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HomeMy WebLinkAbout20210331Report Appendices.pdfji{lsra t.,.) ::: c,) tl: lli.-.:tu 1{:.'3 tli(f fuJf\) -.1 ,;:. , i' l- :al o APPENDIX A Two-Page Reports from FY19-20 University olldaho ^#lnsz'l,College of Art and Architecture Using IR Cameras in Building Controls - Phase II Project Duration: 12 months Prcject Cost: Total Funding $52,500 OBJEGTIVE In 2OL9, the Integrated Design tab (IDL) demonstrated the technical feasibility of usinga low-cost infrared (IR) camera to provide better temperature management of rooms. The objective of the second phase is to bringthe concept of IR thermostats closer to commerciallzation. The research team is working to miniaturize, automate, and add glare detection and occupant counts to the IR thermostat. The research includes setting up a test chamber to compare the new product to a traditional thermostat, while developing a business case. BUSINESS VALUE The IR thermostat functions as an all-in-onesensor that is capable of measuring temperatures and counting occupants. This device can replace individual sensors, thus limiting wiring costs and installation times. The team is also working to add glare detection algorithms so that this device can dim lights and adjust motorized blinds. The lab aims to commercialize the concept of combining three sensors into one device to provide improved comfoft and energy savings. INDUSTRY NEED Most buildings manage their heating or cooling based solely on zone air temperature, when in reality human comfort is dominated by surrounding surface temperatures. A controlsystem that incorporates the surface temperatures of a zone would allow for a wider range of supply air temperatures to better meet the comfoft needs of occupants. The wider range of air temperatures has the potential to reduce energy consumption and can help to capitalize on operational features such as natural ventilation, night-flush and optimized set-points. Current occupancy signals rely on COz sensors, which are expensive and require frequent recalibration. The IR thermostat will be able to count the occupants in a room and provide accurate levels of ventilation without the need for COz sensors. BAGKGROUND The IDL measured the thermal comfort parameters of several offices within Avista's climate zones. The findings indicated that current thermostat controls fail to provide adequate comfort in offices and waste cooling energy while doing so. Last year, the IDL explored the possibility of using a thermal camera to incorporate surface temperatures into thermostat controls. This process was carried out with a large camera mounted on a tripod and manual calculations. The research showed that using the IR camera to estimate comfort and detect occupancy is feasible. SGOPE The primary focus of this phase of research isto automate and commercialize the IR thermostat concept. To advance this concept, the IDL will utllize a thimble-sized IR camera on an automatic pan/tilt platform and some micro processing boards. The research team will set up communication between the IR thermostat and a piece of HVAC equipment to serve as a test-bed for analysis. This will close the communication loop between the camera and a heating or cooling device to condition a space and provide a direct comparison to the functioning of a traditional thermostat. The team will convert the manual inputs of surface temperatures and conditions into the standard comfoft formula to deliver better heating and cooling signals through standard Building Automation Control network (BACnet) protocols. IDL has used open-source machine learning codes to identify occupant outlines from pixelated IR images. The team will modify The information contained in this document is proprietary and confidential. and enhance this approach to use the camera to count the number of occupants in a space and to detect direct sunlight (glare) coming through any windows to adjust blinds and optimize cooling controls. The research team is working with the University of Idaho’s College of Business and Office of Technology Transfer on commercialization options. Task 1: Project Planning and Reporting Task 2: Set up HVAC Equipment Task 3: Automate IR Signal Processing Task 4: Develop Glare Detection Algorithm Task 5: Run Comparison with Traditional Thermostat Task 6: Document Results DELIVERABLES Project team has set up a piece of HVAC equipment with a call and response to the IR thermostat that can either heat or cool the experimental chamber. Project team has installed the device on a pan/tilt mechanism and has scheduled the photography and signal processing for autonomous deployment. Project team has translated glare readings to BACnet signal objects for blind controls. Project team has compared performance of using an IR thermostat versus a traditional thermostat to manage the temperature of an experimental chamber and can quantify the difference in energy used. Project team is able to articulate the process, move towards commercialization, and produce a final report of findings for Avista. The team has completed a current literature review of the relevant technology in this sector. PROJECT TEAM PRINCIPAL INVESTIGATOR(S) Name Damon Woods Organization University of Idaho Integrated Design Lab Contact #(208) 364-4621 Email dwoods@uidaho.edu RESEARCH ASSISTANTS Name Jubin Mathai Organization University of Idaho Integrated Design Lab Email jubi5312@vandals.uidaho.edu SCHEDULE TASK TIME ALLOCATED (Months) START DATE FINISH DATE Project planning 12 09/01/19 08/30/20 Set up HVAC equipment 2 09/01/18 01/01/20 Automate IR signal processing 4 01/01/20 05/01/20 Develop glare detection algorithm 6 10/01/19 04/01/20 Run comparison with traditional thermostat 2 05/01/20 07/01/20 Document results 2 07/01/20 08/30/20 Gamification of Energy Use Feedback Project Duration: 12 months Project Cost: Total Funding $108,736 OBJECTIVE In human systems, feedback is essential to understanding the relationship between effort, error, and optimal (or at least successful) performance. If human users can be made explicitly aware of the essential elements of their performance, they can modify that performance. The intent in this project is to use the gaming metaphor to make attention to feedback appealing and frequent. The most effective feedback systems then offer behavioral options, i.e., actions a user can take to change his or her future outcomes. A slate of options that affect usage, but also bring users to educational modules and helpful products will be recommended. Gamification can stimulate greater attentiveness to energy use; attention can lead to reductions in usage. A gamification system will give the utility the ability to incentivize conservation, and can also reward citizen continuing education about energy systems and products. To meet increasing demands and increasing costs, the industry would benefit from customers’ conservation behaviors. We believe that the utility would benefit from better monitoring of their energy usage by customers. As meter systems become “smarter”, information available to customers can be more granular, more up-to-date, and thus potentially actionable. Presumably, those customer actions will lead to optimization of their usage. Optimization can be in the service of their own savings but could also serve their other pro-social interests (donations of savings to worthy causes, environmental protection, etc.). BACKGROUND SCOPE Task 1: --- A general review of incentive systems and gamification. We will review past and current attempts to use feedback-based systems by utilities. These attempts have been well-crafted but could not be sustained. We want to learn from those attempts without repeating the mistakes. Task 2: -- We will review the literature on successful incentive strategies. Then, survey customers to create a user profile system that will be the basis of customer gamification choices. The information contained in this document is proprietary and confidential. Task 3: -- We will identify the utility data collection capabilities that would allow feedback to customers. E.g., what information can be made available (taking into account security concerns)? Then, we will provide evidence of concept, as follows. Task 4: We will user-test the system and make appropriate modifications. Small samples of potential users will be identified at appropriate venues. DELIVERABLES PROJECT TEAM PRINCIPAL INVESTIGATOR(S) Name Richard Reardon Organization University of Idaho, Dept. Psychology/Comm Contact #208-292-2523 Email rreardon@uidaho.edu Name Julie Beeston Organization University of Idaho, Dept. of Computer Science Contact #208-292-2671 Email jbeeston@uidaho.edu RESEARCH ASSISTANTS Name Kellen Probert Organization University of Idaho, Psyc Human Factors Email kprobert@uidaho.edu Name Jode Keehr Organization University of Idaho, Psyc Human Factors Email jkeehr@uidaho.edu Name David Beeston Organization Private Utility Consultant Email d.beest@hotmail.com Name Undergraduate (to be named) Organization University of Idaho, Dept. of Computer Science Email tba TASK TIME ALLOCATED START DATE FINISH DATE 1. Research on incentive systems and gamification; report prepared 11 months (the bulk gathered by the 5th month) 9/19 7/20 2. Survey developed, deployed; data analyzed 4 months to develop/deploy; 2 months of analysis 9/19 3/20 3. Mockups/prototypes developed and tested 11 months 9/19 7/20 4. User testing 4 months 4/20 8/20 Designing and Evaluating an Energy Trading System for Prosumers – Phase II Project Duration: 12 months Project Cost: Total funding $96,164 OBJECTIVE The objective of this project is to analyze and develop a prototype system that would enable Avista prosumers and consumers to trade power on-demand with utility oversight, or with the utility while also ensuring the utility’s network resilient operation. In phase I of this project, we completed the analysis and implementation of the first prototype of this application. In Phase II, we propose to design, implement, and integrate a transaction prioritization and pricing algorithm into this prototype. Such algorithm would have the goal of maximizing the economic benefit, welfare, and availability of the electric power grid in the presence of prosumers, while adequately incentivizing prosumer-offered services where and when needed. Such system will enable Avista to create a new market for prosumer- consumer power trading and to plan, manage, and control such market and the flow of power through its network. Avista will benefit from such prototype in the following ways: Provide a platform for testing new technologies and algorithms that would enable larger-scale implementations of such customer-driven trading markets. Enable the collection of data on sharing behaviors and trading patterns. Enable data analytics that may lead to increased efficiency in the distribution system. Enable the implementation of real-time profitable and constraint-based electric power pricing strategies. The adoption of consumer-level electric energy production and storage and of smart consumer appliances is accelerating. Examples of technologies leading this rapid adoption are photovoltaics, small wind, electric vehicles, and smart water heaters and freezers, among other technologies. Within such a new prosumer-enabled smart grid, enabling the managed, but timely and selective trading and transmission of power between prosumers (producer-consumer) and with the utility may enable a more efficient use of the power grid as well as provide utility savings on generation and transmission. For example, a temporary increase in demand from a smart-grid-enabled customer could be served from a grid-near prosumer with stored capacity or solar generation. BACKGROUND SCOPE Task 1: Meet with Avista® to gather system requirements. Task 2: Review of the literature on prioritization and pricing strategies at the distribution level. Research has been conducted in reviewing past and current literature on LMP and distribution Locational Marginal Price (DLMP). Past project and transactive markets have also been studied on how to incorporate a prosumer-based market into the power system for transaction support. Studies have been reviewed for customer costs on the power system. Base prices and cost of energy production have been evaluated for a per customer basis on the power system. The model developed within Phase I of the project has been successfully enhanced from the IEEE 13 bus system to the IEEE 34 Bus system (OpenDSS). This IEEE 34 Bus system has been modified to incorporate customers with renewable resources. The prioritization algorithm will be developed in a modern programming language such as MATLAB or Python. Implementation is progressing on schedule. Options to transfer the algorithm to Python are being evaluated. Transaction control from the database will expand on the system implemented in the Phase I portion of the project. This integration is being implemented currently and requires full system development from the database. Different scenarios will be designed to study the impact of different prices and operating points of the model power system. Task 7 will begin once Task 5 has completed. The team has the individual parts (SQL query, OpenDSS, and Python) in the testing phases. Once all the components are autonomously interacting with each other, tests will be developed to observe the systems performance. Task 9: Produce user and administrator usage guides DELIVERABLES Written final report. Interim reports and online conferences with Avista, including one mid-term report. Proof-of-concept software and user and administrative documentation. Proof-of-concept evaluation within a small-scale simulated distribution system. Outlines of proposals for follow-on funding to further develop and refine the prototype. PROJECT TEAM PRINCIPAL INVESTIGATOR Name Dr. Yacine Chakhchoukh Contact #(208)-885-1550 Email yacinec@uidaho.edu CO-PRINCIPAL INVESTIGATOR Name Dr. Daniel Conte De Leon Contact #(208)-885-6520 Email dcontedeleon@uidaho.edu Name Dr. Herbert L. Hess Contact #(208)-885-4341 Email hhess@uidaho.edu Name Dr. Brian Johnson Contact #(208)-885-6902 Email bjohnson@uidaho.edu Name Dr. Hangtian Lei Contact #(208)-885-0952 Email hlei7@uidaho.edu SCHEDULE TASK TIME ALLOCATED START DATE FINISH DATE Task 1 4.5 months 08/18/19 01/01/20Task 2 5.5 months 08/18/19 01/31/20 Task 3 5.5 months 08/18/19 01/31/20Task 4 5.5 months 08/18/19 01/31/20Task 5 4 months 12/01/19 03/01/20 Task 6 3 months 03/01/20 06/01/20Task 7 5 months 03/01/20 08/01/20 Task 8 3 months 06/01/20 08/31/20 Task 9 1 month 08/01/20 08/31/20 APPENDIX B Request for Proposal Avista Corporation East 1411 Mission Ave. Spokane, WA 99202 Request for Proposal (RFP) Contract No. R-40239 for Avista Energy Research (AER) Initiative INSTRUCTIONS AND REQUIREMENTS Proposals are due by 4:00 p.m. Pacific Prevailing Time (PPT), April 21, 2019 (the “Due Date”) Avista Corporation is an energy company involved in the production, transmission and distribution of energy as well as other energy-related businesses. Avista Utilities is the operating division that provides electric service to approximately 374,000 customers and natural gas to approximately 336,000 customers. Avista’s service territory covers 30,000 square miles in eastern Washington, northern Idaho and parts of southern and eastern Oregon, with a population of 1.5 million. Avista’s stock is traded under the ticker symbol “AVA”. For more information about Avista, visit www.avistautilities.com. Avista Corporation East 1411 Mission Ave. Spokane, WA 99202 RFP No. R-40239 Page 2 of 9 Avista Corporation (“Avista”) This Request for Proposal (“RFP”) may contain information that is marked as confidential and proprietary to Avista (“Confidential Information” or “Information”). Under no circumstances may the potential Bidder receiving this RFP use the Confidential Information for any purpose other than to evaluate the requirements of this RFP and prepare a responsive proposal (“Proposal”). Further, Bidder must limit distribution of the Information to only those people involved in preparing Bidder’s Proposal. If Bidder determines that they do not wish to submit a Proposal, Bidder must provide a letter to Avista certifying that they have destroyed the Confidential Information, or return such Information to Avista and certify in writing that they have not retained any copies or made any unauthorized use or disclosure of such information. If Bidder submits a Proposal, a copy of the RFP documents may be retained until Bidder has received notice of Avista’s decision regarding this RFP. If Bidder has not been selected by Avista, Bidder must either return the Information or destroy such Information and provide a letter to Avista certifying such destruction. Avista and Bidder will employ the same degree of care with each other’s Confidential Information as they use to protect their own Information and inform their employees of such confidentiality obligations. Avista Corporation East 1411 Mission Ave. Spokane, WA 99202 RFP No. R-40239 Page 3 of 9 Instructions and Requirements 1.0 PURPOSE In response to the Idaho Public Utilities Commission Order No. 32918, Avista Corporation will fund up to $300,000 per year of applied research that will further promote broad conservation goals of energy efficiency and curtailment. Specifically, Avista is seeking a qualified four year institution in the state of Idaho to provide such applied research (the “Services”). In light of the rapidly changing utility landscape, Avista would be interested in funding research projects which are forward thinking and would assist the utility in the development of product and services which provide an energy efficient commodity to its customers. The applied research and development projects can be one or multiple years and can be used to support university research programs, facility and studies. The following institutions are eligible to submit Avista Energy Research (AER) initiative proposals. 1. University of Idaho 2. Boise State University 3. Idaho State University Persons or institutions submitting a Proposal will be referred to as “Bidder” in this RFP; after execution of a contract, the Bidder to whom a contract is awarded, if any, will be the name of the university (“Institution”). 2.0 STATEMENT OF WORK The attached Statement of Work (“SOW”) specifies the activities, deliverables and/or services sought by Avista. This SOW will be the primary basis for the final SOW to be included under a formal contract, if a contract is awarded. 3.0 RFP DOCUMENTS Attached are the following RFP Documents: Appendix A – Proposal Cover Sheet Appendix B – Sponsored Research and Development Project Agreement 4.0 CONTACTS / SUBMITTALS / SCHEDULE 4.1 All communications with Avista, including questions (see Section 5.1), regarding this RFP must be directed to Avista’s Sole Point of Contact (“SPC”): Russ Feist Avista Corporation 1411 East Mission Avenue PO Box 3727, MSC-33 Spokane, WA 99220-3727 Telephone: (509) 495-4567 Fax: (509) 495-8033 E-Mail: russ.feist@avistacorp.com 4.2 Proposals must be received no later than 4:00 PM Pacific Prevailing Time (“PPT”), on April 22, 2019 (“Due Date”). Bidders should submit an electronic copy of their Proposal to bids@avistacorp.com. In addition to an electronic copy, Bidders may also fax their Proposal to 509- 495-8033, or submit a hard copy to the following address: Avista Corporation Attn: Greg Yedinak Supply Chain Management (MSC 33) 1411 E. Mission Ave PO Box 3727 Spokane, WA 99220-3727 Avista Corporation East 1411 Mission Ave. Spokane, WA 99202 RFP No. R-40239 Page 4 of 9 No verbal or telephone Proposals will be considered and Proposals received after the Due Date may not be evaluated. 4.3 RFP Proposed Project Schedule March 18, 2019 Avista issues RFP April 9, 2019 Bidder’s Questions/Requests for Clarification Due April 15, 2019 Avista’s Responses to Clarifications Due Date April 22, 2019 Proposals Due May 10, 2019 Successful Bidder selection and announcement June 28, 2019 Contract and Statement of Work Executed 5.0 RFP PROCESS 5.1 Pre-proposal Questions Relating to this RFP Questions about the RFP documents (including without limitation, specifications, contract terms or the RFP process) must be submitted to the SPC (see Section 4.1), in writing (e-mailed, faxed, or addressed in accordance with Section 4.2, by the Due Date. Notification of any substantive clarifications provided in response to questions will be provided via email to all Bidders. 5.2 Requests for Exceptions Bidder must comply with all of the requirements set forth in the documents provided by Avista as part of this RFP (including all submittals, contract documents, exhibits or attachments). Any exceptions to these requirements must be: (i) stated separately, (ii) clearly identify the exceptions (including the document name and section), and (iii) include any proposed alternate language, etc. Failure by Bidder to provide any exceptions in its Proposal will constitute full acceptance of all documents provided by Avista as part of this RFP. While Avista will not consider alternate language, etc. that materially conflicts with the intent of this RFP, Avista may consider and negotiate the inclusion of terms that would be supplemental to the specific document if such terms reasonably relate to the scope of this RFP. 5.3 Modification and/or Withdrawal of Proposal 5.3.1 By Bidder: Bidder may withdraw its Proposal at any time. Bidder may modify a submitted Proposal by written request provided that such request is received by Avista prior to the Due Date. Following withdrawal or modification of its Proposal, Bidder may submit a new Proposal provided that such new Proposal is received by Avista prior to the Due Date and includes a statement that Bidder’s new Proposal amends and supersedes the prior Proposal. 5.3.2 By Avista: Avista may modify any of the RFP documents at any time prior to the Due Date. Such modifications will be issued simultaneously to all participating Bidders. 5.4 Proposal Processing 5.4.1 Confidentiality: It is Avista’s policy to maintain the confidentiality of all Proposals received in response to an RFP and the basis for the selection of a Bidder to negotiate a definitive agreement. 5.4.2 Basis of Any Award: This RFP is not an offer to enter into an agreement with any party. The contract, if awarded, will be awarded on the basis of Proposals received after consideration of Bidder’s ability to provide the services/work, quality of personnel, extent and quality of relevant experience, price and/or any other factors deemed pertinent by Avista, including Bidder’s ability to meet any schedules specified in the Statement of Work. 5.4.3 Pre-award Expenses: All expenses incurred by Bidder to prepare its Proposal and participate in any required pre-bid and/or pre-award meetings, visits and/or interviews will be Bidder’s responsibility. Avista Corporation East 1411 Mission Ave. Spokane, WA 99202 RFP No. R-40239 Page 5 of 9 5.4.4 Proposal Acceptance Term: Bidder acknowledges that its Proposal will remain valid for a period of 60 days following the Due Date unless otherwise extended by Avista. 5.5 Contract Execution The successful Bidder shall enter into a contract that is substantially the same as the Sponsored Research and Development Project Agreement governing the performance of the Services/Work applicable under this RFP included as Appendix B. However, those Universities that have prior written agreements with Avista, may mutually agree to utilize those agreements with an extension and some modifications to the documents. 6.0 PROPOSAL REQUIREMENTS AND SUBMITTALS Bidder’s Proposal must conform to the following outline and address all of the specified content to facilitate Avista’s evaluation of Bidder’s qualifications; approach to performing the requested Services/Work; and other requirements in the SOW. Proposals will be evaluated on overall quality of content and responsiveness to the purpose and specifications of this RFP, including the information set forth in Section 6.5 below. 