aim towards the target.

monitoring more than a single person in a given moment. Being still in early

Some office buildings have the ability

stages of development, this kind of

to monitor the location of employees

systems is limited by the photographic

Many automation systems are using

reflected from the room back into its

by tracking their RFID (Radio Frequency

medium. The 2D representation of the

sensors to determine the user’s

sensor. If the reflection is not identical

Identification) tags. An RFID system

3D world is not always interpreted

whereabouts for their effective

to the previous one, it means that there

has the advantage of easily detecting

correctly, especially in low contrast

operation. The most common use is

is movement in the room. This system

which person is present in accuracy

situations, reflections, similarity of hue

called ‘presence detection’ and its aim

is very common, widely accepted

as well as the number of occupants,

between clothing and the surrounding

is to turn off energy consuming devices

and relatively cheap, but has several

but require the users to wear tag at

etc.

once there are no users inside, such as

disadvantages rendering it useless for

all times. While it may work well in a

lights and comfort systems. Usually,

the desired application. First, it lacks

business environment, by attaching

Another solution which is not

an infrared dome sensor is being used

the ability to distinguish the number of

the RFID tag to the user’s ID card, for

traditionally used for presence

(for example see Fig. 5-20)to measure

inhabitants in the room, their location

domestic applications it would not be

detection comes from the world of

movement in the room in 5 second

and even their existence while not

as repayable and intuitive to use.

computer gaming. Microsoft had

intervals. The sensor transmits an

moving (e.g. watching TV).

infrared signal and analyses the result InSleepers

released in 2010 a game controller Another method being tested in

named “Kinect”, to remotely control


25 games on their Xbox console. The

create an array of sensors that can cross

technology, developed by a startup

reference data to create a complete

company called Prime Sense (Zaleski

image of the given space.

2005), is a combination between the optical based sensing methods of the

Recent reports claim that Microsoft

previously discussed camera system

is planning a major revision to the

with an addition of an infrared based

sensor (Warren 2012), making it usable

depth camera. The combined sensor

in wider ranges, in higher resolution

(video and depth) is able to rapidly and

and the ability to track 4 persons at

accurately identify human form and the

the same time. The improved ‘Kinect 2’

exact 3d location of the user in the room,

sensor would be more suitable for use

relative to the sensor. Furthermore, the

in as an automation controller.

resolution it offers allows for a clear distinction of 20 different body joints

The Kinect sensor, priced approx. 140

of up to two persons simultaneously.

euros, offers the best cost effective

On the downside, this system is

solution in the market to date, while

currently limited to a preset range of

at the same time provides very accurate

150cm to 350cm from the sensor, and

results and is relatively easy to control

unlike the other systems discussed

and interface with, due to the open

that offer flexibility in installation,

source and API sources released with it.

Fig. 5-20 Schneider electric presence detection infrared sensor

the Kinect sensor must be located in certain heights (40cm to 180cm) to ensure accurate operation. While this technology is still under development, it is possible to link several sensors and

Fig. 5-21 Kinect schematic design and components Source: iFixit.com

Chapter 5


26

5.4.2. Unconventional approaches in remote control systems A complimentary aspect that was

connected wirelessly to the appliances

investigated had to do with the method

via infrared adaptors, Bluetooth or

in which commands would be given and

WiFi. The smartphone or tablet devices

interpreted by the automation system.

have become fixed companions to the

Emphasis was made on unconventional

gadget enthusiasts, and therefore are

approaches of remote controlling.

perfect candidates to be integrated in the home automation system.

The universal remote control, a discrete device intended to send commands to

To date, most home automation

various devices from afar, has been in

systems are using touch interfaces,

the market since the late 1980’s, when

from which the user can directly

it was first patented (Rumbolt 1985).

manipulate the entire home by swiping

Since then, many attempts have been

through menus and dialogs. To narrow

made to improve its abilities. First, a

the amount of options a user has to

learning ability was introduced, with

scroll through, technologies were

which the remote could be taught

developed to include location aware

using the original remote, and adjust

universal remote controls. One method

it specifically to the user’s needs. Later,

patented in 2001 consists of a miniature

small screens were introduced in the

camera at the tip of the remote control,

remote, until the buttons were replaced

taking pictures of the devices being

with touch screens. In recent years, the

actuated, and using image analysis as

universal remote controls are gradually

well as recognizing which brand they

being replaced with smartphones,

belong to, in order to send the correct

InSleepers

Fig. 5-22 Nintendo WII as controller Source: Gilles 2011

Fig. 5-23 GeeAir home automation controller Source: Gang 2010


27 infrared signals to them (Colmenarez

sensing abilities. For example, the

2001). Another method for context

accelerometer embedded inside the

aware remote controlling was patented

WII controller can be utilized to control

in 2000, where a proposed array of

a cursor on screen (Gilles Bailly 2011). A

wireless controllers are installed on

number of researches and companies

the home appliances’ and a hand held

have also tried to re-design the

device, in that case a ‘Palm Pilot’, would

universal remote controller from the

be equipped with a communicator able

top down, and created custom made

to sense the proximity of the wireless

devices that enable gyroscopic sensing,

controller installed on each appliance.

joystick control, voice commands and

The handheld device would then show

various combinations between the

a selection between the closest devices

listed above (Gang Pan 2010).

first, and then the rest. (Ben-Ze’ev 2000) Another approach which is being Several more attempts were made to

explored in detail is utilizing “natural

adopt devices to be used as control

user interface ” - a term coined by

devices, providing added value to the

Microsoft to define control devices

traditional approach. For example,

that do not require interfacing with

would be able to ‘read’ input from the

when connected to the original game

various game controllers were used

a tangible object, to control home

user from afar. These can be dedicated

console, but also when connected to a

to control home entertainment

automation systems. For example,

sensors or common, widely available,

personal computer with custom made

systems, mostly as an extension of their

hand and full body gestures, voice

sensors that had been converted to

software. Another popular example that

console’s connection to the screen and

recognition, or fully automated

this purpose. The Kinect sensor for

had emerged in the past year is SIRI,

sound system. More elaborate attempts

predictive systems. At the base of the

example, was developed specifically

Apple’s voice recognition agent. It is

were made to directly interface with

natural interface control systems is

for remote gesture recognition, and it is

installed on the company’s most recent

the controller and exploit their advance

always a sensor, or sensor array, that

widely used for this capability, not only

devices and allows users to use natural

Fig. 5-24 Home automation control via natural interface - hand gestures Source: Premaratne 2007

Chapter 5


28 language to operate their phone. SIRI,

poor level of performance, users prefer

with would be the optimal choice for

as well as Kinect, have been hacked

to revert to known, reliable patterns.

the interface. Furthermore, by using

by technology enthusiasts and are

Another popular theory among

household apparatuses, such as the

used for countless other functions, not

interaction designers is that users are

Kinect and a smartphone, little effort

intended by the original manufacturer.

expecting a tenable objects to interact

would be required to convince users

with. Talking to thin air, or marking

to adopt the system.

These interfaces, which free the

gestures to an invisible sensor do not

users from holding a device, were

feel comfortable, or natural, and users

The combination between the two

always considered cutting edge and

are reluctant to use such interfaces.

methods would enable users to have

innovative, yet never seemed to be

an object they are comfortable with,

catching on in user adaptation. Image

The research done in this thesis had

in a method of interaction which is

analysis and speech recognition

begun by trying to create a custom-

known and familiar. The addition of

algorithms are becoming more and

made apparatus, which would be

the external sensing abilities from afar

more reliable, accurate and sensitive,

tangible and accessible by users, and

would allow seamless operation with

and functionality has increased vastly

use gesture recognition to interpret

high accuracy and in fact be transparent

in the past couple of years, but the

intention for operation (ball controller –

to the user.

end users, even if the technology is at

see appendix). That direction was later

their disposal, choose not to use it and

changed in favor of better utilization

maintain their old habits. This could be

of existing technologies, making the

attributed to several factors; the first is

result more plausible, viable and likely

the gap between the expected result

to be adopted by potential users. The

– a human level of comprehension –

conclusion of this review is that a

and the actual result, which can be

combination of gesture recognition

disappointing and frustrating. After

from afar, in combination with a

the excitement is replaced with the

tangible object for the user to interact

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29

6. Design framework The designed interface would act as a

The hardware available for home

method of communication between

automation systems is abundant, and

the inhabitants and the automation

can be sub-categorized according

core running the house. The entire

to the component communication

automation system could be described

methods- centralized systems and

in ‘Layers’: The machine layer, the

decentralized systems. The centralized

algorithm core and the focus of this

(see Fig. 6-2) systems are hierarchical,

thesis, the user interface layer (see

where all devices (sensors and

Fig. 6-1, Fig. 6-4 and appendix 9.1).

actuators) are connected parallel to

Statistics

a single controller, which runs control

User Interface

software by itself, or connected to a computer that analyses the situation Machine layer: First is the machine

and decides on the actuation. For

layer, which comprises of the hardware-

example, if a user presses the switch

sensors, actuators, controllers and

to turn on the air-conditioning, a

processing units. This layer has the

command is sent to the controller,

ability to transform a command given

the controller’s software interprets

from the top layers into action. The

the signal and sends a command via

nature of this layer is not within the

the controller to the air condition to

scope of this work, other than the

start working and for the windows to

acknowledgment of it’s necessity and

close. The centralized systems cover

the required input and output from

a wide spectrum of applications, and

and to it.

are commonly used in either very small

Benchmarking, Strategy Weather Data, Commands

Statistics, Processed Data

Commands, Preferences

Algorithm core Sensor Data

S

Commands

Machine layer

Fig. 6-1 Schematic layered layout of the home automation system

Chapter 6


30 or very large installations. The main

system (see Fig. 6-3), which was created

benefit of the centralized system is

to face the problems embedded in it.

its simplicity of communication and

The decentralized system is based on

setup, which makes it appeal more

a common bus line, which enables all

to the DIY/makers community. In

devices to communicate with each

addition, extremely large facilities

other. The bus can be in the form of a

(office buildings, hospitals, etc.) are

physical cable connecting all devices

also more likely to be using it for the

or a wireless network (WiFi, BT, Zigbee

relative ease of installation in new

etc.). Each device on the network has

buildings and the ability to change

the ability to read and write from all

and modify the control algorithms

other devices. For example, when a

from a central location. The centralized

user presses the button to turn on the

systems have some major downsides

air condition, the button sends a signal

as well; the linear dependency, and the

directly to the air condition system

complexity in installation. Since the

and another signal for every window

system is hierarchical, each component

to close. The decentralized systems

is connected directly to a single device,

are generally applied in houses and

and when the device malfunctions,

small office environments, where the

the entire system is out of order. The

overall number of devices connected

fact that all devices are connected

is limited and the complexity of control

to a single device means that many

is not high. The major benefits of this

wires must be installed, which makes it

system is that when one of the devices

difficult to apply for existing buildings.

fails or is not connected, the rest are

The decentralized system is a newer

not influenced and can continue

alternative to the previously discussed

to work independently. This system

InSleepers

Fig. 6-2 Representation of devices connected to the automation system

Fig. 6-3 Double feedback loop: fast feedback (blue), and slow feedback (red)


31 is also much more easy to install,

Algorithm core: Is the component in

since every device needs only two

charge of integration of data and has

connections (power and bus) and

the ability to make decisions using

there is no single device that needs to

algorithms. This layer would monitor

be connected to all devices. There are

the database maintained by the

several protocols that use this type of

machine layer as well as data coming

system, the most popular today is KNX,

from the user interface, and make

and many manufacturers (Philips, GE,

decisions on the most energy efficient

Samsung etc.) are providing off-the-

way to run the system accordingly.

shelf devices that are able to be easily connected together. The downside of

Most control algorithms are designed as

such a system is that the conditional

a sequence of if->then/else conditions.

programming needed for setting up

The controller is constantly listening

can get exponentially more complex

to the sensors connected to it, if an

with the more devices connected,

event occurs (E.g. temperature drops

with no ‘central brain’ structuring

under a preset limit, starts raining,

the sequence of commands. Another

window opens, etc.) a certain reaction

downside is the system’s cost, since it

is triggered (E.g. start heating, close

is required that each component would

window, turn off air conditioning, etc).

