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Learning from internet of things for improving environmentally responsible behavior

Research output: Chapter in Book/Report/Conference proceeding › Chapter › Academic › peer-review

Abstract

We present two designs in the area of Internet of Things, utilizing an ontology-driven platform, namely Smart-M3, to connect domestic objects in the physical world to the information world, for coaching the behavior or raising the awareness in domestic energy consumption. The concept and architecture of Smart-M3 are introduced, in which the domestic objects are knowledge processors connected to the semantic information broker that contains the ontologies, using a blackboard design pattern and semantic web technologies, enabling the interoperability among both digital and physical entities. Two designs based on Smart-M3 are presented, as examples for coaching with and learning from the Internet of Things. Although both designs are in the area of domestic energy consumption, they can be seen as good starting points towards broader areas of ubiquitous learning with the Internet of Things.
Original languageEnglish
Title of host publicationEdutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
EditorsM. Chang, W.Y. Hwang, M.P. Chen
Place of PublicationBerlin
PublisherSpringer
Pages292-299
ISBN (Print)978-3-642-23456-9
DOIs
Publication statusPublished - 2011

Publication series

NameLecture Notes in Computer Science
Volume6872
ISSN (Print)0302-9743

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 7 - Affordable and Clean Energy
    SDG 7 Affordable and Clean Energy

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