6.1 Proposal Process Each eligible institution will be limited to TEN specific proposal submittals. One representative of the eligible institutions will be responsible for submitting all of the proposals. The proposal must not exceed 6 pages not including the appendices. The proposal shall be in 11 point font, 1.5 spaced and one inch margins. The original and one electronic copy of the proposal (PDF – Form) must be provided to Avista’s point of contact listed herein. 6.2 Proposal Submittals The following items are required with Bidder’s Proposal. Each proposal shall contain the following project elements. 1. Name of Idaho public institution; 2. Name of principal investigator directing the project; 3. Project objective and total amount requested (A general narrative summarizing the approach to be utilized to provide the required services); 4. Resource commitments, (number of individuals and possible hours for services); 5. Specific project plan (An outline of work procedures, technical comments, clarifications and any additional information deemed necessary to perform the services); 6. Potential market path; 7. Criteria for measuring success; 8. Budget Price Sheet / Rate Schedule; 9. Proposal Exceptions to this RFP (if any); 10. Appendix A – Proposal Cover Sheet (last 2 pages of this document) 11. Appendix C: Facilities and Equipment 12. Appendix D: Biographical Sketches and Experience of the principle investigators and / or primary research personnel for each project (if different individuals for each project submitted) Avista Corporation East 1411 Mission Ave. Spokane, WA 99202 RFP No. R-40239 Page 6 of 9 6.3 Proposal Cover Sheet Bidder must fill out, sign and date the attached Proposal Cover Sheet. The signatory must be a person authorized to legally bind Bidder’s company to a contractual relationship (e.g. an officer of the company). 6.4 Institution Information Institution Qualifications Bidder shall provide information on projects of similar size and scope that Bidder has undertaken and completed within the last five years. Please include a list of references on Appendix A that could be contacted to discuss Bidders involvement in these projects. Institution Resources Identify any unique or special equipment, intellect, hardware, and software or personnel resources relevant to the proposed Services that Bidder’s firm possesses(list in Appendix D). Project Personnel Qualifications Provide a proposed organization chart or staffing list for a project of this size and scope and identify the personnel who will fill these positions. If applicable, identify project managers who will be overseeing the Services and submit their resume identifying their work history, (please see Section 6.2, question #4). Approach to Subcontracting If Bidder’s approach to performing the Services will require the use of subcontractors, include for each subcontractor: (a) a description of their areas of responsibility, (b) identification of the assigned subcontractor personnel, (c) resumes of key subcontractor personnel, (d) a summary of the experience and qualifications of the proposed subcontracting firms in work similar to that proposed, and (e) a list of references for such work. 6.5 Evaluation Criteria Avista will evaluate each proposal based upon the following criteria: 6.5.1 Project Requirements Strength of Proposal Responsiveness to the RFP Creativity in Leveraging Resources Samples of Work Products Overall Proposal (Complete, Clear, Professional) 6.5.2 Strength & Cohesiveness of the Project Team Overall ability to manage the project Technical ability to execute the Services Research/analysis ability Project milestones with clear stage and gates (annually) Overall team cohesiveness 6.5.3 Qualifications and Experience Experience working with electric utilities Project management and multi-disciplined approaches Experience working with organizations in a team atmosphere Avista Corporation East 1411 Mission Ave. Spokane, WA 99202 RFP No. R-40239 Page 7 of 9 7.0 RESERVATION OF AVISTA RIGHTS: Avista may, in its sole discretion, exercise one or more of the following rights and options with respect to this RFP: Modify, extend, or cancel this RFP at any time to obtain additional proposals or for any other reason Avista determines to be in its best interest; Issue a new RFP with terms and conditions that are the same, similar or substantially different as those set forth in this or a previous RFP in order to obtain additional proposals or for any other reason Avista determines to be in its best interest; Waive any defect or deficiency in any proposal, if in Avista’s sole judgment, the defect or deficiency is not material in response to this RFP; Evaluate and reject proposals at any time, for any reason including without limitation, whether or not Bidder’s proposal contains Requested Exceptions to Contract Terms; Negotiate with one or more Bidders regarding price, or any other term of Bidders’ proposals, and such other contractual terms as Avista may require, at any time prior to execution of a final contract, whether or not a notice of intent to contract has been issued to any Bidder and without reissuing this RFP; Discontinue negotiations with any Bidder at any time prior to execution of a final contract, whether or not a notice of intent to contract has been issued to Bidder, and to enter into negotiations with any other Bidder, if Avista, in its sole discretion, determines it is in Avista’s best interest to do so; Rescind, at any time prior to the execution of a final contract, any notice of intent to contract issued to Bidder. [END OF REQUEST FOR PROPOSAL INSTRUCTIONS AND REQUIREMENTS] Avista Corporation East 1411 Mission Ave. Spokane, WA 99202 RFP No. R-40239 Page 8 of 9 APPENDIX A - Proposal Cover Sheet Organization Name: Organization Form: (sole proprietorship, partnership, Limited Liability Company, Corporation, etc.) Primary Contact Person: ____________________________ Title: __________________________________ Address: City, State, Zip: Telephone: Fax: Federal Tax ID# E-mail Address: Name and title of the person(s) authorized to represent Bidder in any negotiations and sign any contract that may result (“Authorized Representative”): Name: Title: If classified as a contractor, provide contractor registration/license number applicable to the state in which Services are to be performed. ____________________________________ (please verify numbers) that Avista may contact to verify the quality of Bidder’s previous work in the proposed area of Work. REFERENCE No. 1: Organization Name: Contact Person: Project Title: Telephone: Fax: Email: REFERENCE No. 2: Organization Name: Contact Person: Project Title: Telephone: Fax: Email: REFERENCE No. 3: Organization Name: Telephone: Fax: Avista Corporation East 1411 Mission Ave. Spokane, WA 99202 RFP No. R-40239 Page 9 of 9 Contact Person: Project Title: Email: By signing this page and submitting a Proposal, the Authorized Representative certifies that the following statements are true: 1. They are authorized to bind Bidder’s organization. 2. No attempt has been made or will be made by Bidder to induce any other person or organization to submit or not submit a Proposal. 3. Bidder does not discriminate in its employment practices with regard to race, creed, age, religious affiliation, sex, disability, sexual orientation or national origin. 4. Bidder has not discriminated and will not discriminate against any minority, women or emerging small business enterprise in obtaining any subcontracts, if required. 5. Bidder will enter into a contract with Avista and understands that the final Agreement and General Conditions applicable to the Scope of Work under this RFP will be sent for signature under separate cover. 6. The statements contained in this Proposal are true and complete to the best of the Authorized Representative’s knowledge. 7. If awarded a contract under this RFP, Bidder: (i) Accepts the obligation to comply with all applicable state and federal requirements, policies, standards and regulations including appropriate invoicing of state and local sales/use taxes (if any) as separate line items; (ii) Acknowledges its responsibility for transmittal of such sales tax payments to the taxing authority; (iii) Agrees to provide at least the minimum liability insurance coverage specified in Avista’s attached sample Agreement, if awarded a contract under this RFP. 8. If there are any exceptions to Avista’s RFP requirements or the conditions set forth in any of the RFP documents, such exceptions have been described in detail in Bidder’s Proposal. 9. Bidder has read the “Confidentiality Notice” set forth on the second page of these “INSTRUCTIONS AND REQUIREMENTS” and agrees to be bound by the terms of same. Signature: Date: *** THIS PAGE MUST BE THE TOP PAGE OF BIDDER’S PROPOSAL *** APPENDIX C University of Idaho Agreements APPENDIX A - Proposal Cover Sheet Bidder Information Organization Name: University of Idaho Organization Form: (sole proprietorship, partnership, Limited Liability Company, Corporation, etc.) Primary Contact Person: ____________________________ Title: __________________________________ Address: City, State, Zip: Telephone: Fax: Federal Tax ID# E-mail Address: Name and title of the person(s) authorized to represent Bidder in any negotiations and sign any contract that may result (“Authorized Representative”): Name: Title: If classified as a contractor, provide contractor registration/license number applicable to the state in which Services are to be performed. ____________________________________ Provide at least three references with telephone numbers (please verify numbers) that Avista may contact to verify the quality of Bidder’s previous work in the proposed area of Work. REFERENCE No. 1: Organization Name: Contact Person: Project Title: Telephone: Fax: Email: Organization Name: Contact Person: Project Title: Telephone: Fax: Email: Organization Name: Contact Person: Project Title: Telephone: Fax: Email: RFP No. R-41387 Page 2 By signing this page and submitting a Proposal, the Authorized Representative certifies that the following statements are true: 1. They are authorized to bind Bidder’s organization. 2. No attempt has been made or will be made by Bidder to induce any other person or organization to submit or not submit a Proposal. 3. Bidder does not discriminate in its employment practices with regard to race, creed, age, religious affiliation, sex, disability, sexual orientation or national origin. 4. Bidder has not discriminated and will not discriminate against any minority, women or emerging small business enterprise in obtaining any subcontracts, if required. 5. Bidder will enter into a contract with Avista and understands that the final Agreement and General Conditions applicable to the Scope of Work under this RFP will be sent for signature under separate cover. 6. The statements contained in this Proposal are true and complete to the best of the Authorized Representative’s knowledge. 7. If awarded a contract under this RFP, Bidder: (i) Accepts the obligation to comply with all applicable state and federal requirements, policies, standards and regulations including appropriate invoicing of state and local sales/use taxes (if any) as separate line items; (ii) Acknowledges its responsibility for transmittal of such sales tax payments to the taxing authority; (iii) Agrees to provide at least the minimum liability insurance coverage specified in Avista’s attached sample Agreement, if awarded a contract under this RFP. 8. If there are any exceptions to Avista’s RFP requirements or the conditions set forth in any of the RFP documents, such exceptions have been described in detail in Bidder’s Proposal. 9. Bidder has read the “Confidentiality Notice” set forth on the second page of these “INSTRUCTIONS AND REQUIREMENTS” and agrees to be bound by the terms of same. Signature: Date: RFP No. R-41387 Page 3 Name of Idaho public institution: University of Idaho Name of principal investigator directing the project; PI: Damon Woods Project Title – Objective – Amount Requested Using IR Cameras in Building Controls – Phase II Project objective and total amount requested Amount Requested: $52,500 Objective The goal of using IR cameras in building controls is to bring the concept of infrared-enhanced thermostats closer to commercialization. This project builds on two previously funded Avista grants concerned with operative temperature control (controls that take into account the surrounding surface temperatures in a room). The Integrated Design Lab is currently testing the feasibility of using a low-cost infrared camera to estimate the mean radiant temperature in a room. At the end of phase I, the team will process the data from the camera into a prediction of how comfortable the space is and then send that information as a standard control signal. For phase II, the IDL team would like to perform product testing by routing that control signal into a piece of HVAC hardware. This will enable the IR-camera thermostat to actually manage a space’s conditions based on the surface temperatures. In 2017, the Integrated Design Lab received an Avista AER grant to measure indoor temperature conditions at offices throughout Idaho. The findings suggested that because current thermostats only control for air temperature, many offices are uncomfortably cool and the HVAC system is inefficiently run. Energy models were used to estimate potential savings of managing a building’s HVAC on a more holistic level by including the surface temperatures in the controls. In 2018, the IDL received a second Avista AER grant to pursue proof of concept for an enhanced thermostat that could incorporate information about the surface temperatures into its controls. This project is underway and is showing promising results. Currently, the camera is able to interpret the room as a grid of temperatures, and the team has finalized a set of equations that can be used to pinpoint estimated thermal comfort values at any location in the room. With further development, this IR-enhanced thermostat device could also be used to detect occupancy and glare. This will reduce the number of sensors that are often required in new buildings. Sensing glare and occupancy will be coordinated through further data processing of the images to detect movement and pixels of high light values. The IDL team has experience in the fields of image processing, building control commissioning, and measurement of operative temperatures – all based on open-source code platforms. IDL has a test site and the tools required to carry out this experiment. It is the logical next step for continuing the development of operative temperature based controls. RFP No. R-41387 Page 4 Resource commitments, (number of individuals and possible hours for services): Personnel Hours estimate Description publication plan and market path approach management, and daily execution of tasks Specific project plan The first step of the new research will be to set up a piece of HVAC equipment in an experimental chambers that can respond to the control signals from the IR camera thermostat. This will “close the loop” between the controller and a piece of HVAC hardware. This HVAC hardware will start with a simple device such as a heating element. Once the heating element responds consistently, the team will attempt to connect a more sophisticated piece of equipment such as a packaged terminal air conditioner or heat pump. Once the HVAC equipment is shown to respond to feedback from the IR thermostat, the team will begin to vary the camera position. Occupancy signals will be incorporated into the HVAC controls and response. This will lay the groundwork for the automation of the process. Automation will include mounting the camera on a pan/tilt mechanism so that its position, photography, and processing can be scheduled to operate autonomously. While the HVAC response and automation features are being pursued, the team will simultaneously be working to incorporate glare detection from the camera so that it might be used for motorized blind controls. In the past, the research team at IDL has used High Dynamic Range (HDR) photography in a room to estimate the visual comfort in the room. The estimation in the past was carried out by searching the image pixels for variances in brightness by using a script in the open-source software R. For this project, the IDL team will seek to leverage this past work in order to generate a glare index by using the IR camera. Once the team is able to convert the image pixels into a glare index, we will seek to generate a BACnet control signal that could be read by motorized blinds. The final phase of research will include a set of experiments that provide a direct comparison between this infrared control and a traditional thermostat to gauge its effectiveness. The team will set up a number of scenarios of varying temperatures and occupancy to estimate the amount of energy that could be saved. The team will present the results to Avista in August, pursue publication in an academic journal, and reach out to potential investors to commercialize the technology. RFP No. R-41387 Page 5 Task 1 Project planning and reporting – Conduct team meetings and ongoing project updates, reports and deliverables as required by Avista staff, project management contractor and the PUC. Ongoing throughout the project. Task 2 Set up HVAC equipment – The team will link the IR thermostat to an HVAC terminal unit that is able to respond to BACnet control signals to condition the experimental chambers; 4 months. Task 3 Automate IR signal processing – The camera will be set up to scan the room and take pictures at automatic intervals and process this into a control signal on a regular schedule; 4 months. Task 4 Develop glare detection algorithm – In parallel with tasks 2 and 3, IDL will use the operational data collection to correlate the IR camera files to readings of glare within the space; 6 months. Task 5 Run comparison with traditional thermostat – The research team will compare the signal response between the IR thermostat and a traditional thermostat to gauge energy savings; 2 months. Task 6 Document results – The final task will be to prepare for commercialization with this product and seek outside investment. The team will provide a final report and presentation to Avista as well as pursue publication in an academic journal such as Energy and Buildings; 2 months. Potential market path Building operations could benefit greatly from MRT and occupancy sensing controllers. Controls based on MRT would allow for wider air temperature setpoints in the summer, thus saving cooling energy each year. Increasing the cooling setpoint by 5oF has been shown to reduce total HVAC energy by 27% (Hoyt et al. 2014). A study by the Pacific Northwest National Lab estimated slightly more conservative savings: a 2oF adjustment on both heating and cooling setpoints led to a fairly uniform HVAC energy savings of 12-20% (Fernandez et al. 2012). Nationwide, such savings would be equivalent to 370-615 trillion Btu saved annually (EIA 2012). For commercial office buildings in the Pacific Northwest, HVAC energy is typically 35% of the annual load (EIA 2012), an MRT thermostat implementation could result in total annual IR Thermostat Phase II Timeline Se p t . Oc t . No v . De c . Ja n . Fe b . Ma r . Ap r . Ma y Ju n e Ju l y Au g 1. Project Planning/Reporting 2. Set up HVAC equipment ● 3. Automate IR signal processing ● 4. Develop glare detection algorithim ● 5. Run comparison with traditional thermostat ● 6. Document results ● 2019 | 2020 RFP No. R-41387 Page 6 energy savings of 4-7% of annual energy consumption per building (Hoyt et al. 2014). A recent baseline study of buildings in the Pacific Northwest found average office building annual energy use to be 112 kBtu/ft2 with an average office building size of 20,000 ft2. (Baylon, et al., 2008). Given these assumptions, integrating an MRT controller could save 25,000 – 45,000 kWh/yr for an average office building. This represents only a general estimate, and firmer numbers will be established with the conclusion of the ongoing phase of this research this August. In addition to energy savings, an affordable MRT sensor could dramatically enhance occupant comfort, thus making it an attractive service to offer to clients. This advance in controls coincides with Washington State’s latest energy code requiring occupancy sensors in many new commercial buildings that now must use Dedicated Outdoor Air Systems (DOAS) (Washington Administrative Code commercial buildings WAC 51-11C140360). Using IR cameras in lieu of CO2 sensors could serve the same function of measuring occupancy with the added benefit of also measuring the MRT of a space. The report will provide a step-by-step methodology including a demonstration of how this sensor could be implemented at any site with code-compliant controls. As the new controller is integrated into the building’s energy management system, either building managers or utility companies could provide incentives for this type of controller. The market path may include the further development of this hardware and open source software for various private companies to develop their own IR camera controller. Criteria for measuring success • Project team has set up a piece of HVAC equipment with a call and response to the IR thermostat that can either heat or cool the experimental chamber. • Project team has installed the device on a pan/tilt mechanism and has scheduled the photography and signal processing for autonomous deployment. • Project team has translated glare readings to BACnet signal objects for blind controls. • Project team has compared performance of using an IR thermostat versus a traditional thermostat to manage the temperature of an experimental chamber and can quantify the difference in energy used. • Project team is able to articulate the process, move towards commercialization, and produce a final report of findings for Avista. Budget Price Sheet / Rate Schedule PI/Faculty Salaries (Baker and Woods) $ 10,475 PI/Faculty Benefits (Baker and Woods) 2,775 Graduate Student Salaries 12,800 Student Benefits 486 RFP No. R-41387 Page 7 Total $ 52,500 Budget Justification ***All Hourly Rates are averages over CY18 and CY19 Salaries -Support Requested from Ken Baker at 50 hours ($58.04/hr), Damon Woods at 215 hours ($35.50/hr), and one graduate student at 800 hours ($16.00/hr) Fringe – Estimated based on the following rates: 26.5% Faculty, 3.8% Students Tuition Remission - Estimated tuition costs for one graduate student for Fall of 2018 and Spring of 2019 $8,864 Equipment/Computers - Estimated for project period is $1,500 for BACnet controllers, HVAC terminal equipment and miscellaneous connectors. Travel- Estimated travel expenses for project period $1,000, to include: (1) trip to Spokane for for final presentation to Avista for PI and graduate student. F&A/Overhead - IDL is considered an on-campus unit of the University of Idaho with a federally negotiated rate of 50.33%. Proposal exceptions Per section 5.2 of the RFP, the University has described exceptions to RFP requirements and conditions in the letter dated 4/15/16 and included with Appendix A. References Arens E, Humphreys M, de Dear RJ, Zhang H. (2010). “Are ‘Class A’ temperature requirements realistic or desirable?” Building and Environment 2010; 45 (1) :4–10. ASHRAE. Standard 55-2013: “Thermal environmental conditions for human occupancy.” American Society of Heating, Refrigerating and Air-Conditioning Engineers (ASHRAE). Baylon, David., Robison, David., Kennedy, Mike. (2008). “Baseline Energy Use Index of the 2002-2004 Nonresidential Sector: Idaho, Montana, Oregon, and Washington.” Ecotope EIA Commercial Building Energy Consumption Survey – E1. Major fuel consumption by end use, 2012 Fernandez, N. et al., (2012). “Energy Savings Modeling of Standard