2011
DOI: 10.1016/j.procs.2011.07.124
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A Personal Mobility Assistant based on Ambient Intelligence to Promote Sustainable Travel Choices

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Cited by 11 publications
(6 citation statements)
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“…MatkaHupi [35] is a journey planning app that detects and records users' trips and transport modes and provides eco-feedback in the form of visualization of CO 2 emissions. Moreover, the app employs a gamification approach for persuasion in the form of challenges offered to users based on their observed behaviour.…”
Section: Persuasive Systems For Sustainable Mobilitymentioning
confidence: 99%
“…MatkaHupi [35] is a journey planning app that detects and records users' trips and transport modes and provides eco-feedback in the form of visualization of CO 2 emissions. Moreover, the app employs a gamification approach for persuasion in the form of challenges offered to users based on their observed behaviour.…”
Section: Persuasive Systems For Sustainable Mobilitymentioning
confidence: 99%
“…Advances in AmI are facilitated by the long-term increases in the power of microprocessors and nanotechnology, as well as the cost-efficiency of storage capacities and communication bandwidths. AmI has potential applications in many areas of life including home [15], [18], [19], [30], [38], office [20], [34], transport [6], [23], and industry [24]; entertainment tourism recommender systems [27], safety systems, e-health [17], [28], [29], and supported living of many variations [8], [2], [3].…”
Section: The Solution At Workmentioning
confidence: 99%
“…A personal mobility assistant app ( i-Tour ) proposed by Magliocchetti et al ( 2011 ) enables users to visualize their travel mode options (indirect tangible benefits) and obtain economic and environmental feedback in terms of travel time and distance to the destination, total emission, and travel cost. Magliocchetti et al ( 2011 ) suggested that gamification components could be added in the app for creating a playful experience in the future to promote transit usage. They also mentioned the importance of adding social components in the gamified app to increase competition and collaboration among its users to increase their awareness of sustainability and promote sustainable and healthier travel habits.…”
Section: Introductionmentioning
confidence: 99%