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Engaging Self-powered Environmental Sensors via Serious Gaming

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Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 429))

Abstract

The monitoring of the Urban Environment requires the placement of many sensors around the City. Regular replacement of batteries is a significant additional cost. Can we enlist the public to keep the sensors charged, while keeping it entertained and engaged? The gamification of energy generation aims at inviting members of the public to interact with the energy generating device (EGD) to ensure that environmental sensors are constantly powered. As a collateral benefit, the physical and emotional involvement of the public with the EGD and the game are expected to raise their awareness and acceptance of environmental monitoring. Here we introduce the development of a hand-powered EGD and its installation on Newcastle University Campus.

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References

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Acknowledgements

The gaming aspects of the project were developed by Dr. Graham Morgan and Richard Davison from the School of Computing Science, Newcastle University. The original characters that decorate the EGD were kindly created by Perry Bakas. The project was supported by Science Central via the Urban Observatory, both of Newcastle University.

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Correspondence to Michele Pozzi .

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© 2018 Springer International Publishing AG

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Pozzi, M., Sgardelis, P. (2018). Engaging Self-powered Environmental Sensors via Serious Gaming. In: De Gloria, A. (eds) Applications in Electronics Pervading Industry, Environment and Society. ApplePies 2016. Lecture Notes in Electrical Engineering, vol 429. Springer, Cham. https://doi.org/10.1007/978-3-319-55071-8_5

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  • DOI: https://doi.org/10.1007/978-3-319-55071-8_5

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-55070-1

  • Online ISBN: 978-3-319-55071-8

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