Commercial Building Re-tuning Measures: Large Office Buildings” Pacific Northwest National Lab Report 21596. RFP No. R-41387 Page 8 Haves, Philip., Xu, Peng,. (2007). “The Building Controls Virtual Test Bed – A Simulation Environment for Developing and Testing Control Algorithms, Strategies, and Systems.” Proc: Building Simulation 2007. Moe, K. (2010). “Thermally Active Surfaces in Architecture.” New York: Princeton Architectural Press. Olesen, B.W., et. al. (2007). “Operative Temperature Control of Radiant Surface Heating and Cooling Systems” Proceedings of Clima 2007 Wellbeing Indoors. Hoyt, Tyler; Arens, Edward; & Zhang, Hui. (2014). “Extending air temperature setpoints: Simulated energy savings and design considerations for new and retrofit buildings.” Building and Environment 2014; 9 (10). Tom, Steve. "Managing energy and comfort." ASHRAE Journal 50.6 (2008): 18-27. Washington Administrative Code commercial buildings WAC 51-11C140360. i Appendix C – Facilities and Equipment University of Idaho - Integrated Design Lab (UI-IDL) Facilities and Equipment Overview The UI-IDL occupies about 4,000 SF in downtown Boise. It includes a large classroom, three conference rooms and office and laboratory space. The IDL maintains a library of over 900 devices for measurement and data logging of energy efficiency and human comfort parameters. Computational platforms include windows, Linux and Unix machines, including high performance workstations and a modest computing cluster. The website (www.uidaho.edu/idl) serves as an outreach conduit to the public, hosting archived video lectures, research products, and an equipment listing. The UI-IDL maintains a wide range of software licenses and capabilities related to energy efficacy and human factors research, data analysis and processing, and visualization, design and graphics (see list below). IDL has experience in the fields of image processing, BACnet object creation, and measurement of operative temperatures – all based on open-source code platforms. IDL has a test site and the tools required to carry out this experiment. Institutional Qualifications & Recent projects The UI-IDL team has completed over $6M in energy efficiency research and education since 2004 and has extensive experience managing projects of this scale and size. Selected projects of similar size and scope from previous five years. References and work samples available upon request. University of Idaho – Integrated Design Lab Current Support: Title: Advanced Energy Efficiency Funding Source: Idaho Power Company Performance Period: 1/1/2019-12/31/2020 Total Amount: $286,000 Location of Project: Idaho Person-months per year committed (Calendar, Academic, Summer): 15.5 (CY) Title: Managing for Efficiency Funding Source: Avista Corporation Performance Period: Total Amount: $24,000 Location of Project: Idaho Person-months per year committed (Calendar, Academic, Summer): 0.4 (CY) Title: Advancing Energy Efficiency Funding Source: Northwest Energy Efficiency Alliance Performance Period: 1/1/2018-12/31/2019 Total Amount: $109,000 Location of Project: Idaho Person-months per year committed (Calendar, Academic, Summer): 4 (CY) UI-IDL Software Capabilities Simulation Programs: ii • OpenStudio • EnergyPlus • Radiance • Daysim • Autodesk Ecotect • Therm • WUFI • AGI32 • COMFEN • eQUEST • Autodesk Project Vasari • Simergy 3d modeling programs • Autodesk Revit • Autodesk Autocad • Trimble Sketchup • Rhinocerous Climate Analysis Programs • IDL Climate Tools Spreadsheets (http://idlboise.com/design-tool/ui-idl-climate-design-resources-1st-2nd- generation-toolsets) • Climate Consultant Energy Data Analysis • Energy Star Portfolio Manager • E-Cam • Universal Translator • E-Tracker • Energy Explorer Other Related • R statistical studio • MathWorks MATLAB iii Appendix D – Biographical Sketches L. Damon Woods, P.E. Title: Ph.D. Candidate Organization: University of Idaho, Integrated Design Lab - Boise Phone: 208-401-0652 Email: dwoods@uidaho.edu EDUCATION University of Idaho, Ph.D. (Mechanical Engineering), [Exp. 2018] Boise State University, Masters of Science M.S.M.E. (Mechanical Engineering), 2013 Montana State University- Bozeman, B.S.M.E (Mechanical Engineering), 2010 PROFESSIONAL EXPERIENCE 2013-pres. Research Support, (University of Idaho, Integrated Design Lab – Boise) Conducted academic research related to the built environment. 2014-2014 Adjunct Instructor, (Boise State University – Boise) Taught applied thermodynamics to mechanical engineering seniors. 2012-2013 Research and Development Trainee, (ALSTOM Power – Baden, Switzerland) Modeled power production of gas turbines and analyzed performance metrics. 2010-2012 Graduate Research Assistant, (Boise State University, M.E. Department – Boise) Developed model to predict power production for new vertical axis wind turbine. 2011-2012 Math Instructor, (The Ambrose School – Meridian, ID) Taught Algebra II/Trigonometry to high school students. REFEREED JOURNAL ARTICLES: A. Nezamdoost, E. Cooper and D. Woods, "Using a passive design toolset to evaluate low-cost cooling strategies for an industrial facility in a hot and dry climate Article reference," Energy and Buildings, Vol. 159, pp. 319-331, Jan 2018. https://doi.org/10.1016/j.enbuild.2017.11.011 MASTERS THESIS: D. Woods, “Simulation of Vawt and Hydrokinetic Turbines with Variable Pitch Foils” Thesis (M.S.) Boise State University, 2013. PEER-REVIEWED PUBLISHED PROCEEDINGS: D. Woods, T. Noble, B. Acker, R. Budwig and K. V. D. Wymelenberg, "Optimizing Economizer Operation by Virtual Commissioning through Remote Co-Simulation," in International Building Simulation Conference, San Francisco, CA, 2017. https://doi.org/10.26868/25222708.2017.514. D. Woods, A. Mahic, K. VanDenWymelenberg, J. Jennings and J. Cole, "Simulation on Demand for Deep Energy Retrofits," in ACEEE Summer Study, Asilomar, CA, 2016. https://aceee.org/files/proceedings/2016/data/papers/3_376.pdf D. Woods, J. Gardner, and K. Myers “Simulation of Vertical Axis Wind Turbines with Variable Pitch Foils”, ASME International Mechanical Engineering Congress and Exposition, Proceedings (IMECE). 6 B., 2013. doi:10.1115/IMECE2013-65694 OTHER PRESENTATIONS: • Conferences: o American Wind Energy Association Annual Conference Poster Presentation, Anaheim, CA: Simulation of Vertical Axis Wind Turbines using Simulink 05/13/2013 o Energy Policy Institute Research Conference, San Francisco CA: Using the Time Delay of Radiant Systems to the Grid’s Advantage 09/05/2014 o Idaho Energy and Green Buildings Conference, Boise, ID:  Model-Based Building Commissioning 11/1/2016 iv  Cold Feet: Managing Controls and Condensation when Simulating Radiant Slab Cooling. 11/1/2016  Understanding Building Controls. 10/4/2017 • Trainings: o Energy modeling workshop on using EnergyPlus - Sponsored by the Northwest Energy Efficiency Alliance  Eastern Idaho Region: Delivered at Idaho National Lab Center for Advanced Energy Studies on 11/18/2016  Northern Idaho Region: Delivered at the University of Idaho on 12/01/2016 PROFESSIONAL ORGANIZATIONS: o Professional Engineer: License # 17372 – State of Idaho o American Society of Heating Refrigeration, and Air conditioning Engineers (ASHRAE)  Member – Idaho Chapter. Designing and Evaluating an Energy Trading System for Prosumers - Phase II University of Idaho Principal Investigator (PI) and Project Director: Dr. Yacine Chakhchoukh Co-PIs.: Drs. Daniel Conte de Leon, Herbert L. Hess, Brian Johnson, Lei Hangtian. Project Manager: Ms. Arvilla Daffin. Total Amount Requested: $ 96,164 1. Project Objective We propose to design, develop, and test a software application that would enable prosumers and consumers to trade power on-demand or semi-automatically between themselves, with utility oversight, or with the utility. Such system would enable prosumer-consumer power trading with some of the characteristics of sharing economies and markets. The goal is that such system would lead, in the long run, to semi-automated trading of power similarly to current financial high-speed trading systems between smart-grid-enabled consumers, prosumers, and the utility. In phase I of this project, we completed the analysis and implementation of the first prototype of this application. In phase II, we propose to design, implement, and integrate into this prototype, a transaction prioritization and pricing algorithm. Such algorithm would have the goal of maximizing the economic benefit, welfare, and availability of the electric power grid in the presence of prosumers while adequately incentivizing prosumer-offered services where and when needed. Such system will enable Avista to create a new market for prosumer-consumer power trading and to plan, manage, and control such market and the flow of power through its network. Avista will benefit from such system in the following ways: (1) Provide a platform for testing new technologies, applications, and algorithms that would enable larger scale implementations of such customer-driven trading markets, (2) Enable the collection of data on consumer behaviors and trading patterns, (3) Enable data analytics that may lead to increased efficiency and resiliency in the distribution system, (4) Enable implementation of real-time profitable and constraint-based electric power pricing strategies. 2. Resource Commitment Resource commitments for this project include the following: • PI and co-PIs research and student mentoring time as part of their normal academic duties. • One graduate student in Electrical Engineering as a funded Research Assistant (in budget request). • One graduate student in Computer Science as a funded Research Assistant (in budget request). • Rental for a year of necessary computing equipment time and software licenses (in budget request). • Use of University of Idaho space and facilities and academic and network resources (as F&A). 3. Student Involvement This project proposes to involve students in every aspect of the research: project definition, modeling of the system and its components, designing, developing, and testing the prioritization and pricing algorithm and the software application prototype, performing simulation and analyzing the results, and making recommendations for improvements. We have successfully employed such student-based and faculty-led teams in many projects of similar scope and purpose in the past. Participant students will be majoring in Computer Science or Electrical Engineering with likeliness of future professional involvement in the electric power industry sector. Having Avista as a project sponsor would enhance student engagement and performance and greatly benefit the student's careers. We are planning to hire the two graduate students that worked on phase I of this project. They conducted phase I with enthusiasm gaining expertise in both the power and web application software. 4. Rationale and Advantages The adoption of consumer-level electric energy production and storage and of smart consumer appliances is accelerating. Examples of technologies leading this rapid adoption are photovoltaics, small wind, electric vehicles, and smart water heaters and freezers, among other technologies. Within such a new prosumer-enabled Smart Grid, enabling the managed, timely, and selective trading and transmission and distribution of electric power between prosumers (producer-consumer) and with the utility, with utility oversight, may enable a more efficient use of the Power Grid as well as provide utility savings on generation and transmission. For example, a temporary increase in demand from a smart-grid-enabled customer could be served from a grid-near prosumer with stored capacity or current wind or solar generation. The following is an example of how the proposed prosumer/consumer power trading may work. One of Avista®’s customers installs solar panels or has a storage system such as an electric vehicle and generates or stores electricity. To sell some of this customer’s excess electricity, this customer goes to an Avista®- supervised website or app and enters the amount of energy that he wants to sell, the target price and acceptable ranges, its renewable nature, and the restrictions and timing for the sharing of excess produced power. Another Avista® customer needs some additional electricity at a given or scheduled time. Such customer goes to the same website or app and indicates an interest in buying energy under certain conditions, price ranges, and time period. The proposed system then creates a match between the prosumer energy offers, requests, restrictions, timing, pricing ranges, and power grid status. Then informs the customers, enables and records the business transaction, and enables scheduling of the transfer of power. In a future implementation the system would also verify that the customers effectively traded the electric power as scheduled and promised. All these transactions facilitated and controlled by Avista®. Avista® provides the matching and transactions platform, the electrical path to exchange the energy, and the transaction verification, and charges a fee for such services. The proposed project will contribute to the concretization of the “transactive energy” vision where power flows directions could be reversed (i.e., from customer to the grid) motivated by financial gains through competitive pricing of electricity. The utility is paid for enabling the power flow through its distribution and transmission systems. Avista® has interest in making this happen among many of its customers. In fact, when one of this project’s PIs presented Avista® engineers with an idea that addressed only the electrical issues of such a system, the engineers suggested adding the customer-initiated transactions to the project. 5. Work Developed in Phase I In phase I of this project, we completed the analysis and design and are working on the implementation of an integrated prototype software system and power model that would enable Avista®’s to manage prosumer-enabled transactions and also determine whether such transactions could be made effective within a simulated small-scale power system given the requested transaction's timing and power characteristics. The software components were constructed using leading modern technologies and application development tools and the interfaces are Web-based. Data storage was implemented using modern database technologies which would enable the use of modern analytics and business intelligence tools. Also, in phase I, we studied the electrical behavior of small generation, such as home solar panels, and the issues of electrical compatibility to the distribution network. We developed a model of a typical electric grid in coordination with Avista engineers. We simulated the grid condition on an IEEE 13 bus system with different load profiles and scheduled prosumer transactions. 6. Objectives of Phase II The objectives of the proposed phase II are: 1 - Develop an algorithm for customer-initiated energy transaction prioritization and pricing. 2 - Enhance the transaction management application prototype to support integration with the prioritization and pricing algorithm. 3 - Develop a richer or bigger evaluation grid model and scenarios. 4 - Test the prioritization algorithm and prototype system with the richer grid model. 7. Technical Approach The proposed transaction prioritization and pricing algorithm would have the goal of maximizing the economic benefit, welfare, and availability of the electric power network in the presence of prosumers while adequately incentivizing prosumer-offered services where and when needed. Parameters that will be considered and analyzed for integration within this prioritization and pricing algorithm include: wholesale and consumer electricity rates, prosumer and consumer site capacity and target rates, timing of the requested transactions, likeliness of the service being made effective, customer and prosumer and consumer site pre- purchased or on-demand purchased priorities, proposed transaction sizes, potential generated power losses and reverse flows, potential lines congestion, estimated voltage and reactive power support, and physical and resiliency system constraints. The power system constraints will be integrated in the prioritization algorithm that will consider the distribution locational marginal pricing (DLMPs) as proposed in the recent literature. DLMPs defining the spot prices are more challenging than LMPs at the transmission level because of the need to account for voltage limits, reactive power flows and losses. The impact of the prototype prioritization and pricing algorithm will be evaluated and analyzed on one small and one medium sized simulated distribution systems with a set of synthetically generated transaction requests. Services necessary to transport the energy must be documented. For example, reactive power is necessary to stabilize the voltage. If the public utility produces this, then a fee may be in order. The same is true for grid management services. Methods to establish a fee structure for these services are certainly important, we will investigate the latest developments. Finally, coordination of generation from renewables and loads with the rest of the grid to ensure that the grid constraints and limits are respected is very important. 8. Potential Utility of Project Results If this investigation is successful, it will provide concrete avenues for solving one of the most important problems for incorporating prosumers as providers within the public utility system. Within this proposed system, the price of shared power will be established by the seller, buyer, and AVISTA in a private commercial transaction, negotiated by these parties. With many producers and consumers making these transactions, the price gets established in the same manner as prices for commodities in competitive markets have been determined for many centuries. As time permits, packaging and marketing this as software will be investigated. After project end, further enhancements to the software prototype by Avista or a third party will require purchasing of commercial licenses for the fourth-generation application development tools. In the context of the work done so far, these products will likely consist of software and methods for integrating photovoltaic assets into a system to reduce expenditures on additional distribution capacity into areas on the periphery of a public utility’s system. 9. Specific Project Plan The proposed tasks for the software effort are: • T1: Meet with Avista® representatives to gather system requirements. • T2: Review of the literature on prioritization and pricing strategies at the distribution level. • T3: Evaluate options for revenue or objective prioritization and pricing functions. • T4: Enhance the simulated model of the power distribution network developed in phase I. • T5: Implement the prioritization algorithm in a modern programming language. • T6: Integrate the transaction control system prototype with the updated distribution model. • T7: Analyze the power grid condition and economic benefits for different scenarios. • T8: Design and perform tests for: Functionality, Usability, and Security. • T9: Produce user and administrator usage guides. 10. Proposed Project Schedule 18 August 2019 Project Kickoff. T1, T2, T3, T4 start. 01 December 2019 T1, T2, T3 complete. T5 starts. 01 January 2020 T4 complete. 01 March 2020 T6 and T7 start. T5 complete. Prototype refinement. 01 June 2020 T6 complete. T8 starts. Prototype refinement II. 01 August 2020 T7 complete. T9 starts. Final prototype refinement III. 31 August 2020 T9 complete and Final report. 11. Potential Market Path This project will develop the technology to enable individuals entering the business of producing and marketing power on a very small scale. Results from this project provide a path on how to proceed with this technology for enabling the proposed trading market. Meanwhile, the software prototype could be further evolved and tested by enlarging the simulations and small-scale pilot projects. Studies will identify and address issues of software and electrical distribution to eventually create a useful product for marketing electrical power. Engaging energy development resources, for example through US Department of Energy or State of Idaho innovation and entrepreneurial funding could follow. Creating a business plan would be appropriate at that point in the development process, when nearing completion of such follow-on projects. At the pace that similar products have been developed, it is reasonable to estimate that a working system may be available within five years. The savings to ratepayers and the utility will depend upon prices that are negotiated and on the fee structure for public utility support services. 12. Criteria for Measuring Success Success of this project will be measured by the on-time achievement of the proposed project schedule and deliverables, including the software prototypes. 1. Written final report of the results of these studies in the format approved by Avista. 2. Interim reports and online conferences with Avista. Mid-term report. 3. Proof-of-concept software and user and administrative documentation. 4. Proof-of-concept evaluation within a small-scale simulated transmission and distribution system. 5. Outlines of proposals for follow-on funding to further develop and refine the prototype. 13. Budget Price Sheet and Budget Justification Expense Category Year 1 A Project Director, Principal Investigators, and Prog. Manager Salaries $6,385 B Project Director, Principal Investigators, and Prog. Manager Fringe Benefits (http://www.uidaho.edu/osp/fringebenefitstable) $2,022 C Graduate Students Researcher Salaries $35,547 D Graduate Student Researchers Fringe Benefits $1,554 E Supplies, Software, and Computing Equipment Rental $2,100 F Travel to Avista Headquarters in Spokane, WA $350 G Graduate Student Tuition and Health Insurance $24,084 H Modified Total Direct Cost (MTDC) (A+B+C+D+F) $47,958 I Facilities and Administrative Costs (50.30%) (https://www.uidaho.edu/research/faculty/resources/f-and-a-rates) $24,123 J Other Direct Costs (No F&A, Row G) $24,084 K Total Amount of Request (H+I+J) $96,164 Total Requested: $96,164: MTDC $47,958 + Student Supp. $24,084+ Indirect $24,123. Senior Personnel Salaries and Fringe Benefits: $8,407: Salaries $6,385 + Fringe Benefits $2,022. Just: Senior personnel roles are: architectural design, manage, direct, administer project, and mentor students. Student Salaries and Fringe Benefits: $37,101: Salaries: $35,547+ Fringe benefits $1,554. Justification: Two graduate students at $20.50/hour for 20 hours/week * 35 weeks during the academic year plus 15 hours/week * 10 weeks during Summer 2019. Student Tuition and Health Insurance: $24,084: Academic year in-state tuition for graduate student $12,042; Summer health insurance is included. Tuition and health insurance not subject to F&A. Hardware and Software Services: $2,000: Cover costs of 4th generation application development tools and server licenses plus rental of time and space of computing, networking, and storage from Center for Secure and Dependable Systems or cloud provider Background check of each students and professor as required by university policy. Travel: $350: Two trips to Avista in Spokane to present results and to consult with Avista engineers and management. 14. Proposal Exceptions to this RFP Per section 5.2 of the RFP, the University has described exceptions to RFP requirements and conditions in the letter dated March 25, 2019, and included with Appendix A. 15. Appendix A: Proposal Cover Sheet A completed and signed cover sheet is included as part of the RFP response from the U. Idaho. 