Fig. 6-4 Schematic illustration of a centralized control system

be equipped with a network adapter and a micro-controller, which is not

This conditional programming can

needed in the centralized system.

remain at this basic level or can be elaborated with the introduction of calendars and logic connections between

several

conditions

Fig. 6-5 Schematic illustration of an uncentralized control system around a common bus

Chapter 6


32 (E.g if temperature is below a certain

between the current state received

memory and deduction abilities to try

switch, thermostat- through which the

preset temperature AND below a preset

from the sensors and the desired state

and predict the most effective method

inhabitants express their desire (e.g.

wind speed AND it is NOT raining AT a

is decreasing. This results in a more

of actuation.

turn on light, cool the room) without

summer night, open window). Naturally,

efficient usage of systems.

a system can be only as intelligent as

receiving any feedback other than User interface: The user interface layer

the actuation of the system itself, an

its designer, and in many cases the

Where more than one method can

is responsible for the communication

indicator LED or sometimes a short

process of building and programming

used to achieve a desired effect (e.g.

between the user and the machine,

confirmation sound.

the conditioning algorithms remains

more than one cooling system available

either initiated by the user or by the

very basic.

at the system’s disposal to reduce

automation system. This includes the

More advanced systems are able to

temperature) it is possible to use

mechanisms though which alteration

collect and log data and arrange it

In high end sustainable systems a more

simplified thermal models to create an

of behavior can occur, namely, the

at the user’s disposal in the form of a

elaborated algorithm can be used

optimization horizon, between speed of

integration of game mechanisms.

display. Using dedicated touch screens

which can perform calculations in real

actuation and energetic consumption.

This layer would provide immediate

or phone and tablet application, state

time and make decisions based on the

Some high end systems are also using

feedback upon user’s actions and

of the art user interfaces are able to

calculation’s result. The first level of

predictive weather data from online

would allow him to deduct the effect he

allow an effective, as well as enjoyable,

added complexity would be to include

sources to strategically plan ahead

has on the inner-workings on the house

method of centralized control over

PID controllers (Proportional-Integral-

the actuation. Another variation of the

(see Fig. 6-5). Of the three layers, the

the many options the automation

Derivative controller ) that have the

control algorithm layer can be related

user interface layer is the most abstract.

system can offer. These systems are

ability to control not only whether an

to user monitoring and self learning

As a matter of fact, the common user

able to visualize the otherwise non-

actuated system is on or off, but also

systems. As described in chapter 5.1.3,

of most automated homes is not

accessible data, such as consumption

the intensity in which the system is

several emerging methodologies are

even aware of its existence. In these

and temperature and make it accessible

operating. By doing so, the control

being developed to ensure accurate

houses, that belong to the lowest

to the average user. Some of the more

system can prevent “overshooting”

actuation by creating a system that can

level of automation, as well as in

advanced system also offers integration

of the system by decreasing the

not only perform energetic calculations,

office buildings, the user interface

with the internet, which enables

intensity of operation as the difference

but maintain a neural network with

consists of a set of switches- e.g. light

remote controlling from outside the

InSleepers


33 house as well as data collection from external sources, such as weather data, electricity prices etc. It is noteworthy that any combination of the methods described in this chapter between layers is possible. In other words, it is possible to integrate any control algorithm on either centralized of decentralized systems,

Fig. 6-7 Schneider electric energy monitoring and automation system interfaces

and very elaborated user interfaces can be connected with basic user interfaces or vice-versa. As far as this thesis goes, the focus would remain on the user interface layer, which could in theory be applied onto any existing or future system, with variable levels of compatibility and supported features. The more extended the algorithm system and the more sensors are available at the interface’s disposal, the more effective the system could ultimately be.

Fig. 6-6 Schneider electric schematic design of a KNX bus decentralised system

Chapter 6


34

6.1. Potential in reduction via behavior manipulation In order to establish the needed

reduce the overall ecological footprint

intervention, first the desired change of

of the house in which the automation

behavior should be defined. There are

system would be installed: Energy,

three main aspects in which alteration

fresh water consumption and waste

of user’s consumption patterns would

management.

6.1.1. Energy

consideration, the start of a cycle

• Domestic hot water system - The

could be queued by the control

lower the temperature of water the

system or the user to ensure the most

user requires while taking a shower

economic usage.

or doing the dishes, the less energy is needed to operate the hot water

• Comfort system - The control of the

system. These actions could be

comfort system should be regulated

monitored and the heating system

by an automated system which

could be adjusted according to user’s

is designed to minimize energy

behavior.

Most significant and relatively simple

would be done by smart grid monitors

consumption while maintaining

to monitor is the house’s energy

that can give real-time usage data to

optimal comfort. The users should

• Lighting - The lighting of the house

balance: the frequency and extent to

the interface.

be able to over-ride it whenever

could be tweaked down to achieve

they please, but the system should

a comfortable minimum. Users have

which the appliances are being used, the usage of the comfort system, the

• Home appliances - assuming that the

communicate back immediately the

the ability to largely influence the

domestic hot water production and

efficiency of the home appliances per

consequences of the action. The

amount of light used, using dimmers

lighting are the most crucial factors in

cycle is a given that is beyond our

interface could warn the user in cases

and switches.

this category. If the house is producing

control, reduction of energy can be

of conflicting instructions (e.g. open

energy (e.g. wind, solar collectors or

achieved via user awareness- using

window while heating is turned on)

thermal collectors) , or is connected

appliances when they are full and

to a grid that charges different fees for

using ‘eco’ setting to reduce needs

energy according to the hour of the

These are usually hard to monitor

day in which the energy is consumed,

(might be possible by measuring

there is a significant difference not only

intervals between cycles, and

to the amount of energy used, but also

the duration of them). If time of

to the time of consumption. Monitoring

consumption is to be taken into

InSleepers

6.1.2. Fresh water consumption The second aspect the interface would

pipe, as well as on specific pipes (e.g

be able to monitor is the amount

shower, kitchen, toilet) and provide the

of fresh water consumed in the

system with a live feed on usage. The

household. Monitoring can be done

main consumers of fresh water are the

with flow sensors on the house’s inlet

shower, the appliances and the toilet.


35 • Shower - A reduction of the time

• Toilets - User awareness of the large

a shower takes would drastically

amounts of water used when flushing

decrease the amount of water used

the toilet would prevent unnecessary

in a house hold. That is entirely user

use and encourage using a reduced

depended and might be a bit tricky

amount of water per flush when not

to follow per user (as oppose to per

needed.

household). • Gray water usage - Gray water system • Appliances - Washing machines and

is a good opportunity to save fresh

dishwashers use large amounts of

water. The user could be encouraged

fresh water per cycle. User awareness

to use grey or rain water whenever

of that fact with instructions for

possible.

optimal usage would reduce consumption.

6.1.3. Waste management The third aspect, which is also the most

patterns of the user, as well as identify

difficult to monitor is the household’s

changes in ratios between organic,

waste management. It could be

non sorted garbage and separated,

monitored by putting electronic

recyclable waste. Points would be

weights at the bottom of the recycle

given according to the amount and

bins and the trash can that would

balance, as well as the time of disposal

provide data on the amount of trash

when needed to regulate the municipal

in the bin and when is it emptied. In this

garbage quota.

way the interface could monitor usage Chapter 6


36

6.2. Game Design and implementation According to the literature study, a

The mechanisms should be tuned in a

good strategy would be to sustain

way that they would be wide-spread

interest and engagement by a large

across the interaction range, in order to

amount of users to integrate gaming

allow users with different preferences

mechanisms into the interface design.

and motivations to enjoy.

Game environments: The interface

• V i r t u a l

reality:

A

mirrored

coexists in several different

representation of performance

environments in parallel.

would be visible to the users and their social networks. Goal: a visual

• Control environment: it is displayed

representation would infer meaning

as an HTML interface on a mobile

and help justify the reason for playing

device, allows direction dependent

the game.

actuation and immediate simplified

6.2.1. Goals and objectives

feedback on the effect the actuation

• Tangible redeeming: Points gained in

Design Aim: The aim of the game is to

for example to signing up for a diet

has on the system. Goal: Instant

the game are redeemable to real-life

positively alter users’ consumption in

program, or an aerobics class at the

feedback would improve skill by trial

objects or benefits. Goal: create an

terms of reduction of used resources

gym – the individuals are aware of a

and error.

ultimate goal for the game that suits

(energy, water, waste) for a long

situation in which they require external

enough period (three months) that it

help for self improvement, and willingly

• Game overview: This consists of

reduce resistance and allow a larger

becomes a new habit. Also the design

bind themselves into the rules applied

a set of views in which the player

level of expectance between users.

aims to provide the users with new

by the system.

could note their progress and be

with the player’s reasoning. It would

knowledge and knowhow to improve

able to compare it with others. Goal:

their abilities (skills) to assist achieving

continuous feedback on progress in

the game’s goals.

the game. Player Objective: The objective of the

The game acts as a self implied tool

game is to become the most energy-

• Social feed: Game results would be

for personal improvement. Players

efficient player. This is reflected on the

published via social network feeds.

are accepting the rules out of

level and the ranking. In addition, the

Goal: Social behavior improves

understanding the benefits it would

player would aspire to get as many

the motivation and increasing

have on their behavior. It resembles

trophies as possible while playing.

complexity.

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37

6.2.2. Rules and gameplay

6.2.3. Points

The game is open ended and based on

environment which mirrors the user’s

The player can gain points in two

To g a t h e r p o i n t s f o r e v e r y d a y

the continuous metering of household

behavior. Rewards are redeemable in

different methods: A. reduction and

consumption, the players are

usage. Efficient usage is rewarded and

the form of an in-game currency which

sustaining a low consumption patterns

constantly in comparison with the

decline in performance is punished.

is exchangeable to real-life money

and B. meeting challenges (single or

virtual energetic reference model of

The player cannot lose in the game;

equivalent based on the product’s

multiplayer)

the house. This model consists of a

however effort is needed to be

business model.

benchmark equivalent of the house

maintained in order to preserve the acquired assets.

which is altered by house specific The rewards in the game are given in

information and meteorological data.

two forms: points and trophies. Each

Points are accumulated and determine

The difference between the assumed

Rewards: The game’s reward system is

of the two is corresponding to KPIs

the level a player is at (logarithmic

average household consumption of

designed to keep the player involved by

in three different fields of resource

incremental thresholds, reflect difficulty

the model and the actual measured

positive reinforcement. The players are

conservation: energy improvement,

in moving from one level to the other.

performance of the user is translated

rewarded for both reduction of usage

water consumption reduction and

E.g- between level 3 and 4 the players

to points. The larger the deviation,

and sustaining of low consumption.

waste management. This chapter

would need 300 points, while to get

the more points the user gains. The

describes in detail the logic and

from level 6 to 7 would require 1200

measurement takes place in correlation

mechanism behind them.

points). Points are collected in three

with the actual user taking the action

registered and interpreted by the

hour intervals for energy and water

(recognized via optical means) and

game and are rewarded by the game

performance, while points for waste

counted to their balance. The points

engine based on a quantifiable level

are distributed once a week (00:00) and

are calculated per quarter of an hour,

of compliance with the performance

reflect the effort within the last 7 days.

based on the presence of the player

on the game’s KPIs (Key Performance

In addition, points are distributed upon

in the house. Points are given only

Indicators). The rewards are the

completion of a challenge, regardless

during the time that the user is in the

basis of the generation of the virtual

of time.

house. The inhabitants are measured

Actions done by the players are

Chapter 6


38 on energy balance by electricity meters,

being able to bet them. There is no

water consumption, by flow meters

option for a player to get bankrupt nor

and amount of waste produced and

in dept. Players might lose their status

sorted by electronic weights. Points

and level if they have lost challenges.

are automatically accumulated, even if the user doesn’t show interest

To enable a more interesting game

or involvement in the game. They

that allows strategic thinking, the

can be used as a personal reference

players are not able to see each

for users who are only interested in

other’s point balance: just the level

quantification of data. Extra points can

in which the player is currently at. To

be gained by taking on challenges,

prevent ‘killers’ from demotivating

offered by the game engine, self

less experienced users, players could

implied by the users upon themselves

only challenge other players within

or later in the game in groups. While

two levels up or down from their own

challenging other players, each player

level. To determine the mechanism by

Designing a game which is rewarding

prevent people from abandoning the

takes a similar risk, betting on some of

which points would be distributed to

home energy balance improvement,

game as a result of being unjust.

the points accumulated so far for the

the players, a method is needed to be

is very difficult to achieve, since many

chance of winning the other player’s

established. Later it can be converted

different variables apply when trying

Below are analyzed the most significant

points. The points are a currency and

into the computer code that would

to compare resource consumption

variables should be analyzed while a

therefore users must earn them before

construct the game engine.

between different households (see

balancing scale is integrated as a set

Fig. 6-6). These variables would

of individual coefficients with which

6.2.3.1. Points evaluation methodology.

make the absolute insufficient for

the absolute measured data can be

Fair play: In order to make an appealing

rules are applied to all players in the

determining progress in the game.

normalized and compared.

game for users, it is required to

same manner; equal effort should

Therefore a balancing system should

design an environment in which

be rewarded with an equal prize.

be developed to maintain fair play and

InSleepers

Fig. 6-8 Fair play requires a system that is capable of comparing and normalizing very different scenarios.


