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Exploiting Gamification to Improve Eco-driving Behaviour: The GamECAR Approach.

Stavros NousiasChristos TseliosDimitris BitzasDimitrios AmaxilatisJavier MontesaAris S. LalosKonstantinos MoustakasIoannis Chatzigiannakis
Published in: BRAINS/WS-AFFIN@AmI (2018)
Keyphrases
  • user experience
  • data sets
  • databases
  • neural network
  • real world
  • case study
  • three dimensional
  • high level
  • face recognition
  • recommender systems
  • user behaviour