16. Appendix C: Facilities and Equipment This proposal if awarded will be carried out at the University of Idaho Campus in Moscow, ID. The laboratories and facilities available to the proposed project are described here. RADICL-Moscow: A Hands-On Instructional Computing Laboratory The University of Idaho’s Cybersecurity Lab or RADICL is the “Reconfigurable Attack-Defend Instructional Computing Laboratory.” The goal of this special purpose laboratory is to enable hands-on teaching and research in the areas of cybersecurity, cyber-defense, and modern computing platforms and networks. Since RADICL’s inception, its computing and software infrastructure has gone through several improvements. The latest improvements, implemented in 2014, were funded by the State of Idaho under the Idaho Global Entrepreneurial Mission (IGEM). The current configuration of RADICL makes full use of virtualization features built into modern computing environments. RADICL enables teams of students and researchers to create and deploy multiple independent experiments that are quick to set-up and modify. Within the context of these isolated experiments, students and researchers design, implement, examine, explore, and develop a detail-oriented and hands-on view of modern computing infrastructures, along with their associated applications and protocols, and their strengths, weaknesses, and vulnerabilities. In addition, in RADICL, students and researchers develop a clear, detail-oriented, and hands-on understanding of the approaches, techniques, and tools used to protect today’s computing systems and applications. RADICL also provides a dedicated and isolated platform that enables students to prepare and practice for cyber defense competitions, such as the Pacific Rim Collegiate Cyber Defense Competition (PR-CCDC) and the CSAW Capture the Flag Competition. RADICL is a world-class and state-of-the-art computing laboratory that enables hands-on and student-oriented instruction and hands-on graduate and undergraduate research. It is one of the bases for the computer laboratory and classroom design in this proposal. Power Applications Laboratory The University of Idaho’s Power Applications Research Group facilities in Moscow include educational and research laboratory facilities and office space for students. The Power Applications Laboratory has a cyber-physical system test-bed centered on two real- time digital simulator with a combination of commercial protection and control equipment, phasor measurement units and SCADA equipment. This lab is currently being upgraded through a combination of State of Idaho support and support from the Murdock Charitable Trust to provide the ability to simulate much larger and more complex systems and can be used to simulate the power systems needed for this project. In addition, the upgrade includes the capability to tie this laboratory to the RADICL Cybersecurity laboratory and to the upcoming Cybersecurity Analytics and Visualization laboratory. In addition, future connections to research facilities at the University of Idaho campuses in Idaho Falls and Coeur d’Alene are planned. The Power Applications Laboratory also includes an analog model power system that is capable of simulating interaction of control and protection hardware in a network with up to five lines of up to 300 miles length that can be arbitrarily cut and connected. Our system protection hosts a full complement of commercial protective relays and a fault generator capable of any type of common fault with any fault impedance and any duration from balance of cycle to two weeks at a 50usec tolerance on fault initiation. Multiple generation sources can be interfaced with the system including synchronous machines, a doubly fed induction generator and power electronically coupled generation. Our laboratory floor in this lab has 1500 square feet of space for experiments. The Power Applications Laboratory also includes an electric power laboratory with DC power sources rated 125V / 250V DC at 400/200 Amps. Our AC is 120V, 240V three phase at 50kVA each. We have three other individual DC generation sets at 120V, 100A each and two synchronous and three induction machines at 10hp, each with its own dynamometer capability. Our five individual DC electronic power supplies are 120V, 7A. We have a full complement of instruments to support measurements at these levels. Our laboratory floor in this lab has 4681 square feet of available space in a main open bay and three separate secure rooms to set up experiments. Available software tools include the following general-purpose tools: Matlab, Mathcad, and LABView, in addition to power system specific software tools such as Powerworld, DSATools, ATP, EMTP-RV, and PSCAD/EMTDC. Center for Secure and Dependable Systems (CSDS) The Idaho State Board of Education established the Center for Secure and Dependable Systems (CSDS) at the University of Idaho in response to the overwhelming need for computer-related security education and research. CSDS comprises faculty in the areas of Computer Science, Business, Electrical and Computer Engineering, Civil Engineering, Mathematics, and Sociology, including associates at Idaho National Laboratory (INL) and Pacific Northwest National Laboratory (PNNL), over 30 students, and 3,000 square feet of laboratory and office space. It is housed in the Janssen Engineering Building, on the Moscow, Idaho campus, faculty offices are not included in the space totals for CSDS. Completely self-funded, CSDS brings together collaborative research and efforts and serves as an educational focal point for the design, development, analysis, and use of technologies that result in secure and dependable computing systems and networks. CSDS is also a leader in Information Assurance and Cyber Defense education in the Northwest. The University of Idaho College of Engineering The University of Idaho's College of Engineering is composed of 6 academic departments and 5 research and development centers. The college has about 200 faculty and staff and a student body of 1500 undergraduate student and 350 graduate students. The College of Engineering has three full-time dedicated Information Technology personnel and one full-time Information Technology system administrator dedicated exclusively to manage research infrastructure. Our research infrastructure includes many fully virtualized modern servers, large storage arrays, a supercomputer, and supporting high-speed fiber-based network infrastructure, among other specialized computing equipment. Computing services and software tools provided by the Center for Secure and Dependable Systems and the College of Engineering will be rented to ensure the availability of modern equipment, platforms, and tool for the implementation of this project. The University of Idaho Library The University of Idaho library houses over a million books and almost ten thousand periodical subscriptions, in print and online. It has served for over a century as an official regional depository of U.S. federal government publications, making almost two million government documents available to the public. The library’s Special Collections are an invaluable resource for researchers, providing access to historical photographs, state documents, university historical materials, rare books, digital collections, and the International Jazz Collections, the premiere jazz archives of the Pacific Northwest. All library resources are available to all students and faculty. 17. Appendix D: Biographical Sketches Biographical Sketch Yacine Chakhchoukh, Ph.D. Assistant Professor of Electrical Engineering University of Idaho, GJL 213, Moscow, Idaho 83844-1023 Phone: (208) 885-1550; Email: yacinec@uidaho.edu Professional Preparation National Polytechnic School of Algiers, Algeria Electrical Engineering BSEE, 2004. University of Paris-Sud XI, Paris, France Electrical Engineering MSEE, 2005. University of Paris-Sud XI, Paris, France Electrical Engineering PhD, 2010. Appointments 2016-present: Assistant Professor, Electrical Engineering, University of Idaho. 2015–2016: Project Assistant Prof., Electrical Eng., Tokyo Institute of Technology, Japan. 2013-2015: Postdoctoral Fellow, Electrical Eng., Tokyo Institute of Technology, Japan. 2011-2013: Postdoctoral Fellow, Electrical Engineering, Arizona State University, AZ, USA. 2009–2011: Postdoctoral Fellow, Electrical Eng., Technical University Darmstadt, Germany. 2006–2009: Research Engineer, French Transmission System Operator, RTE-France. Products (five related to this proposal) 01. Y. Chakhchoukh, V. Vittal, G. T. Heydt and H. Ishii, “LTS-based Robust Hybrid SE Integrating Correlation”, IEEE Transactions on Power Systems, Vol. 32, No. 4, pp. 3127-3135, July 2017. 02. Y. Chakhchoukh and H. Ishii, “Enhancing Robustness to Cyber-Attacks in Power Systems Through Multiple Least Trimmed Squares State Estimations,” IEEE Transactions on Power Systems, Vol. 31, No. 6, pp. 4395-4405, Nov. 2016. 03. Y. Chakhchoukh and H. Ishii, “Coordinated Cyber-Attacks on the Measurement Function in Hybrid State Estimation,” IEEE Transactions on Power Systems, Vol. 30, No. 5, pp. 2487-2497, Sept. 2015. 04. Y. Chakhchoukh, P. Panciatici and L. Mili, “Electric load forecasting based on statistical robust methods”, IEEE Transactions on Power Systems, Vol. 26, No. 3, pp. 982-991, Aug. 2011. 05. A. M. Zoubir, V. Koivunen, Y. Chakhchoukh and M. Muma, "Robust Estimation in Signal Processing: A Tutorial-Style Treatment of Fundamental Concepts," IEEE Signal Processing Magazine, Vol. 29, No. 4, pp. 61-80, July 2012. Best paper award in 2017. Products (five other significant) 01. Y. Chakhchoukh, V. Vittal and G. Heydt, “PMU based State Estimation by Integrating correlation”, IEEE Transactions on Power Systems, Vol. 29, No. 2, pp. 617-626, March 2014. 02. J. Quintero, H. Zhang, Y. Chakhchoukh, V. Vittal and G. Heydt, “Next Generation Transmission Expansion Planning Framework: Models, Tools, And Educational Opportunities”, IEEE Transactions on Power Systems, Vol. 29, No. 4, pp. 1911-1918, July 2014. 03. Y. Chakhchoukh, S. Liu, M. Sugiyama and H. Ishii, “Statistical Outlier Detection for Diagnosis of Cyber Attacks in Power State Estimation”, Proceedings of the 2016 IEEE Power and Energy Society General Meeting, Boston, MA, July 17-21, 2016. 04. V. Murugessen, Y. Chakhchoukh, V. Vittal, G. T. Heydt, N. Logic and S. Sturgill, “PMU data Buffering for Power System State Estimators”, IEEE Power and Energy Technology Systems Journal, Vol. 2, No. 3, pp. 94-102, Sep. 2015. 05. Q. Zhang, Y. Chakhchoukh, V. Vittal, G. Heydt, N. Logic and S. Sturgill, “Impact of PMU Measurement Buffer Length on State Estimation and its Optimization,” IEEE Transactions on Power Systems, Vol. 28, No. 2, pp. 1657-1665, May 2013. Synergistic Activities 1. IEEE Power and Energy Society (PES) Member 2. Chair of the panel session: “Addressing Uncertainty, Data Quality and Accuracy in State Estimation” at the 2018 IEEE General meeting: http://pes-gm.org/2018/ 3. Reviewer for several journal and conferences in power systems, smart grid, signal processing and control theory. Biographical Sketch Daniel Conte de Leon, PhD. Assistant Professor of Computer Science and Cybersecurity, Center for Secure and Dependable Systems and Computer Science Department, University of Idaho, JEB 233, Moscow, Idaho, 83844-1010, U.S.A. Phone (208) 885-6520; Email: dcontedeleon@uidaho.edu Professional Preparation UCUDAL, Montevideo, Uruguay, Major: CS, Degree: Informatic Systems Analyst, Year: 1998. Univ. of Idaho, Moscow, Idaho, Major: Computer Science, Degree: Masters of Sci., Year: 2002. Univ. of Idaho, Moscow, Idaho, Major: Computer Science, Degree: Doctor of Phil., Year: 2006. Appointments 2019-Aug.-Present: Associate Professor of Computer Science, University of Idaho (UI). 2013-2019: Assistant Professor of Computer Science, University of Idaho (UI). 2007-2013: Associate Professor of Computer Science, Lewis-Clark State College. Selected Publications 01. Oyewumi, Ibukun A.*; Jillepalli, Ananth A.*; Richardson, Phillip*; Ashrafuzzaman, Mohammad*; Johnson, Brian K.; Chakhchoukh, Yacine; Haney, Michael A.; Sheldon, Frederick T.; Conte de Leon, Daniel;, “ISAAC: The Idaho CPS Smart Grid Cybersecurity Testbed,” Proceedings of the 3rd IEEE Texas Power and Energy Conference (TPEC-2019), (IEEE), Feb. 2019. DOI: https: //doi.org/10.1109/TPEC.2019.8662189. 02. Jillepalli, Ananth A.*; Conte de Leon, Daniel; Oyewumi, Ibukun A.*; Alves-Foss, James; Johnson, Brian K.; Jeffery, Clint L.; Chakhchoukh, Yacine; Haney, Michael A.; Sheldon, Frederick T., “Formalizing an Automated, Adversary-aware Risk Assessment Process for Critical Infrastructure,” Proceedings of the 3rd IEEE Texas Power and Energy Conference (TPEC-2019), (IEEE), Feb. 2019. DOI: https://doi.org/10.1109/TPEC.2019.8662167. 03. Jillepalli, Ananth A.; Conte de Leon, Daniel; Chakhchoukh, Yacine; Ashrafuzzaman, Mohammad; Johnson, Brian K.; Sheldon, Frederick T.; Alves-Foss, Jim; Tosic, Predrag T.; Haney, Michael A. "An architecture for HESTIA: High-level and Extensible System for Training and Infrastructure Risk Assessment," International Journal of Internet of Things and Cyber-Assurance, Indersience, 2018. 04. Conte de Leon, Daniel; Goes, Christopher E.; Jillepalli, Ananth A.; Haney, Michael A.; Krings, Axel. "ADLES: Specifying, Deploying, and Sharing Hands-On Cyber-Exercises", Computers and Security (C&S-Elsevier), 2018. License: CC-BY. DOI: https://doi.org/10.1016/j.cose.2017.12.007. Link: https://www.sciencedirect.com/science/article/pii/S0167404817302742. 05. Conte de Leon, Daniel; Stalick, Antonius Q.; Jillepalli, Ananth A.; Haney, Michael A.; Sheldon, Frederick T. "Blockchain: Properties and Misconceptions", Asia Pacific Journal of Innovation and Entrepreneurship, Vol: 11 Issue: 3, pp. 286-300, December 2017. CC-BY. DOI: https://doi.org/ 10.1108/APJIE-12-2017-034. https://www.emeraldinsight.com/doi/abs/10.1108/APJIE-12-2017-034. 06. Conte de Leon, Daniel; Brown, Matthew G.; Jillepalli, Ananth A.; Stalick, Antonius Q.; Alves-Foss, Jim. "High Level and Formal Router Policy Verification," The Journal of Computing Sciences in Colleges, Volume 33, Number 1, pp. 118, October 2017. CCSC and ACM 2017. DOI: None. Link: https://dl.acm.org/citation.cfm?id=3144631. 07. Ananth A. Jillepalli, Daniel Conte de Leon, Stuart Steiner, and Frederick Sheldon, “HERMES: A High-Level Policy Language for High-Granularity Enterprise-wide Secure Browser Configuration Management,” Proceedings of the 2016 IEEE Symposium Series on Computational Intelligence (SSCI-2016), 06-09 December 2016, Athens, Greece, IEEE Computer Society, 2016. http://dx.doi.org/10.1109/SSCI.2016.TBD 08. Ananth A. Jillepalli and Daniel Conte de Leon, “An Architecture for a Policy-Oriented Web Browser Management System: HiFiPol: Browser,” Proceedings of the 40th Annual IEEE Computer Software and Applications Conference (COMPSAC-2016), June 2016, Atlanta, GA, U.S.A. IEEE Computer Society, 2016. http://dx.doi.org/10.1109/COMPSAC.2016.50 09. Daniel Conte de Leon and Jim Alves-Foss, “Hidden Implementation Dependencies in High Assurance and Critical Computer Systems,” IEEE Transactions on Software Engineering (IEEE-TSE), Volume 32, Number 10, October 2006, pages 342-349, IEEE Computer Society, Los Alamitos, CA, U.S.A. http://dx.doi.org/10.1109/TSE.2006.103 10. Paul W. Oman, Axel Krings, Daniel Conte de Leon, and Jim Alves-Foss, “Analyzing the Security and Survivability of Real-time Control Systems,” Proceedings of the 5th Annual IEEE Information Assurance Workshop (IAW’04), 10-11 June 2004, U.S. Military Academy, West Point, NY, U.S.A. IEEE Computer Society, 2004. http://dx.doi.org/10.1109/IAW.2004.1437837 11. Ananth A. Jillepalli and Daniel Conte de Leon and Sanjeev Shrestha, “Requirements are the New Code,” Proceedings of the 40th Annual IEEE Computer Software and Applications Conference (COMPSAC-2016), June 2016, Atlanta, GA, U.S.A. IEEE Computer Society, 2016. http://dx.doi.org/10.1109/COMPSAC.2016.265 12. Luay A. Whasheh, Daniel Conte de Leon, and Jim Alves-Foss, “Formal Verification and Visualization of Security Policies,” Journal of Computers (JCP), Volume 3, Issue 6, June 2008, Academy Publisher, Oulu, Finland. http://academypublisher.com/jcp/vol03/no06/jcp03062231.html 13. Daniel Conte de Leon, Jim Alves-Foss, and Paul W. Oman, “Implementation-Oriented Secure Architectures,” Proceedings of the 40th Hawaii International Conference on System Sciences (HICSS-40), 03-06 January 2007, Big Island, HI, U.S.A. IEEE Computer Society, 2007. http://dx.doi.org/10.1109/HICSS.2007.264. 14. Daniel Conte de Leon and Jim Alves-Foss, “Experiments on Processing and Linking Semantically Augmented Requirement Specifications,” Proceedings of the 37th Hawaii International Conference on System Sciences (HICSS-37), 05-08 January 2004, Big Island, HI, U.S.A. IEEE Computer Society, 2004. http://dx.doi.org/10.1109/HICSS.2004.1265657 15. Jim Alves-Foss, Daniel Conte de Leon, and Paul. W. Oman, “Experiments in the Use of XML to Enhance Traceability between Object-Oriented Design Specifications and Source Code,” Proceedings of the 35th Hawaii International Conference on System Sciences (HICSS-35), 05-08 January 2002, HI, U.S.A. IEEE, 2002. Cited by 3 U.S. Patents. http://dx.doi.org/10.1109/HICSS.2002.994466 Synergistic Activities 1. ISAAC: Idaho Industrial Control Systems Cybersecurity Testbed: I collaborate on the design and implementation of a state-wide testbed for cybersecurity research. When completed this testbed will connect five laboratories at the University of Idaho including Power Lab, Visualization and Analytics, Cybersecurity, Industrial Control Cybersecurity, and IoT Labs. This testbed will enable world-class research on power, ICS, and cybersecurity including adversarial and attack-defend scenarios. 2. Hands-On Cybersecurity Tutorials: I lead the development and publication of complete and self- contained Hands-On Tutorials for Cybersecurity Education. 3. ACM/IEEE Computer Science Curricula 2013: I participated in the development of the ACM/IEEE Comp. Sci. Curricula 2013. Available: https://www.acm.org/education/CS2013-final-report.pdf 4. IEEE Standards Association Voting Member: I have carefully reviewed and voted on more than 10 IEEE standards. Two examples are: “ISO/IEC/IEEE Systems and Software Engineering - Architecture Description” and “IEEE Draft Recommended Practice for the Use of Probability Methods for Conducting a Reliability Analysis of Industrial and Commercial Power Systems.” 5. Hands-On Instructional Computing Laboratory: I manage the Reconfigurable Attack-Defend Instructional Computing Laboratory (RADICL-Moscow). RADICL is a specialized computing laboratory that enables hands-on teaching and research in cybersecurity. Biographical Sketch Herbert L. Hess Professor of Electrical Engineering University of Idaho, GJL 205, Moscow, Idaho 83844-1023 Phone: (208) 885-4341; Email: hhess@uidaho.edu Education Ph.D., Electrical and Computer Engineering, Univ. of Wisconsin-Madison, 22 August 1993. S.M., Electrical and Computer Engineering, Mass. Institute of Technology, 15 September 1982. B.S., Applied Science and Engineering, United States Military Academy, 8 June 1977. Experience 2006-Present: Professor, University of Idaho. 1999-2006: Associate Professor, University of Idaho. 1993-1999: Assistant Professor, University of Idaho. 2001-2005: Reserve Research Engineer, US Army RDECOM. 2001-2002: Electrical Engineer, US Army RDECOM. 1989-2000: Reserve Professor, United States Military Academy. 1983-1988: Assistant Professor, United States Military Academy. Research Interests Power electronic converters, great and small: on-chip architectures for switching power electronic converters and their constituent transistors, motor drives, power supplies, battery chargers and monitors, large switching power converters, power quality. Professional Membership IEEE (Societies: IES, IAS, PELS, PES, EDS) ASEE (Divisions: ECE, ECCD, Instrumentation). The Honor Society of Phi Kappa Phi (University of Idaho Chapter Past President). Publications and Patents 01. Wiegers, R.*, D. Blackketter, and H. Hess, “A Method for Balancing Ultracapacitor Voltage Arrays in an Electric Vehicle Braking System,” International Journal of Vehicle Design, accepted for publication. 02. Samineni, S.*, B. Johnson, H. Hess, and J. Law, “Modeling and Analysis of a Flywheel Energy Storage System for Voltage Sag Correction, IEEE Transactions on Industry Applications, XLII, 1, January/February 2006, pp. 1-11. 03. Martinez, J., B. Johnson, and H. Hess, “Power Semiconductors,” IEEE Transactions on Power Delivery, XX, 3, July 2005, pp. 2086-2094. 04. Alahmad, M.*, M. Braley*, J. Nance*, V. Sukumar*, K. Buck*, H. Hess, and H. Li, “Microprocessor Based Battery Power Management System Enhances Charging, Monitoring, and Protection Features,” Battery Power Products and Technology, VIII, 6, November 2004, pp. 17-19. 05. Muljadi, E, H.L. Hess, and K. Thomas*, “Zero Sequence Method for Energy Recovery from a Variable- Speed Wind Turbine Generator,” IEEE Transactions on Energy Conversion, XVI, 1, March 2001, pp. 99-103. 06. Johnson, B.K., and H.L. Hess. “Active Damping for Electromagnetic Transients in Superconducting Systems.” IEEE Transactions on Applied Superconductivity, IX, 6, June 1999, pp. 318-321. 07. Hess, H.L., D.M. Divan, and Y.H. Xue*. “Modulation Strategies for a New SCR-Based Induction Motor Drive System with a Wide Speed Range.” IEEE Transactions on Industry Applications, XXX, 6, November-December 1994, pp. 1156-1163. 08. Umans, S.D., and H.L. Hess. “Modeling and Analysis of the Wanlass Three Phase Motor Configuration.” IEEE Transactions on Power Apparatus and Systems, CII, 9, September 1983, pp. 2912-2921. 09. Padaca, V.F., and H. Hess. “Voltage Sags Plague a Food Processing Facility.” Power Quality Assurance, VII, 1, January-February 1997, pp. 1-5 (invited technical article). 10. Peterson, J.N., and HL Hess, “Feasibility, Design and Construction of a Small Hydroelectric Power Generation Station as a Student Design Project," American Society for Engineering Education 1999 Annual Conference, July 1999, Session 2633. Best Paper Overall Conference. 11. Mentze, E.*, K. Buck*, H. Hess, D. Cox, H. Li, and M. Mojarradi, Patent Pending, “High Voltage to Low Voltage Level Shifter,” US Patent #7,061,298, 13 June 2006. 12. Hess, H.L., and D.M. Divan, “Thyristor Based DC Link Current Source Power Conversion System for Motor Driven Operation,” U.S. Patent 5,483,140, 09 January 1996. Biographical Sketch Brian K. Johnson, Ph.D., P.E. Professor of Electrical Engineering Schweitzer Engineering Laboratories Endowed Chair in Power Engineering University of Idaho, GJL 201, Moscow, Idaho 83844-1023 Phone: (208) 885-6902; Email: bjohnson@uidaho.edu Professional Preparation University of Wisconsin-Madison, Madison, WI Electrical Engineering BSEE, 1987. University of Wisconsin-Madison, Madison, WI Electrical Engineering MSEE, 1989. University of Wisconsin-Madison, Madison, WI Electrical Engineering PhD, 1992. Appointments 2004–present: Professor Electrical Engineering, University of Idaho. 2006-2012: Chair, Department of Electrical and Computer Engineering. 1997–2004: Associate Professor, Electrical Engineering, University of Idaho. 1992–1997: Assistant Professor, Electrical Engineering, University of Idaho. Professional Registration Registered Professional Engineer (Idaho #8368) Recent Publications 01. Taylor, D.I., J.D. Law, B.K. Johnson, and N. Fischer. “Single-Phase Transformer Inrush Current Reduction Using Prefluxing,” IEEE Transactions on Power Delivery, Vol. 27, No. 1, January 2012, pp. 245-252. 02. K. Eshghi, B.K. Johnson, C.G. Rieger, “Power System Protection and Resilient Metrics” Proceedings of the 2015 Resilience Week, Philadelphia, PA, August 18-20, 2015. 03. R. Jain, B. Johnson, H. Hess, “Performance of Line Protection and Supervisory Elements for Doubly Fed Wind Turbines” Proceedings of the 2015 IEEE Power and Energy Society General Meeting, Denver, Colorado, July 27-31, 2015. 04. A. Guzmán, V. Skendzic, M. V. Mynam, S. Marx, B. K. Johnson, “Traveling Wave Fault Location Experience at Bonneville Power Administration,” Proceedings of the International Conference on Power Systems Transients (IPST2015), Dubrovnik, Croatia, July 15-18, 2015. 