39 The general principal used to achieve

The benchmark consists of statistical

equity in the game is to use relative

data of resource consumption from a

information rather than absolute. The

comparable simulation. The score is

amount of success is measured as

then given according to the relative

distance from a model generated upon

distance on an array between the

the first operation of the game by the

actual measured consumption data

user or a third party. The benchmark

(received from the sensors monitoring

creation is integrated in the startup

the house) and the best and worse

menu of the game and consists of

practice settings of the benchmark.

a personal questionnaire and home

Using this mechanism, players are able

survey instructions. From the input an

to compete and be evaluated fairly (see

initial energetic model of the house

Fig. 6-7).

Fig. 6-9 The self reference benchmark system is capable of comparing two different houses by using only relative values.

can be generated. Upon completion of the survey phase the software can

The factors that should be taken

send a query to an online database to

into account in order to make this

find the best matching coefficients for

normalization can be distributed to

applying to the generated benchmark

three main categories; A.the building’s

in order to compare the house and

active and passive efficiency, B.the

user to. Over time, a fuzzy logic neural

inhabitant’s behavior and scheduling,

network would make adjustments to

and C.the climatic environment in

the benchmark to better represent

which the dwelling is located.

the physical environment, so that any inaccuracy in the fitting of the benchmark and coefficients would be canceled out after a period of time.

Fig. 6-10 EPC calculation formula.

Source: Dutch code NEN 7120

Chapter 6


40 Active and passive building efficiency:

7120 code is based on dividing the total

Among the most influential factors on

energetic consumption by a sum of

the absolute amount of resources used

used surface area and the surface area

in a building are the system’s efficiency

to which the building is transferring

and the passive design of the building.

energy to, multiplied by coefficients

What was referred to in the introduction

(see Fig. 6-9).

as the ‘machine’ factor in the demand side, has the most significance in the

In an existing building that has been

overall output. For example, a house

analyzed for EPC the value can just

built in recent years, according to the

be input, and if not a self generated

highest standards and equipped with

climatic model can be generated

state of the art appliances would require

using a dedicated segment in the

far less resources than a house built in

questionnaire that would inquire about

the 70’s with little or no insulation and

the wall properties, surface areas, and

ineffective appliances. Therefore the

geometry in order to run a parametric

first step for normalization should be

climatic simulation of the house and

to eliminate the building’s set energetic

then input the resulting values into the

performance. A good starting point for

EPC formula.

the benchmark is to input (if existing) or calculate the building’s EPC (Energy

In her PhD research, O.G. Santín

performance coefficient) as a starting

suggests that the EPC by itself is not a

point. The EPC is a standardized method

sufficient parameter to establish actual

in use in the Netherlands to determine

energetic consumption of a building

how energy efficient a building is. The

(Santín 2010), and many human factors

method, as described in the Dutch NEN

can be held responsible for the final

InSleepers

Fig. 6-11 Schematic illustrating the scoring method in the game, with input from the survey, the location data and sensors.


41 measured levels of usage (seeFig. 6-10)

covered by the questionnaire, and it should be divided into two parts: the

Inhabitants,

occupancy

and

scheduling: In the following paragraphs

climatic survey and the behavioral survey.

the main variables would be identified and a balancing strategy would be

Climatic survey: In this section the

suggested.

software would try to understand the climatic and energetic performance

In her Phd research, O.G. Santín had

of the house. It would be formulated

investigated energy consumption in

in a comprehendible manner so

dwellings and suggested numerous

that anyone could answer it. The

factors that influence the variety in

information gathered should allow

them. The following chapter is loosely

the interface to create a virtual model

based on her findings in regard to

of the house which would be used for

which are the determining factors on

the zero climatic benchmark. Questions

a dwelling’s energetic balance.

would include the nature of dwelling,

Fig. 6-12 Factors determining energy usage in a dwelling. Source: Santin, 2010

for example: floor area, wall area, At the first stage of the installation of

window area, number of bedrooms,

the game the inhabitants would be

building type (apartment building,

required to answer a questionnaire

private house, corner house, row house,

in regard to aspects that could

boathouse…) floor, year of construction,

influence the energy, waste and water

number of external walls, number or

consumption of the household.

layers of glass in the windows, context (urban, rural), cooling, heating and

There are many fields that should be

ventilation systems, estimated yearly

Fig. 6-13 Factors determining energy usage in a dwelling. Source: Senopia MagicPlan screenshots, 2012

Chapter 6


42 energy expenses etc. To assist in this

amount of time spent at home daily

user with feedback for their actions,

potentially tedious task, it is possible

and at which rooms, what appliances

a very responsive system is required,

to integrate software solution such as

are used and how, are there any pats of

so that the consequence of an action

the elements being used in Sensopia’s

children in the house and what is the

would be immediately visible to the

MagicPlan phone application. The

health status of the inhabitants

users, and they could adjust it and

software is using the phone’s sensors

improve their performance. On the

to model a floor plan and openings

Noteworthy to mention that some of

other hand, a too responsive system

in a matter of minutes. (see Fig. 6-11)

the questions in the OTB survey are

has the disadvantage of counting in

would not be asked since they are

anomalies as well as be much harder

Behavioral survey: The second part of

within the scope of behavior the game

to compare to the benchmark which

the survey is aimed at constructing an

is intended to change. For example,

is approximated to begin with. The

initial behavioral model of the players.

one of the most influential factors on

suggested solution is to separate the

This model would help to adjust the

the energy balance asked upon in

scoring mechanism from the immediate

scoring mechanism to create a fair

the OTB survey is whether or not the

feedback mechanism so that the

a longer period of time – a 3 hours

game, by providing coefficients by

house is rented and is the cost of gas

displayed values and the registered

average (see Fig. 5-31). For example, if

which the points would be multiplied

water and electricity are included in

values would not be identical, even

a user is turning on the water boiler, he

by in order to balance out factors which

the rent. Since the game is designed

though they are derived from the same

would immediately notice a decrease

may affect the game. A good basis for

to make the inhabitants aware of their

measured and normalized data. That

in the energy balance, representing

such a survey would be the TU Delft’s

consumption, it is assumed that even

would result in an instant feedback

the ongoing load. At the same time,

OTB energy survey (Santín 2010) which

if the rent includes the cost of services,

reading, displayed by the interface

the game would not log the individual

includes, among others, questions

they would work with the game to alter

in real time,5 seconds relay, which

operation, but balance it with the rest

regarding the number of occupants,

that behavior.

would allow the users to correct their

of the collected data until the next 3

behavior, and a logging system that

hour interval.

their age, level of education, their income, the period of time in which

Representation and scoring: Since

would log scores to be used in the

the inhabitants have lived in the house,

the pointing system provides the

game which would be spread over

InSleepers

Fig. 6-14 Dual interval system

The score would be given by applying


43

Fig. 6-15 Score graph and variables illustration.

Fig. 6-16 Function subscription process illustrated

formula A. The accumulated game

order to allow for comparison between

scores collected by the two groups and

dependent would de divided by the

points in each measured activity are

different schedules and usage patterns.

match them in a way that would bypass

time of active occupancy by the user,

the result of subtraction of the area

Since some actions and routines are

the differences caused by the different

and then multiplied by a correction

between two functions- the function

performed daily regardless of the

level of occupancy.

coefficient that is suppose to maintain

representing the data from the best

amount of time the user is in the house

practice benchmark and the function

(such as laundry, shower, washing

As seen on formula B, the sum of

representing the collected data from the

dishes, etc.) while others are of derived

points gathered from tasks that are

sensors, for quarter of a day intervals,

from the amount of time the player

not time depended would be divided

The scores are kept per user. Common

starting at the average time of wake up

is at the house (such as watching TV,

to the number of seconds of the

tasks (such as washing dishes or

(t0=07:30). The game takes into account

turning on lights, using the computer

interval (10,800) and the sum or points

boiling water) are logged for each user

the players’ occupancy and behavior in

etc.) it is suggested to separate the

gathered from tasks that are time

separately with the same amount of

balance between the S1 group and the S2 group.

Chapter 6


44

�= �

Where,

����,���

S

��������������� (�) � ������� (�)�� Is the numeric score given to the player by the game engine.

t

Is time in seconds.

�������

Is the function generated by data collected and logged by the sensor array monitoring consumption.

���������������

Is the function describing the simulated consumption value of the best practice model, acquired by the survey and AI.

Fig. 6-17 Formula A - Score calculation based on surface subtraction of functions.

points, while

��� ��� � � = + � ����� are the most points in individual actions 10,800 ����������

Where,

������ ���

������ =

��� ��� � � + 10,800 ����������

Is the score given to the user every 3 hours.

Is the sum of scores received for actions that are independent of time.

���

Is the sum of scores received for actions that are dependent of time.

����������

Is the period of time in seconds in which the user is in a mode of active occupancy.

An optional correction coefficient meant to balance the impact S2 has on Stotal.

Fig. 6-18 Formula B - Combination and normalization of time dependent tasks within the score.

the fastest way,

taken. The first would be to bring a third

example- turn on heating and measure

logged per user, according to the

which were not rightfully earned. The

party for installing and setting up the

the time it takes to raise 1 degree).

performance (such as shower, lights

game should offer methods to identify

system. A technician, or experienced

Using this method, the model of the

Is the score and given to the user every 3 attempts, as etc.). This could result in different score balance out chatting ������

player, would come to the new user’s

house would become more and more

house to set up and install the system.

accurate and cheating would become

That would dramatically decrease the

less possible.

Cheating and malpractice: Since One significant failure point could Is the sum of scores received for actions ��� the game is competitive that and are thedependent be the of questionnaire. If coached, time.

cheating attempts. Another way to

the periodcounter of timethose in seconds in which could be ���������� cheating by players trying toIsacquire two approaches

and measure the response time (for

Where,

hours.

for two players living in the same house.

���

well as prevent them from happening.

Is the sum of scores received for actions that are independent of time.

points gained in it can be converted could answer it in a way An optionalinhabitants correction coefficient meant �

to balance 2 has on Stotal. to tangibles, it would be prone to the thatimpact wouldSbenefit them in the game. To InSleepers

the user is in a mode of active occupancy.

locate cheating attempts (or innocent inaccuracies) is that the system would occasionally initiate actions


45 providers of induced by the user’s play style. The trophies management system would be available for online update so that new trophies could be added with time or some trophies may become available only for a short period of time. Trophies would have a large variety and they would be subject-specific. Fig. 6-19 Illustration of different occupation times and scoring

The game would contain three sets of trophies- one for energy related challenges, the second for water related challenges, and the third for waste

6.2.4. Trophies:

related challenges. Each of these sets

In addition to points, a parallel system of

the form of species that represent

would be divided internally to three

trophies would be set up to enable the

the effort. Trophies are designed to

levels according to their value. A basic

players to collect proof of competence

keep user engaged and motivated by

level which would reward challenges

in various fields. These would be

introducing a collecting game into

of the lowest difficulty, a medium

granted on successful completion of

the scheme, as suggested by Kim’s

level, and a high level, which would

challenges (both social and personal).

guidelines for gamifyed process (Kim

reward the most difficult challenges.

The trophies would be visible to the

2009). The trophies are used as part of

In addition, special trophies would be

player and the social surroundings in

the challenges module of the game to

kept to reward task repetition. These

form of feed updates, player profile

shift user’s focus into specific goals set

trophies would be given once a player

alteration and unique rewards within

by specific needs that are determined

had completed a series of challenges

the mirroring virtual environment in

by the game designer, the service

of the same kind. Chapter 6


46

6.2.5. Challenges As oppose to points, which are

for the player to lose interest in it. The

gathered regardless of the user’s active

suggested timeframes are between a

intervention, challenges require the

days and a month. The reward intensity

user for a level of engagement with

should reflect the effort done, and time

the game, and could only be initiated

of challenge should be reflected in it –

and met via user involvement. All

long challenges should be rewarded

challenges and tournaments are

better then the short ones. Once a

defined by both an explicit target and

challenge is met, a trophy is unlocked

a timeframe (for example: reduce your

and points are given in regard to the

electrical consumption by 10% in the

difficulty level. Players are offered the

following week). The timeframe needs

chance to select a trophy to their liking,

to be long enough to get repayable

enabling choice and customization

data, but at the same time not too long

within the same worth level.

