Development and Field Demonstration of a Gamified Residential Demand Management Platform Compatible with Smart Meters and Building Automation Systems

Development and Field Demonstration of a Gamified Residential Demand Management Platform Compatible with Smart Meters and Building Automation Systems
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DOI:
10.3390/en12050913
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发表时间:
2019-03
期刊:
影响因子:
3.2
通讯作者:
M. A. Zehir;Kadir Baris Ortac;H. Gul;A. Batman;Z. Aydin;J. Portela;F. Soares;M. Bagriyanik;U. Kucuk;A. Ozdemir
M. A. Zehir;Kadir Baris Ortac;H. Gul;A. Batman;Z. Aydin;J. Portela;F. Soares;M. Bagriyanik;U. Kucuk;A. Ozdemir
中科院分区:
工程技术4区
文献类型:
--
作者:
M. A. Zehir;Kadir Baris Ortac;H. Gul;A. Batman;Z. Aydin;J. Portela;F. Soares;M. Bagriyanik;U. Kucuk;A. Ozdemir

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需求管理正成为电网运行不可或缺的一部分,其潜力有助于供需平衡,减少高峰,减轻波动,改善电网电压曲线。有效的部署需要大量可靠的参与者,他们意识到自己设备的灵活性,并不断寻求实现储蓄和收入。在这些应用中,智能电表可以简化消费行为的可见性,而楼宇自动化系统可以实现灵活负载的远程和自动控制。此外,游戏化技术可以用来激励和指导客户,评估他们的表现,并从长远来看提高他们的意识和知识。本研究的重点是一个灵活的面向设备的智能电表和楼宇自动化系统(BAS)的设计和现场演示,该系统与住宅客户的游戏化负载管理(LM)平台兼容。该系统基于探索性调查和系统游戏化方法设计,旨在激励客户通过与他人竞争或合作以及改善其过往表现来减少其高峰时段消耗和整体能源消耗。本文介绍了设计,开发和实施阶段,以及在土耳其伊斯坦布尔的四个不同用户类型的房屋中进行为期八个月的现场演示的结果分析。
Demand management is becoming an indispensable part of grid operation with its potential to aid supply/demand balancing, reduce peaks, mitigate congestions and improve voltage profiles in the grid. Effective deployments require a huge number of reliable participators who are aware of the flexibilities of their devices and who continuously seek to achieve savings and earnings. In such applications, smart meters can ease consumption behavior visibility, while building automation systems can enable the remote and automated control of flexible loads. Moreover, gamification techniques can be used to motivate and direct customers, evaluate their performance, and improve their awareness and knowledge in the long term. This study focuses on the design and field demonstration of a flexible device-oriented, smart meter and building automation system (BAS) compatible with a gamified load management (LM) platform for residential customers. The system is designed, based on exploratory surveys and systematic gamification approaches, to motivate the customers to reduce their peak period consumption and overall energy consumption through competing or collaborating with others, and improving upon their past performance. This paper presents the design, development and implementation stages, together with the result analysis of an eight month field demonstration in four houses with different user types in Istanbul, Turkey.