JUCS - Journal of Universal Computer Science 25(8): 1018-1038, doi: 10.3217/jucs-025-08-1018
A Model for Resource Management in Smart Cities Based on Crowdsourcing and Gamification
expand article info Rodrigo Barbosa Sounited States Of America Orrego, Jorge Luis Victória Barbosa
‡ University of Vale do Rio dos Sinos (UNISINOS), São Leopoldo, Brazil
Open Access
Abstract
Resources of a city are urban assets such as hospitals and pharmacies (health facilities) or accessible ramps and adapted toilets (accessibility resources). This paper addresses the problem of resource management for smart cities combining crowdsourcing with gamification, and proposes a model called CORE-MM. This model allows the use of crowdsourcing techniques so that the management of cities resources is done by the citizens, without having to rely on an organization or public administration. To encourage participation in this resource management, this model also uses techniques of gamification. CORE-MM proposes the use of crowdsourcing integrated with gamification to manage the resources of a smart city, with two interdependent objectives: to motivate the use of the system by the users, and to encourage their participation in the sharing and management of information. The scientific contribution of this work is that CORE-MM treats the resource management considering a generic resources approach for smart cities. A prototype of CORE-MM was offered to volunteers and a questionnaire was developed to collect data and to evaluate the model, its performance and relevance. Results with volunteers indicated good perceived ease of use and good perceived utility. From the affirmations of the questionnaire that the 10 volunteers that tested the CORE-MM prototype had to answer, 91.67% agreed on the ease of use of the system and 8.33% manifested indifference in their responses. Regarding the utility of the system, 99.17% agreed and only 0.83% were indifferent. These results point to positive perspectives regarding the use of the application in possible situations and real locations.
Keywords
crowdsourcing, gamification, smart cities, ubiquitous computing, mobile computing, resource management, model, accessibility, health, care resources