Fig. 6-20 Trophies principal schematic distribution.

6.2.5.1. Display: on the game layout, challenges are

conflicting challenges could be taken

displayed in a way that would allow the

simultaneously. For example, a player

users to keep track of their performance

could be engaged in a challenge to

during the challenge.

reduce water consumption and waste management at the same time, but not

Since the period of each challenge is

two challenges for water conservation.

very long compared to the gaming

Unlike the water and waste tasks,

realm, it is suggested that multiple non-

energy challenges allow a higher level

InSleepers

Fig. 6-21 Trophies unlocking per level illustration.


47 of flexibility, since sensors are able to

interference on the power grid can

distinguish many exclusive actions

accurately identify which devices are

that could be distinguished from one

working at any given moment (Mallya

another and thus be scored separately.

2011). This would imply that a relatively cheap sensor could be used in one

A research done recently in Brown

location to monitor the entire house

University had demonstrated that

and analyze the grid usage in real time

a spectral analysis of electrical

(see Fig. 6-21).

Fig. 6-22 Challenge bar display illustration.

6.2.5.2. Challenge types There are several ways challenges can

challenge all players (2-5 players) bet

be taken by the players:

an equal part of their currency and the winner would gets all the sum gambled

Individual Challenge: The players

upon. To play a player/player challenge

can either take a challenge offered

all players must have cleared the first

by the game engine of sets one for

game mode and progressed into the

themselves. Challenges are always

social mode, and should not have a

rewared by both points and trophies.

level difference more than 5 between

The individual challenges are designed

them. The player/player challenge is

for the initial modes of the game, and

designed to be taken within a player’s

therefore are rewarding with relatively

social network so that the challenged

low points, and beginner level trophies.

is played among friends. All multiple player challenges have three different

Player/player competition Challenge

outcomes. In case no player had

(maximum 5 players): In a player/player

completed the challenge, currencies

Fig. 6-23 Spectral analysis of a domestic power grid Source: Mallaya, 2006

Chapter 6


48 gambled on are confiscated by the

Team/team Challenge: A team of

energy field (e.g. water tournament). In

game. In case only one player had

players challenges another team.

the tournament the player get points

met the challenge, he would be the

Again, the players of each team bet

according to your final ranking out of

winner. In case more than one player

a specific part of their points which is

all the participants. The worst player

had met the challenge, the player that

added into a sum. The winner team

gets complimentary points while the

had progressed furthest from the set

gains the sum of the loser team. This

winner gets the highest bonus. During

goal would be declared winner and

sum is divided equally to the winners

the tournament there is always a live

would receive the currency. In any case,

(for more peer pressure). This challenge

status of where you are compared to

each player that had met the challenge

is designed for an intermediate level

the others.

receives the corresponding trophy. For

and is rewarding accordingly. The

example: let’s assume that three players

trophies gained from these challenges

have taken a challenge of reducing the

are similar to the entire winning group

electrical consumption of their home

and can be voted on.

electronics in 10% for a period of a week, and had gambled 100 currency

Tournament: Every tournament starts

points each. The results logged at the

at a set date. Day tournaments start

end of the week were: player 1 had a

each day and worth little points. Week

consumption of 93% percent, player 2

tournaments start on Mondays. Month

had 78% and player 3 had 76%. Player

tournaments start on the 1st day of

1 did not meet the challenge and there

every month and the player can gain

for receives nothing. Player 2 had met

many points.

the challenge and therefore would get a trophy, and player 3 is declared the

One can enter a tournament according

winner, and would receive 300 currency

to a. his level (e.g. tournament for levels

points as well as a trophy.

10-15) or b. his consumption in a specific

InSleepers


49

6.2.6. Mirroring – virtual environment

the land, by flowers, grass and animals (see Fig. 6-23).

In order to improve the connection

saver (on all devices). The players can

between cause and effect in this serious

fly around their own island as well as

Trophies would be represented as the

game, a visual virtual representation

other players’ islands within their social

biodiversity of the island. Through

mechanism was conceived.

network. During these flights they

advancement to higher levels or by

would be exposed to trophies acquired

winning challenges the player could

The island would act as a mirror,

by their friends and could brag about

unlock different types of fauna and

representing the reality within a virtual

those they got.

flora and add them in his simulated

environment. The two main outputs of

environment. Special tasks would offer

the game, points and trophies would be

At first stage, the island is a rocky

exceptional species that would be hard

displayed in it. Points would determine

wilderness, and the actions of the player

to get. The game engine could decide

the livelihood and size of the island,

create life within it. The island would

according to the player’s performance

and trophies its biodiversity.

represent the progress in the game in

to specifically assign extra trophies or a

a way that from a glance one could

certain aspect of the game that it had

The three different consumptions

tell how well the player is doing. The

analyzed that need reinforcement.

are translated into a simulated

energy balance would be translated

environment which is comparable in

into vegetation – the more CO2 the

social media. Each player is given an

player saved, the more trees and plants

editable procedurally generated island.

would be generated on the island. The

The players’ islands can be edited and

water balance would be represented by

named by them. These islands are

the amount of rivers and waterfalls as

visible to other players in the form of

well as aquatic life (fish etc.) that would

a screen saver that shows a rendered

be generated on the island, and waste

flight between the islands as a screen

would be represented by the fertility of

Fig. 6-24 Schematic of mirroring logic and conversion to currency

Chapter 6


50

Fig. 6-25 Phase by phase simulation of player progress on virtual island

Fig. 6-26 Schemaic of parametric island and archipelago generation in the virtual environment.

6.2.6.1. Visualization generation methodology

a basic orthogonal grid. Input from

offset inwards and filleted. The new

In order for the islands to be

in the archipelago are in proximity and

the scoring engine is converted into

set of curves would be the island’s

automatically generated by the game

the sizes of the islands are changing, a

repelling values, that in turn would

boundary, and would be sent to the

engine, a set of parameters should

method for creating the island mesh

reshape the grid. Once the new grid is

terrain generator.

be defined, according to which the

is required. The approach used is

established, polygons are generated

construction of the island would take

the prototype is based on a dynamic

using the Voronoi diagram (see

place (see Fig. 6-24). Since the islands

attractor-repeller algorithm, set on

Fig. 6-25). The polygons are then

InSleepers


51 The described procedure would be

the rarest species would disappear first

repeated for every player separately,

once the performance is in decline.

since each archipelago consists of the

The parametric ecosystem generation

player’s friends on social media. As a

would take place according to formula

result, no two players would view the

C, in which the relationship between

archipelago in the same way.

the different elements is described; Each one of the three fields of

Once the archipelago is generated

consumption is calculated separately

and the information from the server

into a sub-ecosystem. Each one of

containing the player contact’s island

the sub-ecosystems is comprised

appearance, the player’s island can be

of the individual species (items)

generated. To do so, it is important

collected by the player, multiplied by

to define how the ecosystem would

a coefficient that represents the rarity

be generated. As mentioned earlier,

of the specimen. The commonness

trophies would be represented as the

coefficients are determined by the

ecosystems’s diversity and the points

game’s main server and the ratio

as the density of it. The combination

between them and the rest of the

of the two should be parametric and

species is identical to all players.

evenly distributed across the island.

The sum of all coefficients in a sub-

The different species’ representation

ecosystem is 1- 100% of the population.

would vary based on their rarity. The

Once the composition of all three sub-

more difficult a challenge is, the rarer

ecosystems is calculated, the real-time

the trophy is. This is done to enhance

feedback score is system is introduced

the satisfaction of completion the task,

to the calculation. The values that

as well as to maintain users alert, since

are gathered from the sensors are

Fig. 6-27 Voronoi diagram distribution based on repeller- attractor values gathered from the player’s levels

normalized using formula A. These

challenges but had neglected the game

values are multiplied by the number

for a couple of days would have bold

of items in the player’s ecosystem, and

spots on the island and the livelihood

together they determine the density of

of the plants and animals would be

items on the island. In other words, if

decreased, but there would still be

a player had chosen not to take many

many different species of them. Since

challenges (little trophies) but at the

effort is made by the players to achieve

same time consumes little resources

and unlock the trophies, it is suggested

(scores high on points), the island

that no specie would go extinct

representing his house would be

permanently. If a user’s performance

lively and vivid, but would have little

had caused species to disappear due

verity of items – many of the same tree,

to the density calculation (statistically,

many of the same fish etc. On the other

rare species would vanish faster than

hand, a player which had taken many

common ones). Chapter 6


52

����� ∙ � � ���� ∙ � � � ��������� ����� ∙ � � ⋮ � ������ ∙ � � ��, �, � ⋯ �� = 1

Where,

����� ∙ � � ���� ∙ � � � �������� ����� ∙ � � ⋮ � ������ ∙ � � ��, �, � ⋯ �� = 1

��������� ∙ ����������� ������� � �������� ∙ ���������� �������� ∙ ����������

����� ∙ � � ���� ∙ � � � �������� ����� ∙ � � ⋮ � ������ ∙ � � ��, �, � ⋯ �� = 1

�����

Is representing a species rewarded for meeting a challenge.

����

Is the array representing the diversity of an ecosystem in the field X.

�⋯�

������

�������

Fig. 6-30 Parametric island generation according to outlines and terrain definitions.

Are coefficients representing Itemn’s commonness in the ecosystem. The higher the value the more common the item is.

Is the points given by the immediate feedback system in the field X according to formula A. Is an array representing the combined data of all three ecosystems.

�(�) = 1.1� ∙ (� � 1) 1 1 1 1 � Fig. 6-28 Formula C - Density and ecosystem �( , population , ⋯ ) €���� = (� ���� ∙

InSleepers Where,

���

� � � ��

Fig. 6-29 Ecosystem distribution on terrain according to parameters derived from formula C

) ∙ ��


53

6.2.7. Levels The game uses the concept of levels to

the game and allow him to measure

break down the pointing mechanism

himself against others. Therefore, levels

to smaller targets that are gradual and

should be made visible and desirable.

always within reach. A level is earned

This is achieved by unlocking trophy

once enough points are accumulated.

sets according to the level, so that

Levels are distributed in a geometrical

anticipation is created to meet the new

progression with a low common

rank. The level is also mirrored in the

ratio (e.g. 1.15) along the points’

size of the island- the higher the level

graph (see Fig. 6-29). This results in a

of a user, the bigger his island is- a fact

mildly increasing difficulty threshold

that would be very noticeable by other

between levels. Levels mark significant

players, and motivate them to level up.

Fig. 6-31 Conversion of points to levels is done in a mild geometrical progression

milestones in the user’s progress in

6.2.7.1. Level Display method The level in which the user is currently

the initiation on a new level, the graph

at, the amount of points gathered

would start climbing along the circular

and the amount of points to be

curve, starting at 3 o’clock, twisting

gathered until the next level would

clockwise. The entire circle represents

be represented using infographics.

100% of the points needed to be

Displayed on a prominent location

achieved in the current level (would be

on the screen, a circular graph would

updated and remapped at the start of

appear which would represent the

each level). The points gathered would

status in the following manner; upon

be shown as the percentile of the

Fig. 6-32 Level visualization schematic view

Chapter 6


54 graph which is filled and the needed

and the counter is adding an integer

points would be the inverse of it. At the

(see Fig. 6-30).

center of the circular graph a two digit counter would be displayed, counting

The amount of time a user needs to

the number of cycles completed by

spend to advance to a new level needs

the player so far. Upon completion of

to be tweaked and maintained in a level

a level, the graph cycles back to 0%,

which is not too frustrating or too rapid.

6.2.8. Tangibles Many gamifyed processes have

could be converted to real life items,

adopted a model in which users can

money or money equivalent.

convert the currency acquired during the time invested in the game or

The conversion between the logged

platform for real life purposes. This had

performances to game currency should

been proven to increase motivation for

reflect how well the player is at the

engagement in the game, especially

game. The conversion would take place

among female players (Kim 2011), by

once per level, upon completion. Since

providing rational justification to the

the game works in a two dimensional

time spent for the gaming.

array, derived from the two reward mechanisms (points and trophies),

It is therefore suggested, that the

the most logical method of conversion

game described in this work would

would be to multiply them by one

follow the same principals and allow

another (seeFig. 6-31). The island’s

the conversion of points and trophies

density is determined according to

into an in-game currency, which in turn

formula A, and is representing the

InSleepers

�����

Is representing a species rewarded for meeting a challenge.

����

Is the array representing the diversity of an ecosystem in the field X.

�⋯�

Are coefficients representing Itemn’s commonness in the ecosystem. The higher the value the more common the item is.

