Cities all over the world struggle with air pollution. With the ever-increasing concentration of people in urban areas, more and more people suffer from the negative effects of air pollutants. Crowdsensing systems are a unique chance to increase the users' awareness of this problem and to provide more fine-grained data to policymakers so that they can adopt appropriate strategies. In this paper, we present a crowdsensing system to collect air pollution in urban and suburban environments through the use of bicycles. It consists of a Web application, enriched with gamification elements, that communicates with a portable low-cost sensor. The user interface of such a system, as well as the adopted gamification mechanisms, has been designed by involving a group of target users, with the aim of better meeting users' preferences and needs, and, then, better engaging them.

Bosello M., Delnevo G., Mirri S. (2020). On exploiting Gamification for the Crowdsensing of Air Pollution: A Case Study on a Bicycle-based System. ;2 Penn Plaza, Suite 701 : Association for Computing Machinery [10.1145/3411170.3411256].

On exploiting Gamification for the Crowdsensing of Air Pollution: A Case Study on a Bicycle-based System

Bosello M.;Delnevo G.;Mirri S.
2020

Abstract

Cities all over the world struggle with air pollution. With the ever-increasing concentration of people in urban areas, more and more people suffer from the negative effects of air pollutants. Crowdsensing systems are a unique chance to increase the users' awareness of this problem and to provide more fine-grained data to policymakers so that they can adopt appropriate strategies. In this paper, we present a crowdsensing system to collect air pollution in urban and suburban environments through the use of bicycles. It consists of a Web application, enriched with gamification elements, that communicates with a portable low-cost sensor. The user interface of such a system, as well as the adopted gamification mechanisms, has been designed by involving a group of target users, with the aim of better meeting users' preferences and needs, and, then, better engaging them.
2020
ACM International Conference Proceeding Series
205
210
Bosello M., Delnevo G., Mirri S. (2020). On exploiting Gamification for the Crowdsensing of Air Pollution: A Case Study on a Bicycle-based System. ;2 Penn Plaza, Suite 701 : Association for Computing Machinery [10.1145/3411170.3411256].
Bosello M.; Delnevo G.; Mirri S.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/773778
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