06. B. K. Johnson, S. Jadid, “Synchrophasors for Validation of Distance Relay Settings: Real Time Digital Simulation and Field Results,” Proceedings of the International Conference on Power Systems Transients (IPST2015), Dubrovnik, Croatia, July 15-18, 2015. 07. H. Li, G. Parker, B.K. Johnson, J.D. Law, K. Morse, D.F. Elger, “Modeling and Simulation of a High- Head Pumped Hydro System,” 2014 IEEE Transmission and Distribution Conf. & Expo, April 2014. 08. Y. Xia, B.K. Johnson, H. Xia, N. Fischer, “Application of Modern Techniques for Detecting Subsynchronous Oscillations in Power Systems.” Proceedings of the 2013 IEEE Power and Energy Society General Meeting, Vancouver Canada, July 21-25, 2013. 09. Y. Xia, B.K. Johnson, N. Fischer, H. Xia, “A Comparison of Different Signal Selection Options and Signal Processing Techniques for Subsynchronous Resonance Detection,” Proceedings of the International Conf. on Power Systems Transients (IPST2013), Vancouver, Canada July 1820, 2013. 10. M.P. Bahrman and B.K. Johnson, “The ABCs of HVDC Transmission Technologies,” IEEE Power and Energy. Vol. 5, No. 2, pp. 32-44, March-April 2007. Related Research Projects 01. B.K. Johnson and J. Alves-Foss, “TWC: Small: Securing Smart Power Grids Under Data Measurement Cyber Threats”, Syracuse University (subcontract of NSF funding). August 16, 2015- August 15, 2018, $210,696. 02. B.K. Johnson and H.L. Hess, “Smart Wires for Increasing Transmission and Distribution Efficiency,” Avista Corporation, August 23, 2015 – August 22, 2016, $75,044. 03. H.L. Hess and B.K. Johnson, “Critical Load Serving Capability by Optimizing Microgrid Operation,” Avista Corporation, Oct 1-2015 – Sept 30, 2016, $79,856. 04. B.K. Johnson, “Online Synchronous Machine Parameter Identification,” Schweitzer Engineering Laboratories, Inc. August 1, 2014-July 31, 2016, $155,037. 05. B.K. Johnson and H.L. Hess, “Modeling and Design Options for an All Superconducting Shipboard Electric Power Architecture,” Office of Naval Research, October 2013-September, 2015, $56,894 06. Johnson, B.K, J.D. Law, and D.F. Elger, “Renewable Energy Balancing,” Shell Energy North America, June 11, 2012-March 31, 2013, $75,000. 07. Johnson, B.K. and J.D. Law. “Subsynchronous Resonance Risk Assessment and Countermeasures,” Laboratory for Applied Scientific Research (subcontract from Schweitzer Engineering Laboratories, Inc.), March 31, 2012-January 31, 2013, $35,881. 08. Johnson, B.K. and Hess, H.L, “Modeling of Harmonic Injections and Their Impacts,” Idaho Power Corporation, $48,674, June 1, 2006-August 15, 2007. Biographical Sketch Hangtian Lei, Ph.D. Assistant Professor of Electrical Engineering Schweitzer Engineering Laboratories Endowed Chair in Power Engineering University of Idaho, GJL 211, Moscow, Idaho 83844-1023 Phone: (208) 885-0952; Email: hlei7@uidaho.edu Professional Preparation Huazhong University of Science & Technology, Wuhan, China, Electrical Eng., B.E., 2011. Texas A&M University, College Station, Texas, Electrical Engineering, Ph.D. 2016. Appointments 2017-Present: Assistant Professor, Electrical and Computer Eng., University of Idaho. 2016-2017: Assistant Professor, Electrical and Computer Engineering, Jackson State University. 2012-2016: Research Assistant, Electrical and Computer Engineering, Texas A&M University. Publications 01. H. Lei and C. Singh, “Non-sequential Monte Carlo simulation for cyber-induced dependent failures in composite power system reliability evaluation,” IEEE Transactions on Power Systems, vol. 32, no. 2, pp. 1064-1072, March 2017, DOI: 10.1109/TPWRS.2016.2572159. 02. C. Singh, A. Sprintson, H. Lei, A. Heidarzadeh, V. Aravinthan, M. H. Kapourchali, and M. Sepehry, “Reliability assessment and modeling of cyber enabled power systems with renewable sources and energy storage (T-53),” Final Report to the Power Systems Engineering Research Center (PSERC), November 2016, URL: http://pserc.wisc.edu/research/public_reports.aspx. 03. H. Lei and C. Singh, “Power system reliability evaluation considering cyber-malfunctions in substations,” Electric Power Systems Research, vol. 129, pp. 160-169, December 2015, DOI: 10.1016/j.epsr.2015.08.010. 04. H. Lei, C. Singh, and A. Sprintson, “Reliability modeling and analysis of IEC 61850 based substation protection systems,” IEEE Transactions on Smart Grid, vol. 5, no. 5, pp. 2194-2202, September 2014, DOI: 10.1109/TSG.2014.2314616. 05. H. Lei and C. Singh, “Developing a benchmark test system for electric power grid cyber-physical reliability studies,” in Proc. the 2016 International Conference on Probabilistic Methods Applied to Power Systems (PMAPS 2016), October 2016, pp. 1-5, DOI: 10.1109/PMAPS.2016.7764053. 06. H. Lei and C. Singh, “Incorporating protection systems into composite power system reliability assessment,” in Proc. IEEE Power and Energy Society General Meeting, July 2015, pp. 1-5, DOI: 10.1109/PESGM.2015.7285636. 07. T. Balachandran, M. H. Kapourchali, M. Sephary, V. Aravinthan, M. Ni, S. Tindemans, H. Lei, et al., “Reliability Modeling Considerations for Emerging Cyber-Physical Power Systems,” the 2018 International Conference on Probabilistic Methods Applied to Power Systems (PMAPS 2018), June 2018, accepted for publication. 08. H. Lei, B. Chen, K. L. Butler-Purry, and C. Singh, “Security and reliability perspectives in cyber- physical power systems,” the International Conference on Innovative Smart Grid Technologies, May 2018, accepted for publication. 09. C. Singh and H. Lei, “Cyberfication and its impact on power grid reliability,” the 9th IEEE PES Asia- Pacific Power and Energy Engineering Conference 2017, November 2017, pp. 1-5, DOI: 10.1109/APPEEC.2017.8308941. 10. H. Lei, C. Singh, and A. Sprintson, “Reliability analysis of modern substations considering cyber link failures,” in Proc. IEEE Power and Energy Society Innovative Smart Grid Technologies 2015 Asian Conference, November 2015, pp. 1-5, DOI: 10.1109/ISGT-Asia.2015.7387031. Synergistic Activities 01. June 2016 – July 2017: Principal Investigator (PI) of a university-industry research grant “Open Loop Testing for Power System Electromagnetic Transient Studies,” Amount: $75,000. This research project was funded by Entergy, the major electricity provider for Arkansas, Mississippi, Louisiana, and southeast Texas areas. The objective of this project is to help Entergy better identify protection system misoperations due to various causes (such as load change, surge arrester failure, and weather change) by performing electromagnetic transient modeling and hardware-in-the-loop testing. 02. February 2016 – Present: Member of the IEEE Reliability, Risk, and Probability Applications (RRPA) Subcommittee Task Force on the Reliability of Cyber-Physical Power Systems. 03. February 2016 – May 2017: Developed the syllabuses of two undergraduate courses for the Department of Electrical and Computer Engineering at Jackson State University: (1) Power System Analysis and (2) Electric Machines. 04. September 2016 – May 2017: Advised 10 undergraduate students in senior design projects at Jackson State University. 05. February 2015 – Present: Technical Reviewer for IEEE Transactions on Power Systems, IEEE Transactions on Smart Grid, and IEEE Communications Letters. APPENDIX D Final Report: IR Camera Phase II Report Number: 2020_08_31 USING IR CAMERAS IN BUILDING CONTROLS – PHASE II PROJECT REPORT PREPARED FOR AVISTA UTILITIES November 30, 2020 Prepared for: Avista Utilities Authors: Damon Woods Jubin Mathai Ken Baker This page left intentionally blank. Prepared by: University of Idaho Integrated Design Lab | Boise 322 E Front St., Suite 360, Boise, ID 83702 USA www.uidaho.edu/idl IDL Director: Ken Baker Authors: Damon Woods Jubin Mathai Ken Baker Prepared for: Avista Utilities Contract Number: R-39872 Please cite this report as follows: Woods, D., Mathai, J., Baker, K. (2020). Using IR Cameras in Building Controls – Phase II. (2020_08_31). University of Idaho Integrated Design Lab, Boise, ID. DISCLAIMER While the recommendations in this report have been reviewed for technical accuracy and are believed to be reasonably accurate, the findings are estimates and actual results may vary. All energy savings and cost estimates included in the report are for informational purposes only and are not to be construed as design documents or as guarantees of energy or cost savings. The user of this report, or any information contained in this report, should independently evaluate any information, advice, or direction provided in this report. THE UNIVERSITY OF IDAHO MAKES NO REPRESENTATIONS, EXTENDS NO WARRANTIES OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO WARRANTIES OF MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT TO THE INFORMATION, INCLUDING BUT NOT LIMITED TO ANY RECOMMENDATIONS OR FINDINGS, CONTAINED IN THIS REPORT. THE UNIVERSITY ADDITIONALLY DISCLAIMS ALL OBLIGATIONS AND LIABILITIES ON THE PART OF UNIVERSITY FOR DAMAGES, INCLUDING, BUT NOT LIMITED TO, DIRECT, INDIRECT, SPECIAL AND CONSEQUENTIAL DAMAGES, ATTORNEYS’ AND EXPERTS’ FEES AND COURT COSTS (EVEN IF THE UNIVERSITY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES, FEES OR COSTS), ARISING OUT OF OR IN CONNECTION WITH THE MANUFACTURE, USE OR SALE OF THE INFORMATION, RESULT(S), PRODUCT(S), SERVICE(S) AND PROCESSES PROVIDED BY THE UNIVERSITY. THE USER ASSUMES ALL RESPONSIBILITY AND LIABILITY FOR LOSS OR DAMAGE CAUSED BY THE USE, SALE, OR OTHER DISPOSITION BY THE USER OF PRODUCT(S), SERVICE(S), OR (PROCESSES) INCORPORATING OR MADE BY USE OF THIS REPORT, INCLUDING BUT NOT LIMITED TO DAMAGES OF ANY KIND IN CONNECTION WITH THIS REPORT OR THE INSTALLATION OF RECOMMENDED MEASURES CONTAINED HEREIN. This page left intentionally blank. TABLE OF CONTENTS 1. Acknowledgements ..................................................................................................................... 3 2. Executive Summary ..................................................................................................................... 3 3. Research Motivation ................................................................................................................... 4 4. Project Methods ......................................................................................................................... 5 4.1 Downsizing the Camera ......................................................................................................... 5 4.2 Enhancing Occupant detection ............................................................................................. 7 5. Commercialization ...................................................................................................................... 9 5.1 Market ................................................................................................................................... 9 5.2 Competition ......................................................................................................................... 10 5.3 Future Funding and Development ...................................................................................... 11 6. Discussion .................................................................................................................................. 12 7. Budget Summary ....................................................................................................................... 13 Integrated Design Lab | Boise 2 Using Infrared Cameras in Building Controls (Report 2020_08_31) ACRONYMS AND ABBREVIATIONS AHU Air Handling Unit ASHRAE American Society of Heating Refrigeration and Air conditioning Engineers EMS Energy Management Control System EPW Energy Plus Weather file HVAC Heating, Ventilation and Air Conditioning IDL Integrated Design Lab MRT Mean Radiant Temperature OTT Office of Technology Transfer PMV Predicted Mean Vote PNNL Pacific Northwest National Laboratory PPD Percentage of Population Dissatisfied TMY Typical Meteorological Year UI University of Idaho Integrated Design Lab | Boise 3 Using Infrared Cameras in Building Controls (Report 2020_08_31) 1. ACKNOWLEDGEMENTS This research was made possible through funding support from Avista Utilities through the Advanced Energy Research Initiative via Idaho PUC Case Number AVU-E-13-08. The research team is very grateful for the project management from Natasha Jostad and JR Norvell at T-O Engineers. Thank you to Randy Gnaedinger and Carlos Limon at Avista for their supervision, guidance, and support of this project. 2. EXECUTIVE SUMMARY The University of Idaho – Integrated Design Lab (UI-IDL) worked in 2019 and 2020 to advance the infrared thermostat technology towards commercialization. The infrared thermostat combines a miniature infrared camera on a microprocessing board to replace a traditional thermostat and deliver more efficient heating and cooling signals. During Phase I of the project, the team set up a hand-held infrared camera on a tripod in an experimental chamber to show the proof of concept. For this current phase, the team worked to miniaturize and automate the camera. The team purchased a micro-infrared camera, microprocessing board and motorized camera mount. We combined what had been separate commands into one Python code that synchronizes the camera movement with image capture to estimate comfort conditions and occupancy. We set up a WiFi network to link the camera to a thermostat so we could send wireless commands between the two. The thermostat controlled a heater for a full ‘closed loop’ test of the technology. We used our progress and our prototype to craft an initial business plan and we secured commercialization funding from the M.J. Murdock Charitable Trust. Integrated Design Lab | Boise 4 Using Infrared Cameras in Building Controls (Report 2020_08_31) 3. RESEARCH MOTIVATION Controlling a building based on both surface and air temperatures could reduce energy consumption and promote healthier buildings. Most buildings manage their heating or cooling based solely on zone air temperature. Even when the thermostats are kept within a narrow band of 4oF, occupant complaints persist [1]. A large factor of human comfort is being missed in conventional thermostats: the inclusion of the mean radiant temperature (MRT). The MRT is an average of the surrounding surface temperatures. Many previous studies have established that the temperatures of the surfaces surrounding us have a far greater impact on our comfort than the air temperature [2]. While operative temperature is widely used for predicting human comfort, rarely is it directly used in building controls. Building operations could benefit greatly from operative temperature control. Operative temperature control would allow for wider air temperature setpoints, thus saving energy each year. A study by the Pacific Northwest National Lab estimated the following general energy savings: a 2oF adjustment on both heating and cooling setpoints led to a fairly uniform HVAC energy savings of 12-20% [3]. Nationwide, such savings would be equivalent to 370-615 trillion Btu saved annually [4]. This research focus is decidedly narrower in scope: focusing purely on small commercial office buildings in the Pacific Northwest, where HVAC energy is typically 35% of the annual load [4]. Research has shown that a thermostat reset could result in total annual energy savings of 4-7% per building [5]. The adoption of wider setpoints based on operative temperatures by controls engineers and consultants could quickly scale up and result in widespread savings. In addition to energy savings, the operative temperature control could dramatically improve occupant comfort, thus making it an attractive service to offer to clients. Integrated Design Lab | Boise 5 Using Infrared Cameras in Building Controls (Report 2020_08_31) 4. PROJECT METHODS 4.1 Downsizing the Camera In 2019, the team had built a method for using an infrared camera to control a space based on the ASHRAE 55 holistic comfort guidelines. The initial prototype included a 5”x2” camera mounted on a tripod that could be manually adjusted to capture different angles in the room. Figure 1: The original proof of concept with the Flir C2 camera mounted on a manual tripod Each image captured was individually exported to a computer. Each time a photo was taken, a researcher would manually process the data. In Phase 2 of the project, our team miniaturized and automated the process. The IDL purchased a Flir Lepton camera about the size of a penny. We tried the camera out on several micro-processing boards, eventually deciding to use the Pure Thermal board. Our team also replaced the manual tripod with two small servo motors controlled by an Arduino board so that it may pan and tilt the camera to capture the full room over a series of photos. The new IR camera and motorized mount are shown in Figure 2. This serves as our current working prototype. Integrated Design Lab | Boise 6 Using Infrared Cameras in Building Controls (Report 2020_08_31) Figure 2: The new miniature IR camera on its automated pan/tilt mount While the physical device was streamlined, so too was the software process. What had been a collection of individual commands was combined into one Python algorithm. This comprehensive code points the camera in a direction, takes an image of each surface, identifies occupants, records the temperatures, computes the comfort parameters, and then sends a heating or cooling signal wirelessly to a thermostat. All of this is done with the click of a button. A visual representation of this full process is shown in Figure 3. Integrated Design Lab | Boise 7 Using Infrared Cameras in Building Controls (Report 2020_08_31) Figure 3: A flow chart of the full process from photo to HVAC signal 4.2 Enhancing Occupant detection One issue with downsizing the camera is that the resolution is much lower than before. With a larger camera, more pixels were captured with each image and it was easier for algorithms to detect an occupant in the frame. A major hurdle in Phase 2 was finding a way to detect occupants in the frame even at a lower resolution. We did this through Pythoon. We use a number of open-source Python resources, known as libraries, to run the program. The TensorFlow object detection library is what we use to identify occupants within the room. Other Python packages we use include OpenCV, BAC0, serial, matplotlib, cvlib, pythermalcomfort, csv, and PIL. Refer to each of its library documentation available online to understand the features of each package used in the code. At present, our occupant detection method works with 70 to 80% accuracy. The detection relies on a box plot feature that exists in the cvlib library. We extract the box points within the 120 x 160 IR Integrated Design Lab | Boise 8 Using Infrared Cameras in Building Controls (Report 2020_08_31) data frame to segment the human from the surrounding walls. At times, the points are not read or are shown to as zero. Canny edge detection is an algorithm we added to enhance the detection accuracy. The input IR grayscale image is also converted to an RGB image so that the TensorFlow object detection algorithm can detect the person precisely. The results are shown below. The first picture in every group shows the person detected with edge lines hidden and the second picture shows the edge being detected based on the threshold set using the canny edge feature. Figure 5: Occupant in a light room 16 feet away from the thermostat Figure 4: Occupant in a dark room 14 feet from the thermostat Integrated Design Lab | Boise 9 Using Infrared Cameras in Building Controls (Report 2020_08_31) Figure 6: Partial view of a seated occupant at 8 feet from the thermostat We are satisfied with the current occupant detection as a functional starting point. Adding the canny edge detection algorithm significantly improved performance over our previous approach. The code is streamlined and some testing has been carried out in a private office setting. Over the month of October, we were able to construct a program within Python to run experiments. The thermostat runs its comfort analysis every 15 seconds and records the results along with its commands for heating and cooling. The outputs are stored in an Excel file from which we can compare its commands to those of a conventional thermostat. While we were not able to run the IR thermostat tests in as many environments as we initially planned, we hope to continue testing and refining the code under the Murdock award funding. 5. COMMERCIALIZATION 5.1 Market One of the main goals of this phase of research was to bring the infrared thermostat technology closer to commercialization. This infrared camera climate control system fits within the building controls market, and more specifically, within the smart thermostat market. Frost & Sullivan predict that the smart thermostat market is close to $1.6 billion globally and is expected to grow at a compound annual growth Integrated Design Lab | Boise 10 Using Infrared Cameras in Building Controls (Report 2020_08_31) rate of 16.7% from 2018 to 2025 [6]. The research report estimates the value of integrating Artificial Intelligence into building controls will generate a value of $6.08 billion in 2020. Market drivers include utility programs that incentivize customers to adopt new thermostats to save energy and reduce peak loads in the electricity sector. Market restraints for all smart thermostats include a lack of awareness of the potential benefits, high initial costs, and exposure to cyber risks. 5.2 Competition Market concentration in the smart thermostat sector is high, with the top five major companies -- Nest Labs (Google), Honeywell, Ecobee, Siemens, and Johnson Controls -- making up 57% of sales in 2018. The University of Idaho’s Office of Technology Transfer (OTT) team views these large companies as potential investors for licensing rather than competitors. While some manufacturers and research groups use infrared beams to measure surface temperatures, we have yet to find any manufacturer or research group that combines surface temperatures, ventilation scaling, and glare management within a single device. The manufacturer Diakin has an optional upgrade on their heat pumps that uses infrared beams to adjust for surface temperatures and detect movement. However, IR beams cannot provide occupancy counts in open spaces or use the standard ASHRAE comfort metrics. The Forrest Meggers research group at Princeton also uses a device with infrared beams at the center of the room to measure surface temperatures, but again, the beams do not count occupants or measure glare [7]. The Meggers device only collects information on room geometry and surface temperatures. The Center for the Built Environment at Berkeley has pursued surface temperature controls using globe thermometers, thermocouples and Melexesis infrared sensors [8]. These devices are not capable of counting occupants or measuring glare. Thermocouples require an electrical current to operate and must be wired to each surface of interest, which is expensive and unsightly. A globe thermometer must Integrated Design Lab | Boise 11 Using Infrared Cameras in Building Controls (Report 2020_08_31) be hung in an occupied area close to where the tenants are expected to work, which is similarly inconvenient. 