������

Is the points given by the immediate feedback system in the field X according to formula A. Is an array representing the combined data of all three ecosystems.

�������

�(�) = 1.1� ∙ (� � 1)

Fig. 6-33 Diversity and density’s bound surface converted to currency. Different playing strategy would result in different surface area

€���� = (� ���� Where,

€���� �����

�⋯� �� , ��

���

1 1 1 1 �( , , ⋯ ) � � � � ∙ ) ∙ �� ��

Is the converted game currency.

Is the sum of points gained in the current level in all three fields.

Are coefficients representing Item’s commonness in the ecosystem. The higher the value the more common the item is. Are constants used by the game to regulate the amount of currency converted into meaning full numbers.

Fig. 6-34 Formula D - the conversion of score and trophies to currency.


55 number of points collected at all three

is increasing. At the same time a sound

In spite of being much easier to correct

offers an Ad-Hoc solution and would

fields since the game had begun, while

effect of a cash register would chime

and adjust, the separated system would

have to be harder to adopt to changes

the diversity is representing the number

in the background. After that, the same

be more limited and systematic. Unlike

and the introduction of new possible

of trophies collected and their worth.

would be repeated for the species in

the parametric system, this system

features.

Assuming that trophies that have been

the island.

gained in harder challenges are worth more, the commonness coefficient for

To reduce the tweaking complexity

each item in the ecosystem would be

of formula D and making beta testing

used in inverse, so that the less common

of the system easier, it is possible

the species is, the more points would

to replace the set of relative values

be converted by it to game currency. As

mentioned by an artificial translator.

described in formula D (see Fig. 6-32),

Points and diversity would be rewarded

the conversion would also use two

by preset steps. For example, for 2000

constants which could be determined

points, the user receives 100 currency,

in the game’s beta phase to normalize

for 2300 points the user receives 130

the formula and tweak it to generate

points etc. The diversity would be

logical, real life equivalent numbers.

translated according to groups by difficulty of challenge, e.g: 5 points for

The act of conversion to currency

each common object, 10 points for each

should be accompanied with matching

medium object and 15 points for each

animation and sound effects, making

rare object. Doing so would completely

the act understandable to the user. For

disconnect the two systems, removing

example, when the level is complete, the

the dependency of the currency system

level indicator is scrolling backwards in

on the scoring system.

small steps, while the currency counter

6.2.9. Business model Albeit beyond the scope of this thesis,

content) based on their performance.

some thoughts regarding the business

Even though not unprecedented (self

model behind the currency converting

reward game based mechanism have

mechanism should be discussed.

been existing for years) this model is taking away most of the appeal of such

For the result of a game to be converted

a reward, since most people would not

to real money, a financial connection to

be willing to accept it.

the world outside the game is required. The source of that money could be

Another option is similar in a way,

either from the users themselves, the

but is slightly more elaborated. In this

game operator, third party companies

model, the company distributing the

as sponsors, or the service providers

game and apparatus is selling it to

as partners.

the players with a higher price. The profits from the added value of all

The first model is based on a self reward

players would be joined in a pool, over

system, in which the players are putting

which the gamers would compete. The

money aside and every month and

company would manage the money

the game is giving it back to the users

and the game scores and distribute

(perhaps with added value in form of

it back to the clients based on their Chapter 6


56 individual performance. This model

major discount on a hybrid car at the

needed. If an electric energy provider

is also somewhat problematic, since

top of the tangible pyramid. This viable

would have been utilizing the game,

potential users are likely to regard

model would be conceived as profitable

special challenges could be designed to

the money spent as a loss, and the

for the players and the companies both.

motivate certain households to move

chances of gaining back their money,

The players would receive additional

the time of consumption to the morning

slim. Another problematic aspect of

value for being sustainable without

hours, while other households would

this approach would be to sustain the

spending any additional funds and

be guided to spend their energy at the

systems for a long period of time. Even

the sponsors would get publicity and

evening. The electric company would

if the amounts of money collected by

association with sustainability.

get a distributed load that matches

users are marginal, spanned over a

their ability to produce, reducing

long period of time the ‘bank’ would

Another alternative for a business

losses in the grid and improving the

be depleted.

model, which can be combined with

efficiency of the power distribution

the previous proposal, is to include

grid. This improvement is worth large

The most plausible model is to

the water providers, waste removers

amounts of money to the distributor,

incorporate third party companies

and energy suppliers to the reward

which could invest in the game instead

into the game, and allow them to

loop in a way that would allow them

of buying expensive gear or suffer

offer special offers, deals, discounts or

to regulate their routines in the most

losses. The same applies for evenly

products to the gamers. The companies

efficient way, using the game as a

distributing water consumption over

would get exposure and an affiliation

motivator. For example, smart grids

neighborhoods or cities, which reduces

with an environmental project.

today suffer from a severe problem of

the amount of water that needs to be

Preferably, the third party companies

over production at certain periods of

fed into the water system, and waste

would offer the player to convert their

time. The over production can cause

management companies could benefit

points into sustainable tangibles, such

the network to fail, and many measures

from timing the collection of waste

as a discount for shopping at a bio store,

are taken to make sure that there

according to the amount of trucks they

a high efficiency light bulbs or even a

would not be more production then

have, traffic and municipal laws.

InSleepers


57

6.2.10. Game modes – Maintaining “Flow”

No

Mode name

Type

Purpose

In order to maintain high level of interest

Phase 0: setup and settings.

1

Tutorial

S.Player

Calibration and education

and motivation, the game is designed in

Before a player starts the game he has

2

Sandbox

S.Player

Trial and error.

several phases that gradually allow the

to install the software, and place the

player to advance to different playing

sensors and actuators in place. After the

3

Self challenge

S.Player

Skill development

modes and challenges. The game is

basic setup and geometric introduction

4

Social challenge

S/S competition

Social involvement

designed to always give the players

of the house, some software settings are

challenges that are not too hard nor

required before the game begins. These

to easy, based on their current level.

are the in software setting steps, and

Doing so would prevent the player

they need to be completed only once:

from getting bored or frustrated

1. Connect to the player’s social

by challenges which are out of the

media accounts from where the

spectrum of their skill.

program retrieves data. The personal

Pattern detection

and motivation 5

6

Team challenge

Tournament

Group/group

Social involvement and

competition

motivation, peer pressure

S/S competition

Sustaining long play

Fig. 6-35 Game modes table

data missing would be filled by a There are 6 different game modes, as

questionnaire (birth date, gender,

described in Fig. 6-33: a tutorial, the

household, etc). The player’s avatar

sandbox mode, self challenge, social

is the social media profile picture.

challenge team challenge and the

2. Building energetic data (location,

tournament.

energy-ranking, construction type, wind exposure etc.). This part is required

The modes correspond with the game’s

to create an energetic virtual model

phases. These describe the progress of

of the house that would be used as a

a player in the options ladder up from

benchmark.

the first mode until the top.

Fig. 6-36 Phase 0 - setup and calibration

Chapter 6


58 3. Connect devices to the system

the same time the systems actuates

this mode for a week or so, the player

level scale without participating in the

(lights, appliances, meters, etc.). The

systems one by one and establishes

had mastered the control of the house

following stages.

installation software would ask the user

a baseline by measuring the amount

and has a grasp on the inner workings

to flick on and off each device included

of energy that is actually used upon

of the game.

in the game in turn to establish which

operation.

sensors and actuators are connected to

Phase 4: Social challenge (with friends): Upon unlock, the players can challenge

Phase 3: self challenge (single player):

other people from his social network.

what physical port.These settings are

Phase 2: Sandbox (Single Player

During this phase the players are able

The winner gets a small part of the

considered permanent. However, the

game): After the tutorial, the player

to take upon themselves challenges,

loser’s points and trophies. This adds

user can change them if alternations

can start playing the game, however,

either at their own initiative of the game

a “gambling” dimension to the game,

occur. (see Fig. 6-34)

only in the single player mode. The

engine’s proposal. These challenges are

making it more intriguing to the

rest of the modes are locked until

time and task based and offer rewards

players.

Phase 1: Tutorial: Before starting the

the player reaches a certain level or

in points and trophies.

game, a player should participate in

shows satisfactory proficiency. The

a predesigned set of actions, which

player gains experience and rewarded

Upon completion, the player has

social network, so it’s a relatively safe

would help him understand the

by points in the game. The player has

proven that he or she is capable of

and supportive environment.

interworking of the game as well as

a chance in receiving first trophies in

playing against others. At this point

to learn basic concepts of resource

the game by answering correctly to

the players would be at a level in which

Phase 5: Team challenge (friends

conservation (e.g. penalty of points if

trivial questions regarding correct use

they are allowed to compete with other

groups): This phase is an extension of

when air-condition is on one opens

of resources.

players. Then, the first competition

phase 4, designed to include more peer

modes are unlocked.

pressure and increase levels of interests

the windows). During the time of the

This option is open within a player’s

tutorial the system is self calibrating

This phase of the game utilizes Trial

and optimizes the virtual model by

and error playability that enables

Players that are not motivated

the player meets the demands for the

measuring time intervals between

the players to consciously link their

specifically by social interaction can

team challenge, groups of friends are

actuation and the expected reaction

behavior with the effects it has on the

remain in this level of interaction with

competing against other groups. Risks

(for example heating and cooling). At

resource consumption. After playing in

the game and slowly climb up the

are higher, and chances are increasing

InSleepers

and rewards in higher levels. When


59 accordingly. Groups must have at least one friend connection within the network (at least one member of the team must be a within the social network of at least one of the other team’s members). Doing so would increase dramatically the opponent potential, while maintaining a level of familiarity. Phase 6: tournament (level based competition): This is the last player

Fig. 6-37 Phase 4 - Method of playing a social bet, 2 players

mode to be unlocked. Here the player can compete against all players of the game with a similar level. That means that there are sub-tournaments according to the level of the player. So, even when the player unlocks the tournament mode, there are still categories that are not available for him yet.

Fig. 6-38 Phase 4 - Method of playing a team challenge.

Chapter 6


60

6.2.10.1. Strategy and choice The competitive part of the game is open

The game is designed to appeal to the

to personal interpretation and strategy.

four player types (Bartle 1996). Explorers

Players can decide on the amount of points

for instance are likely to enjoy the

they risk and the number of parallel games

possibilities the island mirroring system

they play. Players are only exposed to other

has to offer, with unlocking on new levels

players’ game level and trophies, not their

and methods over time to keep them

current currency balance. That would allow

aroused. The socializers would enjoy

speculation, surprise and uncertainty. As

the social network integration and their

seen in Fig. 6-31, the game allows several

ability to express themselves through the

paths to be taken by the players, based

selection of trophies and maintenance of

on their personal preference, interest and

the island. The achievers would enjoy the

level of involvement. The ideal game path

live statistics and the ability to match up

is a gradual increase in performance and

to other players, while the killers would

trophies, but this path is not obligatory.

ravage upon the tournament stage,

Players that are more keen on unlocking

showing their dominance on a global scale.

trophies could plot a different path then players who are less intrigued by them, which could advance in the game as well by improving their performance.

InSleepers


61

6.3. Intuitive control Start

6.3.1. Relative comfort system As a conclusion of the literature study

system should be able to differentiate

regarding comfort (chapter 5.1), the

users within the household, so that a

comfort system concept suggested

comfort profile could be made for each

for this research is a learning and

inhabitant, and the actuated result

relative personalized system. Since

would be within the comfort ranges

the user is identified by the system

of the inhabitants currently inside the

and a log is created for each user,

house (e.g. If two persons are in the

accurate preference data can be

house the system would maintain

inferred, derived, saved and analyzed.

comfort for both users, depending

The proposed system would work in a

on the more sensitive one. When one

similar fashion to the system described

leaves the house, the house would use

by Liu (see Fig. 5-14), but with a twist

the remaining user’s profile to maintain

on regard to the user end of it. The

comfort at minimal energy cost)

system would make a PMV calculation

Get sensor input

PMV calculation

What is ANN ΔPMV?

The concept of the suggested relative

reduce energy demand (see Fig. 6-37).

thermostat came from both the

When users would feel uncomfortable,

ASHARE comfort scale, and thoughts

they would adjust the virtual relative

regarding the Placebo effect; We are

thermostat according to their feeling

used to control our comfort with oC

(see Fig. 6-38). The system would log

as the unit of reference to control

the change in their preference to mark

air temperature. As seen on chapter

a comfort limit for the ANN system. The

5.1, air temperature is not sufficient

Actuation to achieve ANN PMV 0

=0±0.5 Log change in ANN

Get User input

Is user complaining?

as a basis point, and start iterating to

≠0±0.5

Yes

Add 20% of ΔPMV to current ANN PMV

No Actuation to reduce energetic demand

Fig. 6-39 Proposed personalized comfort system algorithm for a single identified user.

