Browsing by Author "Villarrubia, Gabriel"
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- D7.2 Proceedings of the First DREAM-GO Workshop: Simulation of consumers and markets towards real time demand responsePublication . Vale, Zita; Borges, Nuno; Faria, Pedro; Soares, João; Villarrubia, Gabriel; Corchado, Juan M.; Boldt, Diogo; Venayagamoorthy, G. Kumar; Matos, Luisa; Landeck, Jorge; Ferreira, Rodrigo; Spinola, João; Barriuso, Alberto L.; Paz, Juan F. deProceedings of the First DREAM-GO Workshop Institute of Engineering - Polytechnic of Porto, Porto, Portugal, April 6-7, 2016. Simulation of consumers and markets towards real time demand response
- D7.4 - Proceedings of the Third DREAM-GO Workshop: Intelligent load management in local and wholesale demand response marketsPublication . Barriuso, Alberto L.; Briones, Alfonso González; Lozano, Álvaro; Gazafroudi, Amin Shokri; Iglesia, Daniel H. de la; Sousa, Filipe; Villarrubia, Gabriel; Spínola, João; Revuelta Herrero, Jorge; Paz, Juan F. de; Corchado, Juan Manuel; Venyagamoorthy, Kumar G.; Gomes, Luis; Khorram Ghahfarrokhi, Mahsa; Navarro-Cáceres, María; Abrishambaf, Omid; Faria, Pedro; Castro, Rafael; Silva, Sergio; Coppens, Tom; Vale, ZitaProceedings of the Third DREAM-GO Workshop: Intelligent load management in local and wholesale demand response markets - Deliverable 7.4
- Use of Context-aware Social Computing to Improve Energy Efficiency in Public BuildingsPublication . García, Óscar; Alonso, Ricardo S.; Guevara, Fabio; Paz, Juan F. de; Villarrubia, Gabriel; Corchado, Juan M.; Abrishambaf, Omid; Vale, ZitaThe promotion of changes in users’ behaviors with the aim of saving energy consumption in public buildings is a complex task that requires the use of multiple technologies. In this sense, context-aware technologies such as Wireless Sensor Networks and Real-Time Locating Systems, along with the use of Collaborative Learning, Virtual Organizations of Agents and Social Computing, provide a great potential for the development of serious games that foster the acquisition of good energy and healthy habits among workers and users in the public building. This paper presents the development of a serious game to change the users’ behaviors when using resources in public buildings using CAFCLA, a framework that allows the integration of multiple technologies that facilitate both context-awareness and social computing.