5.3 Future Funding and Development The IDL team worked with the director of the Idaho Entrepreneurial Program at University of Idaho, Dr. George Tanner. Dr. Tanner used the IR thermostat as a class project for some of his students to build a business case for the product. While the students did some work, it was through collaboration with Dr. Tanner that the team was well-positioned to apply for a Murdock Commercialization Initiation Program Award. This award provides $31,000 of outside funding for product development, with the University of Idaho committing a matching $31,000 towards this endeavor. With this funding, the research team will spend the next year pursuing commercial investment. That pursuit includes partnering with the University of Oregon to enhance the combined IP value of the system and protect it. The research team at Oregon also has contacts with Lutron (a blinds control company) and the building controls branch at Siemens. The research team will reach out to Avista on their industry contacts, whom they think would be an appropriate funding partner. Students from Idaho Entrepreneur Program will be funded on this project to develop a robust business and marketing plan. They will begin by writing a report outlining the next steps for commercialization. From this, they will develop targeted pitches for different investment avenues. Then, with guidance from the program director, they will seek to secure investments either through venture funding or licensing to a larger controls company. This is why some funding (13%) is set aside for provisional patent filing. The research team has been working with the University’s Office of Technology Transfer on this product for the last year and a half. The engineering faculty will continue to work with OTT on the IP protection and marketing opportunities they suggest. The following table outlines the specific outcomes and metrics for success from the Murdock Commercialization Award. Integrated Design Lab | Boise 12 Using Infrared Cameras in Building Controls (Report 2020_08_31) Table 1: Goals for the Murdock Commercialization Phase Outcomes Performance Measures Robust glare detection algorithms and blind controls successfully integrated into the IR thermostat. incorporates HDR images for glare detection. 2. Demonstration of blind control capabilities by sending BACnet signals to an external device. automated product prototype that can be used in demonstrations with potential investors 2. Laboratory validation of new prototype for comfort, glare, and occupancy measurements in a relevant environment. 3. Computational algorithms and controls have been combined into a streamlined package. the University of Idaho, the University of Oregon, and Avista Corporation. marketing plan 2. Pitch development with prototype demonstration. licensing partner Avista Corporation and UO-ESBL. 6. DISCUSSION The research work this year accelerated the IR thermostat concept from Technology Readiness Level (TRL) 4 to TRL 6. We went from an initial proof of concept that relied on manual controls, to a streamlined prototype that is fully automated. We secured funding from the University and the Murdock Charitable Trust to move forward with commercialization. Jubin Mathai used this project as the basis for his master’s thesis, which he successfully defended in May 2020. After graduation, Jubin accepted a job running a cogeneration plant in New Hampshire largely because of his work on this project and the research it afforded him on building controls and energy management systems. We look forward to securing a provisional patent and pitching this technology to commercialization partners in 2021. Integrated Design Lab | Boise 13 Using Infrared Cameras in Building Controls (Report 2020_08_31) 7. BUDGET SUMMARY These hours reflect only Avista’s contribution to this project and are not reflective of total project investment by the research team, industry sponsors, or other university staff. Personnel Hours estimate Description FY19/FY21 Expense PI/Faculty Salaries (Baker and Woods) $ 9,910 PI/Faculty Benefits (Baker and Woods) 3,063 Graduate Student Salaries 13,800 Student Benefits 435 Graduate Student Tuition Remission (partial) 9,352 Travel 0 Equipment 1,500 F&A / Overhead (Excludes Tuition) 14,440 Total $ 52,500 Indirect Costs For this contract, UI-IDL was considered an on-campus unit of the University of Idaho with a federally negotiated rate of 50.3%. Integrated Design Lab | Boise 14 Using Infrared Cameras in Building Controls (Report 2020_08_31) 8. REFERENCES [1] E. Arens, M. Humphreys and H. Zhang, "Are 'Class A' temperature requirements realistic or desirable?," Building and Environment, vol. 45, no. 1, pp. 4-10, 2010. Clima 2007 WellBeing Indoors, Helsinki, 2007. ings," Pacific Northwest National Lab Report 21596, Richland, WA, 2012. Building and Environment, 2014. https://ww2.frost.com/. U.S. Patent Application No. 15/559,218 . Building and 175: 106779. DOI: 10.1016/j.buildenv.2020.106779. APPENDIX E Final Report: Gamification of Energy Use Feedback Gamification of Energy Use Feedback - Phase 1 A Final Report Submitted to Avista Corporation for the Energy Research Initiative (AER) Program For the University of Idaho: Richard Reardon (Psychology and Organizational Sciences) Julie Beeston (Computer Science) Kellen Probert (Psychology, Human Factors) Jode Keehr (Psychology, Human Factors) David Beeston (Head of Information Systems, The Islands Trust) October 9, 2020 Gamification-1 1 Major Sections Executive Summary . . . . . 2 Introduction . . . . . . 3 Relevant Literature and History . . . 8 User Survey . . . . . . 10 Game Development . . . . . 15 Conclusions, Plans, and Potentials . . . 21 Budget Report . . . . . 22 References . . . . . . 24 APPENDIX A (Survey language and Appearence) . 26 APPENDIX B (Description of Data, Details of the Sample) 44 APPENDIX C (Analyses) . . . . 49 APPENDIX D (Additional Relevant Literature) . 90 Gamification-1 2 Executive Summary We suggest that residential energy use can be reduced, or made more efficient, if customers are motivated to pay attention to their current and past energy usage. Awareness of performance, i.e., performance feedback, is essential to understanding the relationship between actions and outcomes. Gamification, the use of the entertaining aspects of games to produce behavior change, is proposed as a tool to encourage attention to usage information. Thus far, the literature in the field with respect to such an application to utility usage shows few attempts, with only partial, and unsustainable, success. We know of no current gamification attempts at U.S. or Canadian utility companies. A survey was conducted with over 800 respondents in the Avista service area. The survey was designed to assess game type preferences, incentive values, smart device and computer usage, and some broad demographic variables (gender, income, age, etc.). The survey results suggested that two types of games would be the best choices for gamification: puzzle/word games and action games. The results also showed that the major demographic variables did not differentially predict game type preference. This permitted us to focus on a narrow range of game types, obviating the need to target game types to particular demographic groups. The survey also revealed that personal savings was the most important incentive for customers and potential customers and, importantly, that desire for personal savings did not detract from other incentives, e.g., supporting prosocial causes. Thus, the games selected for the gamification tool, though limited to just two types, could have wide impact; and, play of those games could be incentivized by a wide range of incentive types led by personal savings. Several games were developed, and rapid prototyping undertaken. Based on that, two games were selected for further development along with game-playing software. A Chrome web browser running JavaScript code was chosen. The use of JavaScript guaranteed that the games could be played on a wide array of devices and could be resident on the Avista website (therefore they could interact securely with usage data). The two games developed were a navigation/driving game and a sudoquote game. Simple user testing was performed to refine the aesthetics of the games and to confirm playability and entertainment value. A more detailed description of the games and links to playable prototypes are included in this report. The major obstacle yet to be overcome is to connect the games to actual customer usage data. We have prototyped using random data but cannot test human user tendencies without a linkage to real performance history. We presume that will be possible soon. Gamification-1 3 Introduction As major utility companies seek to reduce overall consumption, we are reminded of the importance of understanding human user motivations, attention, decision-making, and behaviors. Indeed, University of Dayton engineering professor Kevin Hallinan (2014), suggests that behavioral changes alone could reduce consumption by a third. Avista’s goal is to reduce, or optimize, overall energy consumption. This benefits the customer in the form of savings on their energy bills; it benefits the utility because it can then satisfy more customers with reliable, uninterrupted service. Energy use reduction can be framed as a human performance problem (Boehm-Davis, Durso, & Lee, 2015). Typically, one imagines that improved performance is reflected in higher scores on some behavioral measure. However, like golf and timed speed events, the performance goal in energy conservation is to lower the score—lower scores indicate better performance. Feedback is a basic mechanism in most complex systems, certainly including human performance systems. In human systems, feedback is essential to understanding the relationship between effort, error, and optimal (or at least successful) performance. The evidence is quite clear that if human users can be made explicitly aware of the essential elements of their performance, they can modify that performance in the service of improvement. However, this is only the case if they actually see the feedback, attend to it, understand it, and have a readily available response (or responses). How might we motivate humans to pay attention in cases where that attention is not immediately compelled? Perhaps gamification can be helpful. When we think of games in the context of computers and smart devices, we typically start from the frame of reference of the play and the player. To be successful, games must be engaging because play is voluntary. No one has to play a game. For decades now, the electronic gaming industry has been effectively developing games that are fun, captivating, and that sustain play. There is no single universally agreed-on definition of “gamification” but, at its heart, it is the application of the entertaining and engaging elements of games to human productivity and behavior change (Chou, 2015). Game playing can be used to draw participants into situations in which they enjoy processing educational materials, expose themselves to marketing messages, gain information about competitors, and verify skills (to name just a few possibilities). In this report, we will discuss the theoretical and practical issues tied to gamification and energy conservation. We will report the results of literature searches and implementation searches as well as our own survey on customer gaming behavior and incentive preferences. We will outline the development process of two game prototypes that we will propose as testing platforms for an application of gamification to energy use feedback. Gamification-1 4 “Little” Games and the Big Game We have approached the conservation project with the view that there are really two games, or game levels. The “Big Game” involves reduction in overall energy usage; or, in some cases, making more strategic choices about usage that impact the utility and fellow customers in beneficial ways (e.g., choosing the best time of day to use a particular appliance). These days, conservation is an ethic that is widely accepted—the starting point for most consumers is that conservation is good. For example, recent model cars provide salient real-time information about whether driving behavior is better or worse than mpg norms. Drivers report anecdotally that they find themselves using that information, motivated by the underlying desire to conserve, to reduce gas consumption. Their dashboard display tells them when they are in the reward zone. They are playing the “Big Game” of automobile energy conservation. Modern utility usage is not so much a moment-to-moment experience. It plays out over days and months. Feedback about usage over previous months has been available on monthly bills for many years. Monthly paper bills are almost a thing of the past; billing and usage information are available through online accounts. It is possible to pay one’s bill, or have it automatically paid, without ever seeing usage information; in the latter case of automatic payment, a customer need never again access the utility site. Modern smart meters can produce more timely and more frequent glimpses of usage data, but that information is not salient—it has to be sought. Our goal is to encourage customers to play the Big Game of energy conservation by reducing or modifying their usage. This is fairly large-scale behavior change, and it requires customers to monitor their power usage relative to their own past usage, or relative to fellow customers. We believe that a set of smaller games could serve as motivators to encourage customers to pay attention to their usage data. Such games could then guide customers directly to conservation behaviors. They could also motivate other behaviors that might indirectly lead to conservation. For example, the games could encourage customers to run projections regarding future usage, provide recommendations about energy efficient appliances, reveal tips about how to conserve, educate customers about how utilities operate, and so on. The Avista website is rich with this kind of information. However, at present, we suspect that customers visit the site only to pay their bills or set up auto-pay. They do not linger. We believe the smaller scale changes associated with small fun games can lead to large scale change: The smaller games can push customers to attend to (and thus play) the Big Game. The reward structure in a gamification system as we propose will be complex. Customers can be rewarded within the smaller game themselves with points that apply to discounts, or that could be donated. Or, the earnings might be used within the games themselves to affect future play. Information about how the Avista website operates will determine how sophisticated we can be in managing rewards. Gamification-1 5 Importantly, research in human performance and human attention suggests that not everyone responds to the same motivational sticks and carrots (Drachen, Sifa, Bauckhage, & Thurau, 2012; Heckhausen, & Heckhausen, 2005; Hilgard, Engelhardt, & Bartholow, 2013; Yee, 2006). Our proposal begs an analysis of users’ individual inclinations to use particular devices and software gaming applications, and the reasons for those choices. This should be especially important to the utility as the best outcome would be to have as many users as possible reducing their usage, not just a dedicated subset that is attracted to a particular motivational system. The feedback provided can be fairly uniform, but the motivations to attend to and follow that feedback could vary (Carver & Scheir, 2001). Thus, we felt it is important to survey likely Avista customers about the kinds of incentives that were motivating to them, the kinds of games they preferred, the kind of game playing behaviors they typically employed, and preferred, and likely game-playing devices. The details of that survey can be found in Appendix A. The survey would help guide game development and incentive choices. Feedback systems work best if there is a readily available set of actions to the person monitoring the feedback. For the Big Game, the actions available (e.g., thermostat settings, efficient appliances, weatherizing) have to be made salient. The smaller games can direct customers to those actions. The smaller games themselves should also have available actions (banking/spending points, game settings, routing to other locations in the website, playing again, etc.). Assumptions We began with some basic assumptions, and added to that set as we learned more. (1) Smart meters will be routine, or a frequently chosen option. (2) The smart meter data stream provides information on kilowatt-hour (kWh) usage, and that information can be parsed down to five-minute intervals (but may not be available until the end of the day). (3) Smart meter data can be used to illustrate past usage patterns, and has the potential to be used in projections. (4) Useful usage information requires the establishment of a baseline for each customer; thus, there will be delays from the time customers begin to play game to the time when comparative usage can be assessed. Research Issues Here are the research issues we explored in the search for a gamification solution: Are there any active applications of gamification systems in the utility industry at present? What has been attempted, and what were the outcomes of those attempts? The gaming literature suggests that there are differences in game style preferences. Some games are tactical, some strategic. In some, play is team versus team (e.g., neighborhood versus neighborhood, or alumni group versus alumni group), in Gamification-1 6 others, play is individual versus individual, in still others, play is against the artificial intelligence (AI) system. Research and Development Plan Followed Gamification-1 7 rapid. The information we collected was used to make decisions about game types, incentives, and customer profile possibilities. Gamification-1 8 Relevant Literature and History . Feedback systems have been tried. Many have failed, but there have been some limited successes. The feedback systems that have been tried tend to fall into one of two categories: First, social pressure (information about neighbors’ usage); second, self-comparison (own usage over time; e.g., Geelen, et al, 2012). What is missing is an analysis of users’ individual inclinations to use particular devices and software applications, and for what reasons. This should be especially important to Avista, as the best outcome would be to have as many users as possible reducing their usage, not just a dedicated subset that is attracted to a particular motivational system. Similarly, the feedback provided can be fairly uniform, but the motivations of customers to attend to and follow that feedback are likely to vary. Initiatives have been undertaken to use feedback systems to help customers monitor their usage with emerging technologies. Unfortunately, many of these attempts have been difficult to sustain. In some cases, promising “Apps” and software have been abandoned as users have simply lost interest. For example, Google’s PowerMeter and Microsoft’s Hohm were both discontinued prior to 2012 when they failed to generate enough adopters. Ecova and Lucid partnered to enable its customers to reduce building energy usage through Lucid’s “Building Dashboard” software. The software requires some infrastructure, and its success seems to depend on the strong arm of company policy to be successful. It is not, in itself, an attractive choice for individual consumers (http://www.luciddesigngroup.com). The gaming metaphor seems to work to some degree, with energy usage decreasing for a period (http://adigaskell.org/2014/01/06/the-gamification-of-energy- conservation/). Opower has been successful in providing feedback in the form of comparisons to neighboring customers’ energy usage; the VP of Product Development, Marc Laitin, stresses the importance of experimentation to refine the impact of behavioral science. It seems that social pressure to conform to conservation efforts is one way to achieve compliance (Cialdini, 2008, and http://www.opower.com/platform/behavioral- science). . There are over 3,200 utility providers in the U.S. and Canada. Some of these are small regional customer-owned cooperatives (there are several of these within or close to the Avista service footprint). Some are agencies of local or regional governments, e.g., Seattle City Light. Then, there are many large and mid-sized companies that are investor-owned, e.g., Avista, Pacific Gas and Electric (PG&E) and Puget Sound Energy. We conducted a search using appropriate keyword combinations (e.g., utility, feedback, games, gamification) to discover if there were existing gamification systems in place in these utilities. With respect to usage feedback, we found that the availability of usage information was common if not universal. It has been common practice for companies to provide usage information on monthly bills. Typically, this information has Gamification-1 9 been in the form of kWh used per month, with perhaps a year’s worth of previous months’ usage provided for comparison. This was often in the form of a small chart or graph somewhere on the bill. Some Interesting Starts. A Dutch company, Grendel Games (https://grendelgames.com), has marketed themselves as a provider of gamification services to various industries. Their most relevant game is called “Wijk & Water Battle”. This game is sophisticated and graphically elaborate, and offers a metaphorical simulation of water utility usage. The goal is to educate customers about how their consumptive behaviors affect larger systems. The game is promising but does not interact with customers’ actual usage. Gamification-1 10 User Survey To better understand where customers stand on relevant issues associated with the project, a survey was planned and conducted. The survey was designed to tap into three areas. First, basic demographic data was assessed with questions about age, gender, income, home type and household composition, economic responsibilities for utilities, and so on. The second section of the survey addressed customers’ sensitivity to various kinds of incentives. The third section focused on customers’ game playing behavior and game/device preferences. The survey ended with a set of funnel questions (each question adding specificity) about their willingness to use the gaming system to manage their utility usage if such management could produce outcomes that benefit them personally or that help worthy causes. The survey data would allow us to draw conclusions about types of games customers might prefer, the incentives that might motivate them, and the relationship of games and incentives to variables that might be used in profile construction, e.g., gender, income, age, etc. Survey questions were submitted to the University’s Institutional Review Board (IRB). The IRB ruled the survey “exempt” which permitted us to proceed with administration. The survey is included as APPENDIX A. Qualtrics is a well-known company that has a license with the University to provide survey tools. This project was beyond the scope covered with that license, so we contracted with them for the additional effort. Respondents were recruited online. There were two starting restrictions: Respondents had to be over 21 years of age, and they had to reside within the Avista service area (Qualtrics ensures that by collecting ISP longitude and latitude information for each respondent). A small monetary incentive was provided to respondents. There is no way to guarantee that all respondents were Avista customers, but if they were not, they were likely to be similar to Avista customers along key dimensions (income distribution, experiences with weather, media exposure, etc.). A total of 871 individuals responded to the online survey recruiting appeal. With online survey data collection, it is not unusual to find that some respondents have failed to take the survey seriously. Between survey tools and respondents’ own responses, these respondents were identified, and their responses deleted before analyses began. The final respondent total was 837. The rationale for elimination is provided in APPENDIX B. APPENDIX B also provides basic descriptive data for key variables. A more detailed exposition of report on our data analyses can be found in APPENDIX C. Gamification-1 11 Characteristics of the sample. Informal confidence about whether the sample was “real” was bolstered by several measures. Types of games. Before proceeding with game development, we assessed overall preferences for game types. If only one or two types were preferred, then some economy in game development would be