Chapter 6


62 to determine comfort. Comfort is

level of comfort. Since the indoor target

determined by a large array of factors,

temperature has an immense effect on

and is a state of mind (ASHARE 2007).

the comfort system’s energy demand

Therefore, instead of a person mentally

(estimated between 5% to 10% per

assessing air temperature in which he

1oC), it is suggested not to include oC at

would be comfortable in, it makes

the control interface, but instead mark

more sense to let the control system

comfort on a scale and communicate it

know how that person feels, and let it

to the system by a relative value rather

do the math and actuation needed to

then an absolute one.

1.Default state Cold

Cool

Neutral

Warm

Hot

Cool

Neutral

Warm

Hot

Neutral

Warm

Hot

2.User input Cold

achieve the result. Furthermore, many people have a certain mental image

Providing visual feedback as suggested

of the air temperature in which they

in Fig. 6-38 would allow the user to

feel comfortable at, based on what

follow the mechanical process he had

they have heard or according to past

initiated, as well as prevent the user

experiences. As a result, they would set

from constant tweaking and over or

the thermostat at a certain temperature

under shooting.

3. Feedback to user on progress Cold

Cool

regardless of actual circumstances and

6.3.1.1. Prototype A - Relative actuation of comfort system As proof of concept it was decided

user input in the form of a offset from

to prototype a working real-time

neutral comfort.

actuation system which analyses sensor data, calculates the existing level of

Initially, the system developed in

comfort based on Fanger’s PMV model

the thesis research was meant to be

with the available data and asks for

connected to the ReVolt house, and

InSleepers

Fig. 6-40 Proposed method of operation of relative thermostat, based on the ASHARE comfort scale rather then oC

receive accurate data from the sensors

With the project terminated, this proof

installed in it. After analysis, the system

of concept is not possible any longer.

should have actuated the uniquely

Instead, a data feed transmitted freely

designed HVAC systems to maintain

over the internet from a house in

the best energy balance within the

Liege, Belgium, was found, and is used

user’s comfort range.

as the source of data for the comfort calculation.


63 Since actuation the remote house is not

a smartphone or an irrigation pump,

and analyses how the system would

the distance from the neutral comfort

possible, it was decided that the results

to communicate, interact and actuate

have actuated the HVAC systems of

value and decide the level of intensity

of the calculation and actuation would

each other automatically or manually.

the house if it was indeed operating in

of the actuated response, to mimic the

be transmitted to an internet server as

It is based on open code and it allows

the house, and how is far the performed

possible integration of a PID controller

if there was a device listing to the feed

anyone to connect their devices and

actuation deviates from it.

that would ensure an optimal energy

awaiting actuation orders, making the

do with them as they please.

prototype circle almost complete.

usage by decreasing the intensity of Both of the prototypes are ANN ready.

operation as the desired temperature

Pachube is also popular in the field of

Being out of the scope of this thesis,

gets closer to the logged sensor

The prototype is a piece of software,

home automation, and luckily some

the artificial neural network that would

temperature.

running on a personal computer

of the home owners are sharing the

have learned the users’ comfort range

within Grasshopper. It is comprised

information collected by their sensors

is neglected and replaced by the

Since the information collected from

of several functional modules that

to pachube in public feeds. This allows

expected output of it which can be

the Belgian house is partial, some

are interconnected. In the following

the prototype script to read them as if

set manually for the prototypes. The

assumptions are made in the prototype

chapter the logic and mechanism

they were in a local environment and

prototypes require two variables, one

in regard to the air velocity, clothing

behind them would be explained.

analyze them. The house in Liege was

for the user’s hot temperature offset

level and personal preference of

selected due to the high level of detail

from 0.0 PMV and one for the cold

the inhabitants. When unknown,

and annotation it offered.

temperature offset. Once the comfort

the simulation defaults to industry

boundaries are set and the data from

standards for these values. Noteworthy

Connection to the data over the internet is done via the Pachube server. Pachube is an open source platform

The prototype was divided into two

the sensors is received, the program

is to mention that the prototypes have

that allows devices to communicate

applications that share most of the

uses this information to iterate the

been designed to receive the complete

over the internet. Nicknamed “The

code, but are meant for demonstration

required air temperature that would

set of data, and mock data can be

internet of things”, Pachbe is a flexible

a different ability. The first application,

meet the respective comfort limit of the

input to them to see how it affect their

logger that enables every device which

prototype A1, is a real-time decision

user. This calculated air temperature

analysis of the collected data.

is connected to the internet, be it an

maker, while prototype A2 is an artificial

is the set temperature for the HVAC

Arduino chipboard, a washing machine,

construct, working on historic data

system. The prototypes then estimate Chapter 6


64 At the core of the prototypes is a

is needed at the specific moment. If

specially designed grasshopper

so, what kind of actuation (heating or

component done for this project that

cooling) and then the intensity needed

receives the 6 environmental variables

of the actuation by calculating the

needed for the PMV calculation and

distance between the desired PMV

outputs a numeric result between -3 to

value (based on the ANN limits) and

3 with the PMV value resulting from the

the current state.

inputs, and a percentile of complaint, in the range between 0%-100%. (another

The resulting commands are then

component was designed according to

uploaded to a separate pachube feed,

the ASHARE adaptive model method

using a readymade component to

but was eventually not integrated in

simulate actuation of the HVAC system.

the prototype).

This concludes the self regulating mode

Fig. 6-41 Prototype A1 input feed data collection from the house in Liege, over an hour. (Possible malfunction on the relative humidity sensor side)

of the system and it maintaining its The PMV calculator gets it’s input

operation as long as there is no user

data from Pachube via feed readers,

intervention.

partially self coded in VB and partially using readymade components from the

To account for user intervention, a slider

gHowl grasshopper plugin.

was set up to offset the target PMV value according to the user’s request.

Once the PMV is calculated, the data is

The slider can add or subtract 0.7 units

sent to a VB script component together

of the PMV scale. Once a user had set

with the ANN substituted upper and

a value, the value is logged and added

lower offset limits. This component

to the corresponding limit (positive

is checking whether or not actuation

for heating, negative for cooling). The

InSleepers

Fig. 6-42 Prototype A1’s Iteration process to achieve the correct air temperature to satisfy the calculated minimum energy acceptable PMV


65 system iterates to achieve the offset

possible using the real-time actuation.

value. To simulate the visual effect of the

A2 is collecting historic information

proposed relative thermostat, a mock

logged on the Patchbe server, for a

slider is plotted by the file. It shows the

period of a week. The information is

actual and offset PMV values and the

mapped, graphed and located on a local

difference between them. Using Ioannis

spreadsheet. Then, the same calculator-

Chatzikonstantinou’s Hoopsnake

actuator described in prototype A1 is

component, it is possible to introduce

performing the procedure for every 15

a counter to the systems that simulate

minutes interval on the acquired week

the progression of time into the script,

history data. The results are displayed

so to represent the environment’s

on three graphs. The first point graph

reaction to the actuation over time.

shows the calculated PMV value per

This part is generating recursive input

interval, the other point graph displays

to the PMV calculator and is made for

the correlating actuation response (1

demonstration purposes only, since

for full intensity, 0.5 for half intensity

a working design would receive real

and 0 for no actuation), and the third

time input from the sensors to close the

pie-chart graph shows the amount of

feedback loop for both thermal comfort

intervals in the inspected time that

and representation needs.

actuation was required, and how much

Fig. 6-43 Prototype A2 is plotting historic data collected form Pachbe

of it was needed. Prototype A2, nicknamed ‘the backseat driver’, differs from A1 in the type of input data. It was constructed in order to demonstrate the actuation over longer periods of time which are not

Fig. 6-44 Prototype A2 demonstrates the PMV comfort with the current control system (above) and the proposed actuation (blow) in heating/cooling and intensity.

Chapter 6


66 With the realization of these two

While initializing a patent literature

prototypes it was established that

search for this apparatus, an existing

the construct is plausible and can be

patent was found that overlaps most of

used as a part of the intuitive interface

the properties described in this chapter

suggested in this thesis. The relative

(Federspiel 1991). It consists of an input

prototype could replace the known

device similar to the one suggested in

absolute air temperature thermostat

this thesis and follows a very similar

which is common on most systems,

float chart of events. In spite of the

making them more energy effective

fact that it renders the invention not

and better adjusted to the user.

as novel, at the same time it reassures the need and assumptions taken in the process of designing it.

Fig. 6-45 US patent describing a similar apparatus. Found while proofing the prototype. Source: Federspiel, 1991

InSleepers


67

6.3.2. Location based control The ever-growing use and availability

on. Knowing these, a more accurate

of smartphones and their sensorial

and informed comfort calculation can

abilities are changing the world of

be made, as it is no longer needed

interaction as we know it (see chapter

to assume the amount of clothing or

5.2.4). Assuming that more and more

the level of activity of the inhabitants.

people would be in a possession of such

Furthermore, the system could look for

a device allows us to consider it as a

implicit signs of thermal discomfort,

main tool of interaction with the control

such as pulling the sleeves up or down

system. In addition, advancements in

(see Fig. 6-44).

the field of video gaming had created

Fig. 6-47 Proposed personalized comfort system algorithm for a single identified user. Source: Shotton, Fitzgibbon et al. 2011

cheap and accurate sensors, such as

During the literature study several state

the Microsoft Kinect, that allow real-

of the art researches were found in

time 3D tracking of people in real

universities and commercial companies

space, without interfering with their

in the field of remote sensing which

actions. The Kinect camera is based on a

occurs without user intervention.

coupled depth and color cameras, that using a combination of pixel intensity

Noteworthy is a research done in

and depth matrix (Shotton, Fitzgibbon

the university of Osaka, to establish

et al. 2011) are able to detect accurate

a method of determining the

tracking of several people in a house

thermal resistance of clothing the

(see Fig. 6-45), and thus automatically

inhabitants are wearing and provide

detecting the actions they are engaged

the information to the climate system

in and the amount of clothing they have

of the house, in order to calculate in

Fig. 6-46 Comparing face skin color with elbow joint color can allow making assumptions in regard to the amount of clothing the user is warning

Chapter 6


68 real-time the Clo coefficient in the PMV

to control the TV (play, pause, volume,

calculation (Matsumoto 2011).

channels etc.) . The same would apply for lighting (intensity, color, theme),

This is performed without user

comfort, appliances, windows, blinds,

intervention by a remote camera

etc.

connected to a computer running sophisticated image analysis tools

This would increase dramatically the

which interpret the acquired image. The

level of adaptation of the system with

interpreted image is then compared

new users, due to a high perceived

to a clothing database and matched

ease of use. The system would allow

with predetermined U values which

people to maintain old habits (pointing

in turn are converted to the PMV clo

the remote control at a device) in a

coefficient.

new fashion. That is a critical factor, since all efforts invested in the system

The ability to know the user’s exact

would be in vain if the system would

location and activity in the house

not be perceived as easy and more

opens a portal to new possibilities,

comfortable to use than the current

By inferring from the a person’s

state of the art.

Fig. 6-49 Remote sensing of Clo value algorithm using image processing. Source: Matsumoto 2011

posture the center of their focus, the smartphone can act as a “point and shoot” remote: If the user points at the TV with his smartphone, as one would with a conventional remote, the display would automatically adjust itself to show only the controls that are used InSleepers

Fig. 6-48 Clothes detected by remote sensing and analysed for Clo value. Source: Matsumoto 2011


69

6.3.2.1. Prototype B - Location based remote control As the second proof of concept it was

is now in progress that would allow

decided to prototype the apparatus

to simulate the entire loop- the

that enables the operation by pointing

smartphone would not only show the

on a device.

name of the object, but display a preset menu of actuation of each object, while

Test setup: To better define the needs

acquiring data from the online log and

from the prototype a test setup was

displaying it.

conceived in order better define the scope of the prototype and how it

Method of operation: The method in

differs from the complete product.

which the prototype is working is best

The test setup (see Fig. 6-48) that

explained in phases according to the

was decided upon is as following:

stages of communication between

in a predetermined room, a camera

devices as seen on Fig. 6-49 - Fig. 6-50.

data is read by a Javascript function

script is running and collecting skeletal

and sent to a local server via the WiFi

data which is identified by the Kinect

network the phone is connected to. It

sensor. The Grasshopper file contains

is received by a PHP AJAX code that

geometric information inherited from

transmits the data to the pachube

a Rhino file describing a schematic

server. The function is initialized by

model of the room, where surfaces

a timer, with a 1500 milliseconds

with significance (i.e. the targets) are

interval. The same function would

highlighted. The grasshopper script,

later be used to collect the response

connected to a timer with an interval

data from pachube. Independently

of 1500 milliseconds, is locating the

from the loop running by the phone

3d coordinates of the person’s skeletal

and the local server, a Grasshopper

joints in the room and asses where is

Fig. 6-50 Test configuration

sensor (Kinect) would be installed, a person would enter the room with a

At first, the HTML application installed

smartphone in his right hand, and point

and running on the mobile device

on three separate targets in the room.

sends a query to the internal sensors

A successful result would be that the

are stores 4 values: the angle of front

smartphone would display the name

back rotation (alpha) in radians, the

of the target to which it is pointing,

angle of side to side rotation (beta)

allowing it to be actuated.

in radians, the deviation from north (gamma) in radians and a Boolean value

After meeting the goal of the

stating whether the phone is positioned

determined test, further elaboration

in landscape of portrait mode. This

Fig. 6-51 Simplified connection scheme

Chapter 6


70 the person is facing and describes it

retrieves the current state of them as it

as a vector. That vector would be then

is logged in pachube. These values are

transposed to the right wrist joint of

then populated into the menu that was

the user’s virtual model and set as the

loaded on the smartphone’s display.

basic facing vector reference point.

