Gamification lies in using elements explicitly designed for games in non-playful environments to achieve the player’s commitment and to encourage the development of specific behaviors. These tools can also be used as persuasion when it is intended to influence users’ behavior. The boundary would be in what we can call “gamipulation”—the use of game-design elements that impel the user towards undesired behaviors. Gamification has been identified as a promising strategy for achieving sustainable practice among citizens. Through an H2020 EU project, an application has been developed to attain these goals within the framework of some tourist cities. This study attempts to evaluate the intention to use this gamified-application based on premises such as expected benefits, expected threats, technical knowledge, and personal features. A theoretical model has been validated through a survey of 79 experts in some pilot cities before the use of the application. The results showed that only the expected social benefits and the perceived risks have a direct and significant influence on the intention to adopt the sustainability application based on gamification. Moreover, there is a moderating effect of perceived risk on the relation between expected functional benefits and the intention of using WasteApp. It is noteworthy that, although the perceived risks make the user recognize the functionality of the application with less intensity, these perceived risks do not make the user stop using WasteApp. Therefore, it is important to point out the implications derived from the study for the design of sustainability applications based on gamification, such as the need to give visibility of the user in the networks, to expose useful and difficult to obtain information from other sources, and to develop low-level game-design elements.
4 April 2013 in IEEE Transactions on Consumer Electronics
This paper explores the use of a reading lamp as an access point for a Visible Light Communications (VLC) downlink channel. We have established an infrared uplink channel based on a network adapter, supporting both a VLC receiver and an infrared emitter. The optical signal power distribution over the passenger area has been also studied using a Monte Carlo Ray-Tracing algorithm. The hardware implementation and testing results are also presented.
28 October 2010 in IEEE Transactions on Consumer Electronics
In this paper we describe the implementation of a prototype of an optical wireless system based on visible white LED lamps, which allows a video broadcasting to reach a bit rate of 2 Mbps. This technology is usually called VLC or Visible Light Communications and presents several advantages as the robustness against EM interference, safety for human eye and security against undesired network access. These conditions make this system suitable for co-existing with commercial RF networks -WiFi, Bluetooth, etc.-, especially for in-house applications. For the uplink channel we have also included in the prototype an infrared 115 kbps transceiver. This VLC system could be used for supporting data transmission applied to low-speed sensor network connections as well. The electronic structure of a low-cost VLC transceiver, based on commercial off-the-shelf components and LED lamps is presented too. The modulation process and the Ethernet interface implemented in each access point are also described. Finally, some conclusions and application scenarios are drawn.
In this work, a complete interface between Ethernet and Visible Light Communications (VLC) networks is presented. It requires the use of previously proposed DPPM schemes for this kind of applications, but with some modifications so as to keep constant duty cycle in order to assure its use in illumination facilities. The prototype has been tested using a 2Mbps VLC Link, obtaining distances of, at least, 3 meters in an interfering environment. The PPM characteristics allow transmission without severe signal degradation on this environment. This Ethernet-VLC interface is intended to demonstrate the capability of IP broadcast applications of this kind of devices. This interface performs packing functions and flow control.
Color Shift Keying (CSK) is a new modulation scheme for visible light communication systems using RGB LEDs which has been standardized in the PHY III level of the IEEE 802.15.7. This paper proposes some modifications so as to include multiuser capabilities provided by a time-based multiplexing, with the modulation constellation symbols being adapted to encode data with the luminux powers of the red, green and blue color bands respectively. This is achieved by employing a simple and low-complexity time-based pulse signals structure to separate the users’ data symbols, while a three-dimensional signal constellation design is merged to improve data throughput. Numerical simulations are carried out to assess the performance of this novel architecture. The statistical properties of the transmitted RGB signals ensure dimming capabilities and that the illumination function is unaffected by flickering.