gained. Also, we could look for any relationships between game type preferences and potential profile characteristics (e.g., gender, age, etc.). We asked our sample to evaluate the following game types: Action games Adventure games Role-playing games Simulation games Strategy games Sports games Puzzle games Word games Game-playing preferences. We also asked about preferred game experiences, exploring whether respondents preferred longer or shorter games, and whether they Gamification-1 12 preferred to play against others or against the artificial intelligence within the game (i.e., solo). Respondents preferred shorter games to longer games and preferred to play against the AI versus other opponents. The differences were not strong in either case, but they helped us rule out Adventure games (which tend to be long and never-ending), Role- playing games (which tend to be opponent-based), and Simulation games (which might require additional equipment). Incentives. We asked respondents to evaluate the importance of the following incentives: Personal savings on bill Opportunity to donate to needy Opportunity to donate to personal causes Opportunity to donate to societal causes Coupons for educational materials Recreational downloads Access to information, new, educational sites Discounts toward energy saving purchases User Profiles Gamification-1 13 Nor will it be necessary to try to match customer characteristics with specific incentive types. Everyone responds to personal savings, everyone wants to act prosocially, and everyone wants to be entertained and to learn online. A small set of games can be developed, and two classes of incentives (prosocial and instrumental) can be made available for all customers. Gender. Gender is the most obvious profile variable. The genders differ along many dimensions of importance, so there was good reason to expect that gender might be important in preferences for game types and incentives. The game-playing landscape has changed in the last two decades; it is no longer dominated by males. Our data shows that females enjoy playing as much as males (as is commonly reported in today’s gaming literature). Males and females showed some differences in their game type preferences, but these differences were not significant. Females rated all incentives as slightly more important than did males, but did not differ from males on any particular incentive. Females were more likely to indicate that they were more willing to play quick, fun games if that play could accomplish any of the incentives offered. Both males and females preferred shorter to longer games, with females indicating a slightly stronger preference than males for shorter games. Both genders preferred solo play over play with an opponent. Males and females were similar with respect to device usage, with smart phone dominating. Age. The age data was broken down into five categories by decade. All game type preferences remained flat across age categories except for trends toward better rankings for word and puzzle games as respondents were older. As the latter game types were the most appealing and practical in general, profiling would have added nothing. Also, older respondents were more likely to be less enthusiastic about educational and recreational incentives but were otherwise similar to other age groups in how they evaluated the other proposed game incentives. Older respondents were increasingly less likely to indicate that they were willing to play quick, fun games if that play could accomplish any of the incentives offered. Older groups preferred shorter to longer games; younger groups showed no preference or only a slight preference for shorter games. All age categories preferred solo play over play with an opponent, with older respondents particularly preferring solo play. All age categories were similar with respect to computer and tablet usage, with older groups showing a lessening of reliance on smart phones. Income. Income data was broken down into five categories using a scheme that was adapted from cutoffs used by the US Census Bureau and Pew Research Center. As income tends to increase with age, we found some similarity between the income and the age data. Higher income respondents tended to prefer word and puzzle games more than adventure and action games compared to lower income respondents. Higher income respondents also were less positive about incentives that involved education, recreation, and online services, but were about as positive as other income levels with respect to other incentive classes. Except for those in the top income category, respondents were likely to indicate that they were equally willing to play quick, fun games if that play Gamification-1 14 could accomplish any of the incentives offered. Those in the top incom category expressed less interest. All income groups preferred shorter to longer games, with higher income groups indicating a stronger for shorter games. All income groups preferred solo play over play with an opponent, with the top income group indicating the strongest such preference. All income groups were similar with respect to device usage, with smart phone dominating. Gamification-1 15 Game Development Game development was tied directly to our survey results and user testing. The survey helped us settle on two classes of games: word/puzzle games and action games. This produced a broad range of games that were prototyped so they could be evaluated and refined over three rounds of user testing. The basic elements required for the games were the ability to access user energy usage data, the ability to understand the place of the games in the Avista Energy Services Interface (ESI; elsewhere referred to simply as the Avista website or site). Knowing the form of the data stream was critical to making final decisions about the game programming platform. The games also had to be short. That is consistent with preferences shown in our survey, and makes practical sense. Finally, of course, the games had to be entertaining, with sustainable appeal. It was also important to learn about the capabilities of the website. Once the project was underway, we were able to get a briefing on the website’s capability as the site was informed by new smart meters. Later in the project, we were able to get a briefing on the form of the data stream and could modify our prototypes and programming language choice accordingly. We learned, and then could assume for development purposes, that “smart meters” were being widely installed and would soon be a routine, or frequently chosen option. We learned that the smart meter data stream provided information on kWh usage that could be parsed down to five-minute intervals (which would not be available to users or games until the end of the user day). We saw how smart meter data could be used to illustrate past usage patterns over months and years. The games must entertain Avista customers, tie directly to their usage data, point them to best practices, and educate them about energy usage. We developed two games from very different genres (a road navigation game and a Sudoku word game); additionally, other games were prototyped and tested, as we note below. From a research perspective, options were eliminated, and the reasons they were eliminated is probably just as important as the reasons why other options were chosen to move forward. . We started with several games in Round 1, all of which fell within the action and puzzle/word game categories. All of these could be tied to usage data, all could be played in a reasonably short time, and all could be handed over to Avista fairly readily. The games were: Helicopter madness (a targeting game) Escape-cylinder metaphor (a 3-D maze game) Word-sudoku (a combination word and number puzzle game) Pattern matching (similar to Candy Crush) Driving Game (road navigation) Preparations for rapid prototyping were put in place for all of these games. Gamification-1 16 Game development, Round 2. In Round 2, we began to narrow our focus. Prototypes were created on multiple platforms. Simple user testing was conducted to assess breadth of appeal, intuitive nature of the controls, users ability to connect their play with energy usage and marketing possibilities. The following games “survived” that testing: Word-sudoku (a combination word and number puzzle game) Road navigation (a driving game) Both were easy to play, easy to explain, easy to connect to usage, and had information presentation potential (for education and marketing) that could be subtly embedded into the games. Two additional games of the original five, Helicopter Madness and Escape Cylinder, were retained in prototype form for possible future development. Game development, Round 3. In Round 3, a decision had to be made on a programming platform. Both games could work well using multiple programming platforms. Simple testing suggested that JavaScript was ideal. By this time (early Spring) we had a better idea about the nature of the usage data stream, and JavaScript was well- suited to interact with that stream. It also minimized security concerns because the game could now reside within the Avista website and its security wall. Test users also found it more comfortable to simply click on the game and begin play rather than download a game App. JavaScript also made it easier to write for both the iOS and Android operating systems and associated devices. We found the typical problems associated with writing for iOS, i.e., lack of developer access to programming that could take advantage of iOS features and capabilities. In particular, we could not program haptic control into the games. We did have that ability with Android OS devices, and hold out hope that haptic control can be gained with iOS in the future. In the meantime, full function play is possible because we have programmed keyboard, touchscreen, and mouse controls into the games. Round 2 continues as we periodically update and test aesthetics, graphics and control features. The remaining two games match our initial objectives, and are written in a manner that allows for future customization and enhancement. Details surrounding each game follow. The Road Navigation, or Driving Game The driving game is the most entertaining from an action perspective and it is the one most closely related to the user’s actual usage. The primary goal of the game is to get around the track as quickly as possible and the secondary goal is to collect as many stars as possible. Gamification-1 17 Figure 1 shows the basic layout of the game. The top row of the heads up display (HUD) shows the player’s current status in the game. From left to right it shows number of stars collected, the current speed of the car, the fuel level of the car (that must be refilled when empty) and the current number of seconds the user has spent. The second line of the HUD is where the game is matched to the player’s energy usage. The entire game runs on a twenty-four hour cycle with one second of game time roughly corresponding to five minutes of usage time. In the figure, the usage time is 12:15 am, so the sky is dark and the foreground is dimmed. Things will brighten up when the sun rises which gives the user a feel for morning, evening, day and night usage. The user in the figure is using a lot of electricity for 12:15 am, but it is still below a target threshold for usage, so there is a partially visible star on the usage bar. Any star that is fully visible on the usage bar can be shaken loose (randomly) and falls to the road below. In the image, you can see a star that previously fell to the road, and if the car manages to hit that star, the star count will increase and the fuel will be instantly replenished. The bottom line is that the less electricity you use, the more stars there will be to collect, and the less time you will have to spend refueling. Figure 1: Screen shot of driving game. The game also takes into account that there are some times during the day when it is even more beneficial to conserve electricity because there is a high demand on the system. During those times, the usage bar changes color and any stars collected during those times are worth five regular stars. This game also has some fun additions to make it more personal to the user. The windmills on the right are actual Avista windmills, and many of the billboards show local sites that the players might recognize. Gamification-1 18 One final feature of this game is that even if the user is doing badly at energy conservation and therefore runs out of fuel, the game gives the user energy saving tips and quizzes while refueling. Driving Game Benefits: It seamlessly ties to usage data Time of day data/peak usage times are incorporated It is easily customizable to regions and seasons. It has long-term maintainability It is fun A link to a playable prototype of the game is here (we are constantly refining the games, so this is unlikely to be the most recent iteration of the game): https://webpages.uidaho.edu/drbc/Avista/index.html Sudoku Word Game The sudoquote game combines the popular Sudoku game (where the player must fill in each row, column and 3X3 sub-grid of a 9X9 grid with the digits from 1 to 9 with no repeats), and cryptography puzzles. The two games are isomorphic so solving either one solves both and the user can alternate between both systems to solve the puzzle. See the Figure 2, below. Figure 2: Screen shot of sudoquote game. Gamification-1 19 The way the game works is that each cell of the 9X9 Sudoku grid contains a letter from the quote, and solving the Sudoku defines the order that the letters appear in the quote. Alternatively, solving a letter in the quote defines the number that belongs in the square of the corresponding letter in the 9X9 grid. The quote used in the game can be set by Avista, and can have an educational theme (tips, information tidbits, nudges to other site pages, marketing theme, as the utility chooses. Sudoquote game benefits: It is different enough from the driving game that it can pick up gamers who are not interested in an action game. It offers a more relaxed way to present energy saving tips, giving users more time to consider them. It is a novel combination of already popular puzzles. It has long-term maintainability. A link to a playable prototype of the game is here (we are constantly refining the games, so this is unlikely to be the most recent iteration of the game): https://webpages.uidaho.edu/drbc/Avista/index.html The Dashboard We have imagined a game interface that, for now, we are calling the gaming “Dashboard”. The Dashboard would reside within the site security login. The Dashboard would contain links to the games, but also links to other features of the Avista site. Announcements could be available on the Dashboard as well as player information (game success information, achievements earned, perhaps a leader board if group efforts are possible). The customer would access the Dashboard via one of three pathways. First, they could access the site, as they normally have in the past, through the Avista home page and the customer login link. Once inside, they would be presented with a link to the gaming Dashboard along with the other links already there (as shown below). The second pathway would be through a downloadable gaming Dashboard bookmark or desktop/phone icon. Clicking on the bookmark or icon would take the customer to the login window; successful login would put them directly on the Dashboard page. The third pathway that could be considered would be to have downloadable bookmarks or icons for the individual games. Clicking on one of them would take the customer to the login page; successful login would then take the customer to the Dashboard at the precise location of the link to that game. The location and appearance of that link is a decision for the Avista web and marketing teams. Gamification-1 20 The Dashboard has several important functions. It provides entry points for the games. It highlights ready actions that game players can engage in before or after play. It provides information about present and past play and it offers information about the utility that might give customers a better understanding about current utility operations (outages, shortages, external pressures, and so on). Gamification-1 21 Conclusions, Plans, and Potentials We have successfully accomplished much of what we planned and have learned much along the way. We have confirmed that gamification techniques in the utility industry are not in widespread use. We have some understanding of why earlier attempts at feedback/gamification have been less successful. We have learned much about the current capabilities of the Avista website, such as the ability to offer customers five-minute interval next-day feedback on their usage. We are familiar with the form of the feedback data stream. We have narrowed our game types to two that have wide appeal. We have working prototypes of these games. With that, and an understanding of the data stream, almost any game within those types is possible. We have ruled out the need to create customer demographic profiles. Regardless of gender, age, or income, people seem to have similar tastes in games, and similar desires with respect to what would be a desirable outcome (i.e., reward) for successful game playing. This creates a helpful economy for further game development. It will not be necessary to create a huge variety of games, each tailored for specific subsets of customers. There are a number of issues as we move into the second year of the project. Some of these were unanticipated but revealed by our experiences during the first year. We have to work out a better understanding of what would constitute “good” conservation performance. It may not always be less energy consumption. Sometimes what is helpful for the utility and fellow customers is choosing the right time of day to hit household energy peaks. Working that into our measurements and reward system is important. Also, all games invite abuse, so we must be mindful of the potential for game players to “solve” the games and gain unfairly as a result. Finally, we have to always be mindful of security. Locating the games within the Avista login solves many problems. However, profound risk is involved as customer usage data can be mined by people of ill intent. Going forward, we hope to establish a direct connection with customer data streams and explore the relationship of the games to other components of the Avista site. If this direct connection cannot be established, we can compensate with simulation procedure, but we will need to know soon. The games can be useful not only to have customers attend to their own usage, but to explore emerging data capabilities such as the ability to run projections. The games can also nudge customers to look for energy saving tips on the site, to complete their on-site profile, to purchase energy efficient products, to respond to prompts (e.g., daily safety and consumer messages), to process educational modules (e.g., the Energy Plant Supervisor game), and to process Avista marketing and branding information. Gamification-1 22 Budget Report The table on the next page shows the original budget request and actual expenditures. The original budget request was for a total of $108,736. The amount actually spent was $95,142.12, with $13,593.88 scheduled for return to Avista. Funds in the major personnel categories were spent as planned for the efforts of Richard Reardon and Julie Beeston (with small rounding discrepancies). Our survey contractor, Qualtrics, performed acceptably well and was paid for their services. The timing of David Beeston’s contributions had to be handled with his immigration status carefully considered. David is a Canadian citizen and was, at certain times, unable to formally accept a workload. Most of these issues were settled by the last quarter of the project year, and his stipend was processed. The major area of difference with our original budgetary plans centered on the salary, tuition, fringe/health benefits of our graduate student Project Manager position. (It was planned that a senior Human Factors doctoral student, Kellen Probert, would have this position.) The timing of the award was important. The appointment of graduate assistants is a delicate process because more than the student’s graduate stipend is in the mix. That was especially true last year. A tragedy in the Human Factors Psychology program in summer, 2019, occurred when a valued colleague, Brian Dyre, passed away. Plans had to be developed to cover Brian’s teaching obligations. As Brian’s student, Kellen was the best qualified doctoral student to step into one of the classes. Kellen’s appointment was accompanied by tuition relief, as well as health coverage, through much of the academic year. Graduate teaching assignments provide time for the student to pursue research interests so Kellen was able to join the project, as we hoped, but he could not accept the additional compensation (Graduate College rules do not permit compensation levels beyond .5 even if the student is working more than that). Essentially, in fall, 2019, Kellen worked on our project for free. Some of the funds not applied in fall were used to compensate Kellen through summer, but the amount in the budget set aside for tuition was not fully tapped because he had a partial tuition waiver (which also covered his student health insurance). We were not able to fund the undergraduate help we had planned to employ because of the impending, and actual, Covid-19 shelter orders in late winter-early spring. We had planned to travel to Spokane for in-person user testing in the later stages of the project. This, of course, did not happen because of sheltering; travel funds were not spent. The table shows requested and actual spending. Gamification-1 23 Expense Request Actually Spent Initial Justification PI/Faculty Salaries (Richard Reardon, PhD) $18,810 $18,804.48 Avg. 4-5 hours/week fall-spring, 10 hours/week summer); Total hours 286 per year. PI/Faculty Fringe (Richard Reardon, PhD) $5,812 $5,813.20 30.90% rate Co-PI/Staff Salaries (Julie Beeston, Ph.D.) $16,131.93$16,134 Avg. 4-5 hours/week fall-spring, 10 hours/week summer); Total hours 286 per year Co-PI/Staff Fringe (Julie Beeston, Ph.D.) $4,986 $4,951.97 30.90% rate Project Manager; Graduate Assistant in Human Factors or Computer Sciences $12,127 $6,462 PhD student salary, 15 (semester 1) to 20 (semester 2) hours/week per academic year at $20.73/hr; total of 585 hours/year Manager Tuition $7,014 $5,889 Full-time student rate for 2 academic years prorated to level of employment Manager Heath Insurance $1,349 $00 Health insurance, $1799/year, prorated to level of employment Manager Fringe $412 $219.69 3.4% fringe rate Undergraduate Intern/Assistant $00$975 Intern will spot-help with data collection, data management, archival research, concept testing, and other duties as needed; approx. 75 hours per year; pay rate: $13/hour Undergrad. Intern/Asst Fringe $33 $00 3.4% rate Technical Consultant (David Beeston) $2,000 $2,000 25 hours each year; charged at the rate of $80/hour; no benefits Travel $493 $00 Mileage to/from Spokane/Moscow for presentations, updates for funder, budget meetings, meetings with service provider, user testing, etc. (approx. 