For example, if the user is pointing

This reference vector is then cross-

at the window, the phone needs to

referenced against the data phone’s

know what is the current state of it – is

sensor data loaded from Pachube’s

it open or close and are the folds up

servers. The next phase would be to

or down. Only then can the relevant

determine if the user is pointing at

data be fully displayed. If the window

a device or not and send a string of

is open, an indicator would show that

data to Pachbe. The combined vector

and the button that would be enabled

is placed in the Rhino model and is

is ‘close’. If the window was close to

tested for intersections with the target

begin with, the opposite would occur.

panes. If there is no intersection, a ‘null’

The complete and elaborated flowchart

value is uploaded to Pachube. In case

can be found in Fig. 6-51. It describes

there is an intersection a value is sent

in more detail the interworking and

to with the name of the target. Back

feed separation between different parts

at the local server, the response of the

of the prototype.

intersection test is read. In case the value is not ‘null’, the target is identified

The prototype had undergone major

and the relevant display panel is sent

changes with time in order to meet

to the mobile device. At the same time,

the predefined target. In the initial

the PHP scrip identifies the values that

iterations the system did not include the

are linked to the specific target and

utilization of the phone’s sensors, but

InSleepers

Fig. 6-52 Simplified prototype mode of operation, in stages


71 only the camera sensor. As experiments

enough to try again the kinect-only

have proven, the resolution of the

solution, though it is not likely that the

device used (Microsoft Kinect V1)

improvement would allow it to work

was not fine enough to identify the

independently from the smartphone’s

minuet nuances of the direction of

sensor array.

Start/Timer

setup were not satisfactory, the smart

The next step in the development

phone’s sensor array was introduced to

of the prototype would be for it to

the equation. That allowed for a much

integrated with the calculation abilities

more accurate and robust success

of Prototype A and together they could

rates. Some experiments were made

identify a conflict between user’s

in order to determine if it is possible

demand and the optimal energy usage.

Target location file

Find wrist

Find North, pitch,orientation

Detect intersaction

No

Update Pachube with feed {A} with null

Yes Update Pachube with target ID{A}

to use only the internal sensors instead

Pachube Feed A

of the combination of both, but it was

This segment of the work is in the initial

proven problematic due to the inability

phases of a patent registration and

to accurately determine the user’s

should not be disclosed.

smartphones are equipped with ability

Phone gyro and compass

Vector integration

the phone. After the test results in this

exact location. In spite of the face that

Kinect sensor

Read Pachube target ID{A}

House and device sensors

Pachube Feed B

Get relevant info from live feeds

Actuate!

Reset Feed{C}

Show corresponding dialog on display

Get pending commands

Pachube Feed C

Is there new user input?

to find their location (GPS), it is far less accurate then the Kinect sensor’s ability to place the user within the room. Microsoft had recently released an updated version of the sensor, with

Delay interval

Yes

Timer interval

higher resolution and wider viewing angle. The new sensor might be good

No

Update Pachube feed{C}

Update ANN profiles

Decision Maker

Fig. 6-53 Prototype B flowchart.

Chapter 6


72

7. Conclusion This report had described the research

system that would promote resource

to the users’ action in corresponding

a wireless web server, a prototype for

and design made in order to investigate

consumption reduction in it would be

stimuli, encouraging them to change

analyzing user intent was programmed

methods of reduction in resource

most effective.

their behavior.

and tested as a proof of concept. The

consumption in domestic buildings,

relative personal thermostat – another

by utilizing user experience. Initially,

The main concept explored in this

When it comes to desired behavior

method to reduce consumption by

domestic consumption was mapped

work was guided by the notion that

alteration agents, a new and prominent

better understanding the user was

and potential for reduction in various

the most effective method to reduce

player in the field is the serious game.

prototyped as well. It was integrated

fields was identified. Then, an extensive

demands in a domestic environment

Computerized Serious games enjoy the

with online resources harvested from

review was conducted to identify

is to improve the method through

motivation usually affiliated with games

an existing home automation system

existing approaches to personalized

which the inhabitants are experiencing

in general and computer games in

to establish the device’s plausibility

consumption optimization, specifically

the interaction with the appliances.

particular. By harnessing the methods

and prove that the needed level of

in the field of thermal comfort, which

It seems to be the missing piece

developed by the gaming industry, a

data collection, manipulation and

was proven to be responsible for a

in the ‘sustainable home’ puzzle -

game was designed to be an integral

interpretation had been reached.

substantial amount of the energy

While appliance manufacturers put

part of the home automation system of

consumed in the common household.

their emphasis on improving the

the house. The game is played in real life,

The home automation system was

performance of the machine, the user is

converting the conventional appliances

targeted as the interface between the

neglected. This work aimed at changing

into game levers, manipulated to score

inhabitants and the appliances, and

the paradigm of communication

high in the game.

where the potential for improvement

with the home appliances – instead

was greatest. The contemporary home

of the conventional one-sided

To make the system more accepted and

automation system serves as a hub,

communication of giving operation

intuitive, a method for context aware

binding all mechanized operation in

commands, a bilateral communication

remote controlling was developed.

the house. Therefore, embedding a

that would be established. It would react

Using a smartphone, Kinect sensor and

InSleepers


73

7.1. Discussion The approach presented in this thesis

alteration is aimed at. The answer to

effort required to initially install the

game and method used should fall into

is one of several, and was considered

that argument would be that our

game and peripheral devices in an

that scope.

by the author as the most interesting

behavior as human beings is constantly

existing house make it obvious that

to pursuit, innovative and promising

being altered by our surrounding, and

a person had willingly decided to use

Another questionable aspect in the

from the research point of view. This

since the dawn of time societies had

the game as an aid to improve, and is

work that could be raised would be

perspective is, naturally, arguable

their tools to control behavior of the

willing to further invest time and effort

in regard to the time in which the

and could be confronted with various

individual. It is a part of what defines

to make it work. Self improvement

described game had lost its initial

questions that had remained open after

us as humans – our need to conform

games have been utilized in many fields

appeal, and the users have advanced

the research was concluded.

and align to external demands forced

in various forms and are accepted to be

far enough to lose interest. What would

by society. In the contemporary world,

an effective method to achieve goals. A

be of the game then? The answer to

One of the first opposing questions that

these ancient mental devices were

good example would be diet programs

that query would be that the fatigue is

come to mind is in regard to the overall

developed and are being used by

that use points and score keeping

inevitable, and is bound to happen at

concept of using behavior alteration

governments, commercial companies

in order to sustain their members

one time or the other. Effort had been

techniques as tools to achieve a

and religious leaders. This is done

committed to losing weight.

put to the game’s design to postpone

certain goal, which was defined by the

without knowledge or consent of the

designers as ‘positive’. Furthermore,

subjects.

derived from the post-modern state

fatigue by dividing the game to several As to the question of is there an absolute

stages and introducing social networks,

good or not, a thorough answer would

surprises and customization options

of mind, comes the question ‘what is

By contrast, a game, as suggested by

be way beyond the scope or this work.

to maintain the principal of flow for as

positive, by what criteria positive is

this thesis, involves aware, conscious

Generally speaking, if consumption

long as possible. The game had been

defined, and who could be put to judge

decisions that are taken by the player.

reduction is regarded as a means of

designed to help people to acquire new

if an action is positive or not?’. While

An action that induces play must be

securing a better communal future,

habits, and in principal, once the habits

playing with ‘mind control’ one should

voluntary – as one cannot force a

and a common interest of our society,

have been adopted and sustained over

be cautious toward where the behavior

person to enjoy. The expenses and

it would be expected that the described

a long period of time, the game is no Chapter 7


74 longer needed. It does not mean that

design is more appealing to younger

resource conservation, willing to invest

expected that it would be adopted due

once the goals have been achieved

individuals. It is less likely that people

in order to improve their performance.

to comfort, technological curiosity and

the game must stop – if it is indeed

over the age of 50 would find the

It would be installed in their house,

will to become more sustainable. The

enjoyable people might like to keep

method used in this thesis engaging by

regardless of the systems available.

later scenario might prove to be more

playing for fun and out of the desire to

itself, but they may be subject to peer

Their motivation could be financial,

efficient at user adaptation, as a pre-

monitor and maintain their behavior.

pressure from their children, assuming

ecological, educational, technological

installed system would save the trouble

Even in the case that the game had

they are in their teens or early twenties.

or derived from peer pressure.

of setup and could be financially viable

Alternatively, if the game installer

for large companies that would add up

already lost its charm, the intuitive control system would keep being

As for the distribution between male

would be the cooperative renting the

the saving as well as use the system as

functional and welcome regardless of

and female players, traditionally males

house or a service provider the users

part of a sales pitch.

the game.

are more prone to adopt computer

would be offered a readymade and

and console based games. In contrast,

working system at their disposal. In

Since the game is partially based

recent studies reported that women

spite of the lack of initial motivation

on social interactions it might have

are occupying more than 50% of the

or the first group, this group would

difficulties reaching the needed

gamer population in mobile phone

be offered an interesting alternative

critical mass of players to produce a

based games. Furthermore, to better

to managing their consumption. It is

vivid playing experience in real-life

appeal for female subjects, the game

situation. This could be solved at least

was designed with tangible redeeming

partially by design strategy, and game

functionality, which have been proven

manipulation by the operators in early

to rise and engagement within this

stages until the system is calibrated and

specific player group.

self sustaining. It is assumed that the target group As for the target group the game aimed

of the game is comprised of dwellers

at, it could be stated that the proposed

that are aware of the importance of

InSleepers

7.2. Further work Bounded by the framework of a

require further market research and

masters’ graduation thesis, the project

adaptation, development of the

was developed only until it had reached

sensor unit and machine compatibility,

the stage of proof of concept. The path

building a viable business plan and

from the current stage to a viable

improving playability through trial

market product is long and would

and error.


75 Some issues were not regarded in the

or appliance manufacturers.

work, such as privacy and personal

system is imperative to the operation of

previously unrelated topics, and

the game, since if the system would not

unifying them in an unconventional

security. The implication on people’s

The game itself is described in

be fair towards all players, the interest

way. The work binds research in the

feelings towards a system that is

an abstract level, and the game

in the game would be lost after a very

fields of comfort design, behavior

constantly watching them could

development process needs to

short time.

science and design of interaction

have negative effect on acceptance.

be much further advanced- the

Furthermore, automation systems in

software running the servers needs to

Overall, when evaluating the research

had been developed using custom

general and the proposed system in

programmed, the content designed,

process described in this thesis, it

built software, sensors and wireless

particular are new vulnerability points

the algorithms balanced and a process

is important to acknowledge that

communication. Combined together,

in home security. Hacking the system,

of design iteration and testing should

a working product of the extent

an alternative method was presented to

which is continuously connected

be commenced.

discussed, is usually developed by a

the way domestic automation systems

dedicated team of professionals over a

are controlled today. The new method

to the internet, could have serious

into a single product. The prototypes

implications on the dwellers and their

A major milestone in the future

long period of time. The key innovation

proposed is capable of effectively

sense of security. Therefore, further

development of the project would

and contribution of this work to the

motivate the inhabitants to conserve

study should be conducted on finding

be the creation and refinement of the

field of building technology, revolves

resources, therefore providing an

ways to achieve the desired effect

balancing system that allows users

around making of connections between

answer to the initial research question.

without jeopardizing the sanctity of

to compete against each other. As

the home.

discussed in chapter 6, several attempts

7.3. Acknowledgment

were made to create a comparative

There have been many contributors to

Kiksen, Ir. Ioannis Chatzikonstantinou,

Plausibility studies should be

system which would be reliable

this work with which I have consulted

Dr. David Keyson, Luciano Santandrew,

conducted to find the most viable

enough to balance out environmental

or bounced ideas off. I’d like to thank

Panagiotis Papanastasis, Telesilla

business strategy. The product can

influences and allow a non bias system

them for their time and patience.

Bristogianni, Valerie Soloveichick and

be marketed as an income generating

for evaluating a building’s performance

Michela Turrin, Florian Heinzelmann,

the entire revolt team. * Special thanks

package worth an investment to large

in comparison to other buildings. The

Dr. Ivo Wenzler, Dr. Regina Bokel,

to Pheadra for grammar and spelling

consulting companies, utility providers,

smooth operation of this balancing

Faidra Oikonomopoulou, Ir. Henry

auto-correct. Chapter 7


76

8. Bibliography 8.1. Published literature 1. American Society of Heating Refrigerating and Air-Conditioning Engineers. (1981). Thermal environmental conditions for human occupancy. Atlanta, Ga., ASHRAE.

2. Ben-Ze’ev, Y. (2000). Adaptive Remote Controller. US Patent. 3. Colmenarez, e. a. (2001). Universal Remote Control Unit With Automatic Appliance Identification and Programming. US, Phillips Electronics, Eindoven.

4. Csikszentmihalyi, M. (1997). Finding flow : the psychology of engagement with everyday life. New York, BasicBooks. 5. Djongyang, N., R. Tchinda, et al. (2010). “Thermal comfort: A review paper.” Renewable and Sustainable Energy Reviews 14(9): 2626-2640. 6. Fanger, P. O. (1973). “Assessment of Mans Thermal Comfort in Practice.” British Journal of Industrial Medicine 30(4): 313-324. 7. Federspiel, C., Harukiko A. (1991). Adaptive Control of HVAC Systems. U. S. Patent. US.

8. Ferrari, S. and V. Zanotto (2012). “Adaptive comfort: Analysis and application of the main indices.” Building and Environment 49: 25-32. 9. Gang Pan, J. W., Daqing Zhang, Zhaohui Wu, Yingchun Yang, Shijian Li (2010). “GeeAir: a universal multimodal remote control device for home appliances.” Pers Ubiquit Comput: 14:723-735.

10. Herodotus, R. B. Strassler, et al. (2007). The landmark Herodotus : the histories. New York, Pantheon Books. 11. Höppe, P. (1999). “The physiological equivalent temperature – a universal index for the biometeorological assessment of the thermal environment.” International Journal of Biometeorology 43(2): 71-75.

12. Humphreys, M. A. and M. Hancock (2007). “Do people like to feel ‘neutral’?: Exploring the variation of the desired thermal sensation on the ASHRAE scale.” Energy and Buildings 39(7): 867-874.

InSleepers


77

13. Legris, P., J. Ingham, et al. (2003). “Why do people use information technology? A critical review of the technology acceptance model.” Information & Management 40(3): 191-204.

14. Liu, W., Z. Lian, et al. (2007). “A neural network evaluation model for individual thermal comfort.” Energy and Buildings 39(10): 1115-1122. 15. Mallya, S. (2011). Entracker- Energy tracker for homes. Department of Computer Science. Providence, Rhode Island, Brown. Masters. 16. Matsumoto, H., Iwai Y., Ishiguro H. (2011). Estimation of Thermal Comfort by Measuring Clo Value without Contact. MVA2011 IAPR Conference on Machine Vision Applications. Nara, Japan.

17. Matzarakis, A., H. Mayer, et al. (1999). “Applications of a universal thermal index: physiological equivalent temperature.” International Journal of Biometeorology 43(2): 76-84

18. Moon, J. W. (2012). “Performance of ANN-based predictive and adaptive thermal-control methods for disturbances in and around residential buildings.” Building and Environment 48: 15-26.

19. Nicol, J. F. and M. A. Humphreys (2002). “Adaptive thermal comfort and sustainable thermal standards for buildings.” Energy and Buildings 34(6): 563-572.

20. Rabin, S. (2010). Introduction to game development. Boston, MA, Course Technology Cengage Learning. 21. Richard J. de Dear, G. S. B. (1998). “Developing an Adaptive Model of Thermal Comfort and Preference.” 104, Part 1. 22. Ritterfeld, U., M. J. Cody, et al. (2009). Serious games : mechanisms and effects. New York, Routledge. 23. Rumbolt, et al. (1985). Universal Remote Control Unit. US.Patent. 24. Salen, K. and E. Zimmerman (2004). Rules of play : game design fundamentals. Cambridge, Mass., MIT Press. 25. Santín, O. G. (2010). Actual energy consumption in dwellings - The effect of energy performance regulations and occupant behaviour. OTB. Amsterdam, Tu Delft. Phd.

Chapter 8


78

26. Shane B. Eisenman (2008), People-Centric Mobile Sensing Networks. Ph.D. Dissertation. 27. Shotton, J., A. Fitzgibbon, et al. (2011). Real-Time Human Pose Recognition in Parts from Single Depth Images. 28. Ye, G., C. Yang, et al. (2003). “A new approach for measuring predicted mean vote (PMV) and standard effective temperature (SET*).” Building and Environment 38(1): 33-44.

29. Zalevsky, Z. et al (2005). METHOD AND SYSTEM FOR OBJECT RECONSTRUCTION. US: 11. 30. Zichermann, G. and C. Cunningham (2011). Gamification by design implementing game mechanics in web and mobile apps. S.l., O’Reilly,: 1 online resource (1 v.).

8.2. Web resources 31. Bartle, R. (1996). “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDS.” from http://www.mud.co.uk/richard/hcds.htm.

32. Chatfield, T. (2010). “7 ways games reward the brain.” TEDGlobal. from http://www.ted.com/talks/tom_chatfield_7_ways_games_reward_the_ brain.html.

33. EIA (2005). “US Household Electricity Report.” 2011, from www.eia.doe.gov/emeu/reps/enduse/er01_us.html.

34. Eisnor, D. (2011). “Game Mechanics and LBS: Crossing the LBS Chasm.” Where 2.0. from http://www.youtube.com/watch?v=5_xEUjSpu6g. 35. ifixit.com (2010). “Microsoft Kinect Teardown.” from http://www.ifixit.com/Teardown/Microsoft-Kinect-Teardown/4066/.

36. Kim, A. J. (2009). “Putting the Fun in Functional: Applying Game Mechanics to Functional Software.” Google Tech Talks. from http://www.youtube. com/watch?v=ihUt-163gZI.

37. Kim, M. (2011). “Behavior-Change Gaming & Habit Design.” Models for Change ‘11. from http://www.youtube.com/watch?v=ckRN6tG-5Rg. 38. Merriam-Webster (2012). Online Dictionary.

39. Warren, T. (2012). “Xbox 720 document leak reveals $299 console with Kinect 2 for 2013, Kinect Glasses project.” Retrieved 17/06/2012, 2012, from http://www.theverge.com/2012/6/16/3090944/microsoft-xbox-720-kinect-2-kinect-glasses-doc-leak-rumor.

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79

9. Appendix 9.1. Connection scheme Forecast Online Data Calender

Ventilation system

Wind speed

Heating system I

Rain

Heating system II

Outdoor Conditions Air Temperature

Output

Input Relative Humidity

Cooling system I User Cooling system II

BIG BLACK BOX (Decision maker)

Visual occpancy

Co2

Indoor Climate

Small Black Box (Interface generator)

GUI

Occupancy

Configuration Constants

Light

Air Temperature

Radiant Temperature

bypass

Relative Humidity

Clothing Factor Season

Sense of control

Energy usage

Waste managment Tiny Black Box (PET) Water consumption

Activity Factor

Appliances settings

Personal Bias

Preferance

Connections into and out of the automation system. An overview. In blue - the interface generator.

Chapter 9


InSleepers Reset Feed{C}

Pachube Feed C

Actuate!

Get pending commands

Timer interval

Pachube Feed B

House and device sensors

Target location file

Update Pachube feed{C}

Yes

Is there new user input?

Show corresponding dialog on display

Get relevant info from live feeds

Read Pachube target ID{A}

Pachube Feed A

Update Pachube with target ID{A}

Yes

Detect intersaction

No

No

Find North, pitch,orientation

Find wrist

Vector integration

Phone gyro and compass

Kinect sensor

Start/Timer

Decision Maker

Update ANN profiles

Delay interval

Update Pachube with feed {A} with null

80

9.2. Control scheme


81

9.3. Game score matrix Type Educational

Action

Social

Task

Energy score

Water score

Waste score

Collectable

Overall score

Complete basic operation training

+

+

+

+

+++

Play energy mini-game

+

N/A

N/A

+

+

Play water mini-game

N/A

+

N/A

+

+

Play waste mini-game

N/A

N/A

++

+

++

Reduce/maintain lighting usage

++

+

+

+

++++

Reduce/maintain comfort system energy usage

++

N/A

N/A

N/A

++

Reduce/maintain domestic hot water temperature

++

+

N/A

+

+++

Reduce/maintain domestic hot water usage

+

++

N/A

+

+++

Reduce/maintain number of laundry cycles

++

++

N/A

+

++++

Reduce/maintain energy used for cooking

++

N/A

N/A

+

++

Reduce/maintain number of dryer cycles

++

N/A

N/A

+

++

Reduce/maintain overall energy usage

+

N/A

N/A

+

+

Reduce/maintain fresh water usage

N/A

++

N/A

+

++

Reduce/maintain waste production

N/A

N/A

+++

+

+++

Reduce/maintain mass ratio between sorted and non sorted waste

N/A

N/A

+++

+

+++

Write a note

N/A

N/A

N/A

+

N/A

Challenges/accepts user to energy challenge

++

N/A

N/A

+

++

Challenges/accepts user to water challenge

N/A

++

N/A

+

++

Challenges/accepts user to waste challenge

N/A

N/A

+++

+

++

Create energy mini-game (verified)

+++

N/A

N/A

+

+++

Create water mini-game (verified)

N/A

+++

N/A

+

+++

Create Waste mini-game (verified)

N/A

N/A

++++

+

++++

Verify mini games

N/A

N/A

N/A

++

+++

Chapter 9


82

9.4. Game browsing matrix on a mobile device Function/cycle

Personal

Household

Neighborhood

City

World

Overview

Profile

House stat’s

Neighborhood stat’s

City stat’s

World Leader board

Challenge

Personal challenges

Household challenges

Neighborhood challenges

City challenges

Global challenges

player Vs player, player Vs household score

House Vs house, house Vs neighborhood score

Neighborhood Vs neighborhood , neighborhood Vs city score

City Vs City, City in world score

Mini games

Note to self

House’s fridge magnet

Neighborhood’s bulletin board

Local player community

Global player community

N/A

N/A

N/A

N/A

N/A

Mini games Communicate

Settings

To move up and down the matrix, a user should flick left or right, in order move side to side, a user should pinch in and out.

InSleepers


Household/communication view

Challenge/personal cycle view

Overview/household cycle view

9.5. Game screen shots on a mobile device 83

Chapter 9


InSleepers Hit “+” To start a new item

Swipe to move between screens

Pinch to switch between effect cycles

84

9.6. Game navigation screen shots on a mobile device


Household/communication view

Challenge/personal cycle view

Overview/household cycle view

9.7. Game screen shots phases and challenges 85

Chapter 9


86

9.8. Control screen shots on a mobile device

Live data view InSleepers

Control screen

In-depth control


9.9. Game screen shots impression of main control console

87

Chapter 9


88

9.10. Game screen shots of a social feed update

InSleepers


9.11. Island impressions in different stages

89

Chapter 9


90

9.12. Technical studies and prototypes

Extracting real-time 3D skeletal data from the Kinect sensor to Rhino/Grasshopper environment InSleepers


91

Connection of smartphone’s gyroscope and accelerometer to Rhino/Grasshopper via OSC protocol Chapter 9


92

Skeletal tracking of prototype B in progress with the cross-referenced vector InSleepers


93

Prototype B - interaction with web server via context aware remote control Chapter 9


94

Prototype A1 - offset form initial PMV by user InSleepers


9.13. Apparatus design proposals

95

Chapter 9


96

9.14. Apparatus design proposals - early sketches

InSleepers


97

Chapter 9


27.6.2012, Graduation Report, Itai Cohen, 4118952.


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