1700 mi) Qualtrics $5,000$5,000 Data collection services; will help gather test samples and administer questionnaires and system trials F&A/Overhead $33,591 $29,869.85 50.3% of direct costs above (Mgr. tuition & health insurance excluded) Project TOTAL $108,736 $95,142.12 (Difference: $13,593.88) Gamification-1 24 References and Sources Used Boehm-Davis, D., Durso, F., & Lee, J. (2015). APA Handbook of Human Systems Integration. Washington, DC, American Psychological Association. (Multiple chapters in this edited volume) Charles, D. & Black, M. (2004). Dynamic Player Modelling: A Framework for Player- centred Digital Games. International Conference on Computer Games: Artificial Intelligence, Design and Education. Reading, WA: Microsoft Campus. Chou, Y. (2015). Actionable Gamification: Beyond Points, Badges, and Leaderboards. Octalysis Media. Cialdini, R. (2008). Turning persuasion from an art into a science. In P. Muesburger, M. Welker, & E. Wunder (Eds.), Clashes of Knowledge: Orthodoxies and Heterodoxies in Science and Religion. Amsterdam: Springer. Drachen, A., Sifa, R., Bauckhage, C., & Thurau, C. (2012). Guns, Swords and Data: Clustering of Player Behavior in & Games in the Wild. Proceedings of the Annual Meeting of the IEEE Conference on Computational Intelligence and Games. Grenada, Spain. Geelen, D., Keyson, D., Boess, S., & Brezet, H. (2012). Exploring the use of a game to stimulate energy saving in households. Journal of Design Research, 10, 103-120. Grossberg, F., Wolfson, M., Mazur-Stommen, S.,Farley, K., Nadel, S. (2015). Gamified energy programs. Report Number B1501 prepared for The American Council for an Energy-Efficient Economy, February, 2015. Hallinan,K. (2014). http://adigaskell.org/2014/01/06/the-gamification-of-energy- conservation/ Heckhausen, J. & Heckhausen, H. (2005). Motivation and Action. Cambridge, UK: Cambridge University Press. Hilgard, J., Engelhardt, C., & Bartholow, B. (2013). Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales. Frontiers in Psycholology, 9. Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775. http://www.sense.com http://www.opower.com/platform/behavi or-science http://www.dropoly.com Gamification-1 25 http://www.luciddesigngroup.com Gamification-1 26 APPENDIX A Survey Language and Appearance Gamification-1 27 Avista1 Start of Block: Default Question Block Q1 Hello: This survey is part of a project undertaken by the University of Idaho in partnership with Avista Corporation. We are interested in how online games might make it appealing to consumers to monitor their utility usage. Thank you for agreeing to answer some questions for us. University Institutional Review Boards (IRBs) evaluate research that involves human respondents to ensure (1) that respondents are protected from unethical and risky questions, and (2) that privacy is protected. This survey has been evaluated by the University of Idaho's IRB. Your responses will be aggregated with those of many others; any information that could identify you will be separated from the aggregated data. The survey is in three parts. In the first part, we will ask you some questions about yourself and about your utility usage and decision-making. In the second part, we will ask you about the kinds of incentives that might make game playing particularly enjoyable to you. Finally, we will ask you about some of your electronic game playing preferences and interests. The survey items appear on several screens. After completing a screen, click on the arrow at the bottom right to get to the next screen. End of Block: Default Question Block Start of Block: Block 1 Q2 General Profile questions. For each question below, use the scale provided to respond as truthfully as you can. Q3 How old are you (please round to the nearest whole year)? ________________________________________________________________ Gamification-1 28 Q4 Do you identify as male or female? o male (1) o female (2) Q5 Please indicate your household’s (all wage earners) approximate yearly income using the scale below. o less than $20,000/year (1) o $20,000-30,000/year (2) o $30,000-40,000/year (3) o $40,000-50,000/year (4) o $50,000-60,000/year (5) o $60,000-70,000/year (6) o $70,000-80,000/year (7) o $80,000-90,000/year (8) o $90,000-100,000/year (9) o $100,000-110,000/year (10) o $110,000-120,000/year (11) o $120,000-130,000/year (12) o $130,000-140,000/year (13) o $140,000-150,000/year (14) o over $150,000/year (15) Gamification-1 29 Q6 If your household income is over $150,000 per year, please list that approximate amount here. ________________________________________________________________ Page Break Gamification-1 30 Q7 In your household, how much of the responsibility for payment and decision-making regarding utilities, is yours. To respond, please drag the slider to the point on the scale that represents the percentage of responsibility (from 0% to 100%) that is yours. Note that if your response is zero, you must still manipulate the slider so that 0% appears in a window above the slider (other wise, the system assumes you have not responded). 0 10 20 30 40 50 60 70 80 90 100 percent () Skip To: Q11 If In your household, how much of the responsibility for payment and decision-making regarding utili... [ percent ] < 10 Q8 Which of the following statements represents your relationship with your utility company or companies? o one company supplies my electricity and my natural gas (2) o one company supplies my electricity; a separate company supplies my natural gas (5) o a company supplies my electricity; my residence is not capable of using natural gas (6) Q9 Do you pay each month for that month’s usage, or do you pay an amount that represents a running average of your bills? o I pay for each month's usage (1) o I have my bills averaged, and my monthly bill is computed from that average. (2) Gamification-1 31 Q10 What kind of home do you live in? o An apartment (which you may rent, or may own as a condominium) (1) o An attached house (e.g., a townhouse) in which residences share common walls (which you may own or rent). (2) o A free-standing house (which you may rent or own)? (3) o my utility expenses are included in my rent (1) o I have an account with the utility company and pay them directly (2) and consider it their primary residence, i.e., live there over 50% of the time? (Your response would be 1 if you live alone; 2 if you live with one other person, etc.) ________________________________________________________________ ▢Yes; one of the people is my spouse or partner (5) ▢Yes; one of the people is an adult friend (6) ▢Yes; one of the people is an adult relative (a sibling, a parent, an adult child, etc.) (8) ▢no; I am the sole adult (9) ▢I live alone and this question does not apply to me (10) Gamification-1 32 Page Break Gamification-1 33 Q13 Please respond with a simple "yes" or "no" to each of the following statements about your household (whether house or apartment) energy usage. yes (1)no (2) I have central air conditioning (1) o o I have, and use, a wood (log or pellet) stove or fireplace that provides additional heat. (2) o o I have an electric car, and a home charging station for the car. (3) o o I run a small business from my home, and do not have a separate utility account for it. (4) o o I run expensive medical equipment in my home (5) o o I have installed solar panels that provide household energy. (6) o o I have installed a windmill that provides household energy. (7) o o Household heating comes from gas, not electricity. (8) o o Q30 My biggest problem in trying to use less energy at home is _________ (please type your answer in the box below; you can type as much as you want, but we would be happy with 10-20 words). ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ Gamification-1 34 End of Block: Block 1 Q14 Incentives. In this short section, we are interested in what kinds of incentives would be motivating to you if they could be achieved by lowering your energy consumption. Simply indicate how important each entry would be for you. Gamification-1 35 Q15 How powerful or weak would each of these incentives be for you? Very powerful (1) Moderately powerful (2) Neither powerful nor weak (3) Moderately weak (4) Very weak (5) Personal savings that are applied to my bill. (1) o o o o o The opportunity to donate savings to others in need. (2) o o o o o The opportunity to donate savings to worthy causes that are important to me personally. (3) o o o o o The opportunity to donate savings to worthy causes that are important to society. (4) o o o o o The opportunity to earn coupons toward the acquisition of downloadable educational content (e.g., articles, manuals, books, and videos). (5) o o o o o The opportunity to earn coupons toward the acquisition of downloadable recreational o o o o o Gamification-1 36 content (games, recreational reading materials, etc.). (6) The opportunity to earn coupons toward subscriptions for online services (newsfeeds and newspapers, movie services, professional memberships, etc.) (7) o o o o o The opportunity to earn discounts toward energy saving products (appliances, bulbs, thermostats, etc.) and services (energy audits, weather proofing, etc.). (8) o o o o o End of Block: Block 2 Start of Block: Block 3 Q16 Game playing. In this section, we will ask you about some of your electronic game playing preferences and practices. Gamification-1 37 Q19 About how many hours per day, on average, would you say you play games on all of your phone, tablet, computer, and other electronic devices (simply slide the indicator; the precise number of hours and fractions of an hour you have chosen can be seen in a window above the slider). Note that if your response is zero, you must still manipulate the slider so that 0% appears in the window above the slider (other wise, the system assumes you have not responded). 0 1 2 3 4 5 6 7 8 9 101112131415161718192021222324 hours per day () Q20 Assign a percentage of time that you play games to each kind of device using the sliders next to each device. Note that if your response is zero on any of the 4 choices below, you must still manipulate the slider so that 0% appears in a window above that slider (other wise, the system assumes you have not responded). percentage of time 0 10 20 30 40 50 60 70 80 90 100 personal computer () tablet () smart phone () other device () Gamification-1 38 Q21 Please indicate the extent to which each of these statements is true of you. Definitely true (18) Probably true (19) Neither true nor false (20) Probably false (21) Definitely false (22) I enjoy playing electronic games (1) o o o o o I enjoy longer games that I can play over hours and days. (2) o o o o o I enjoy short games that offer me challenges that I can solve in just a few minutes. (3) o o o o o I prefer games that pit my skills against other players. (4) o o o o o I prefer games in which I am pitted against the computer system, not against other players. (5) o o o o o I prefer games that allow me to challenge my own personal best. (6) o o o o o Gamification-1 39 Q22 Please rank order, from most preferred to least preferred, your preferences for the following types of games. Simply select and drag the entries into the order you prefer, with the most preferred toward the top. ______ action games (shooting, escaping, chasing, tactical combat, etc.) (1) ______ adventure games (games involving journeys, collecting of weapons or artifacts, reaching various levels of accomplishment, often with heroic storylines, etc.) (2) ______ role-playing games (similalr to adventure games, but with defined characters that players represent, fantasy settings that may involve different eras and customs, etc.) (3) ______ simulation games (games that simulate real world tasks and adventures, e.g., flight and other vehicle simulators, community simulators like SimCity, etc.) (4) ______ strategy games (games that emphasize strategic planning for a large number of interconnected variables, e.g., warcraft games) (5) ______ sports games (racing, baseball, football, golf, etc.) (6) ______ puzzle games (mazes, blocks, lines, etc., where a solution is required before another game is offered; card games would also apply here, as would games like Tetris, mahjong, etc.) (7) ______ word games (games that challenge spelling, meaning, vocabulary generation, etc.; examples might be Boggle, crossword puzzles, etc.) (8) Page Break Gamification-1 40 Q29 My favorite games are ones that ___________ (please type your response in the box below; you can type as much as you want, but we would be happy with 10-15 words). ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ ________________________________________________________________ Q31 Currently, my favorite game is _________ . ________________________________________________________________ Page Break Gamification-1 41 Q24 The next three questions are more complex than they seem; each question adds a little bit more to the previous one ("ups the ante", so to speak). So, read carefully. I would be interested in quick, challenging games that can be played at idle moments (waiting for transportation, waiting for an appointment, killing a few minutes between meetings, events, shows, etc.). o Strongly agree (1) o Somewhat agree (2) o Neither agree nor disagree (3) o Somewhat disagree (4) o Strongly disagree (5) Q25 I would be interested in playing quick games if my play could be tied to my energy usage, and I could conserve energy with successful play. o Strongly agree (1) o Somewhat agree (2) o Neither agree nor disagree (3) o Somewhat disagree (4) o Strongly disagree (5) Gamification-1 42 Q26 I would be interested in playing quick games if my play could be tied to my energy usage, I could conserve energy with successful play, and my savings could be applied to my bill, or used to support worthy causes. o Strongly agree (1) o Somewhat agree (2) o Neither agree nor disagree (3) o Somewhat disagree (4) o Strongly disagree (5) End of Block: Block 3 Start of Block: Block 4 Gamification-1 43 Q28 Occasionally, we find it very helpful to have a brief follow-up phone chat with survey respondents. We hope you agree that helping utility users save energy and money is a worthy cause. If we may contact you for such a follow-up, please put your name and phone number below. Please click on the arrow below to end and submit the survey. Thanks again. o Name (4) ________________________________________________ o Phone # (5) ________________________________________________ End of Block: Block 4 Gamification-1 44 APPENDIX B Description of Data, Details of the Sample Gamification-1 45 Summary Survey Outcomes (May 1 set) Some Characteristics of the Sample Qualtrics records the longitude and latitude of respondents ISP node. Our glance indicates that respondents were overwhelmingly within the Avista Service area. There may be a handful of exceptions (perhaps travelers); so few that it probably makes sense to keep them in the sample. The numbers reported may differ in totals because of occasional blank responses. All respondents were fluent in English (though we cannot guarantee that English was always their first language). The sample originally included 871 respondents. However, we reduced that number to 837 by deleting 34 respondents who clearly did not take the survey seriously (this is always a risk with such survey methods). Eliminations occurred for various reasons. Some of those eliminated gave nonsensical answers (e.g., indicating a household size of 100, some typed random letters and numbers into open response fields, and so on). Some were eliminated because of response times. Average time to complete the survey was 17.65 minutes, a time that well-exceeded our estimate of about 11 minutes (calculated with university student test subjects in survey development). However, this was skewed by a handful of respondents who took well over an hour (e.g., one person took 16 hours, another 49 hours). Also, we were concerned that some respondents may have taken too little time to be thoughtful (several took took fewer than 200 seconds to complete the survey). Our decision was to eliminate any respondents who took longer than an hour. Then, we set the lower cutoff by evaluating the coherence of the open-ended responses. Below 4 minutes, open-ended responses became noticeably less coherent. By eliminating respondents who took less than 4 minutes, or more than one hour, we reduced the mean response time to 11.47 minutes (688 sec), which was in line with our pre-survey estimates. With all elimination decisions, anything less than complete agreement by the investigators resulted in a respondent remaining in the final sample. The remaining 837 respondents included 655 females and 182 males. Women typically respond at higher rates, so this was not particularly worrisome. The average age of respondents was 46.17 years. (The average ages of the male and female subgroups were 48.90 years and 45.41 years, respectively.) Respondents indicated their income level by placing themselves within $10,000 groups (i.e., “below $20,000”, “$20,000-30,000”, “$30,000-40,000”, etc. up to “over $150,000”). Income was skewed to the lower end with the mode of the distribution falling in the $30,000-40,000 range and the median falling in the $40,000-50,000 range. Our figures are consistent with anecdotal reports from Avista about income levels for their customers. Importantly, they are consistent with national statistics that show that the largest frequencies of families fall within the $15,000-40,000, range, with the mode in the $30,000-35,000 sub-category. (The median data for the US was $63,179 in 2018; the Gamification-1 46 higher figure here, compared to our sample, reflects the Census Bureau’s different method of handling higher income levels). The sources most often used to categorize income levels are those from the U.S. Census Bureau and from Pew Research Center. These systems differ from each other in small ways, so we employ a system that is consistent with these sources, but does not exactly match either one. The principle difference is that we include the category of Low Middle Income. (Pew and The Census Bureau from low income to middle income to upper middle. We chose $70,000 as the splitting point because it was approximately halfway between the low income and middle income cutoff points.) o Near or below the poverty line: less than $19,999 (187/22%; Ma: 33/4%; Fe: 154/18%) o Low income: $20,000-39,999 (211/25%; Ma: 48/6%; Fe: 163/19%) o Low Middle Income: $40,000-69,999 (210/25%; Ma: 53/6%; Fe: 157/19%) o Middle Income: $70,000-139,999 (197/24%; Ma: 40/5%; Fe: 157/19%) o Upper middle income (and higher): 140,000 and above (32/4%; Ma: 8/1%; Fe: 24/3%) The number of respondents in these categories/percent of total (837), as a total and by gender, is provided in parentheses following the category description. Utility Usage The average respondent’s percentage of input into utility decision-making was 69.66% (Ma: 69.46; Fe: 69.73). We can eliminate respondents who have no responsibility later if needed. A key figure is that only 36 respondents (4%) reported having no responsibility for utility decision-making. 386 (46%) respondents lived in all-electric households; 166 (20%) lived in households where electricity and gas were supplied by the same utility; 228 (27%) lived in households where gas and electricity were supplied by different companies. There were 57 (7%) blank responses (typically, customers who had no responsibility for their bill, or who had their utilities included in their rent). 623 (74%) respondents pay their bill by monthly usage rather than bill averaging; 157 (19%) respondents average. (780 responses; 57 (7%) left this blank typically because they had no responsibility for their bill, or had their utilities included in their rent.) 499 (60%) of respondents live in free-standing houses; 203 (24%) live in apartments; 78 (9%) lived in attached homes/townhouses/duplexes, etc. (again, there were 57 (9%) blank responses). 680 (81%) respondents reported that they are billed by their utility company (or companies) for usage; 157 (19%) indicated that their utility expenses were included in their rental charges. The average household in our sample had 2.81 residents, with much variability. 88 (11%) respondents lived alone; 57 (7%) were sole adults in a household with others; 167 (20%) were adults who lived with an adult friend or relative (not their partner or spouse); 468 Gamification-1 47 (56%) reported living with a spouse or partner (and perhaps children; through a combination of survey items, we can separate parents who have children and those who do not). Other capabilities or drains. Respondents who had each of the following conservation capabilities, or drains, are indicated. o Central air (drain) – 321 (38%) o Wood stove/wood heat source (capability) – 222 (27%) o Electric car (drain) – 29 (3%) o Ran a business from home (drain) – 82 (10%) o Medical equipment (drain) – 40 (5%) o Solar capability (capability) – 32 (4%) o Wind capability (capability) – 15 (2%) o Gas heat (capability) - 263 (31%) Incentives – 1 (By convention, “M” is used to refer to the statistical mean.) How important are these incentives to you? Responses 1-5, where: Very weak (1); Moderately weak (2); Neither powerful nor weak (3); Moderately powerful (4); Very powerful (5) o Personal savings on bill; M = 4.05 o Opportunity to donate to needy; M = 3.16 o Opportunity to donate to personal causes; M = 3.19 o Opportunity to donate to societal causes; M = 3.08 o Coupons for educational materials; M = 2.86 o Recreational downloads; M = 2.95 o Access to information, new, educational sites; M = 2.85 o Discounts toward energy saving purchases; M = 3.65 Game Playing (By convention, “M” is used to refer to the statistical mean.) Hours on computers or other devices playing games? M = 4.08 hours/day What devices? (these were respondents’ estimates by category, thus percentages do not need to add to 100) o Personal computer: M = 16% o Tablet: M = 14% o Smart phone: M = 46% o Other: M = 10% Electronic games Definitely false (1)-Probably false (2)-Neither true nor false (3)-Probably true (4)-Definitely true (5) o I enjoy in general: M = 3.97 o I enjoy longer games: M = 3.26 o I enjoy short games: M = 3.66 Gamification-1 48 o I want to play against others: M = 2.82 o I want to play against the system: M = 3.14 o I prefer to play toward my personal best: M = 3.87 Preferred game types (ranked; lower numbers mean higher ranking) o Action games: M = 4.38 o Adventure games: M = 3.61 o Role-playing games: M = 4.27 o Simulation games: M = 4.43 o Strategy games: M = 4.70 o Sports games: M = 6.45 o Puzzle games: M = 3.72 o Word games: M = 4.43 Incentives – 2 (By convention, “M” is used to refer to the statistical mean.) I would be interested in quick, challenging games that can be played at idle moments (waiting for transportation, waiting for an appointment, killing a few minutes between meetings, events, shows, etc.) M = 3.99 where: Strongly disagree (1); Somewhat disagree (2); Neither agree nor disagree (3); Somewhat agree (4); Strongly agree (5) I would be interested in playing quick games if my play could be tied to my energy usage, and I could conserve energy with successful play. M = 3.59 where: Strongly disagree (1); Somewhat disagree (2); Neither agree nor disagree (3); Somewhat agree (4); Strongly agree (5) I would be interested in playing quick games if my play could be tied to my energy usage, I could conserve energy with successful play, and my savings could be applied to my bill, or used to support worthy causes. M = 3.77 where: Strongly disagree (1); Somewhat disagree (2); Neither agree nor disagree (3); Somewhat agree (4); Strongly agree (5) Gamification-1 49 APPENDIX C Analyses Notes Statistical Analyses were performed with the JASP Statistical Package (supported by the University of Amsterdam). The Y-axis of graphs was auto-adjusted to fit the graph space. Differences are sometimes larger, but more often smaller, than they appear. The large sample size guaranteed that the analyses would be over-powered. Thus, the size-of-effect values (in this case, we used 2p, i.e., partial eta-squared) were as important as the probability values (p). Small 2p values can mean that an effect, though significant, is so small that it is trivial, and thus impractical. The analyses reported here serve the main points of the project (understanding relevant customer behaviors and assessing profile possibilities) but we continue to analyze the data for useful, serendipitous findings. Gamification-1 50 Principal Component Analyses By Game Types By Incentive Types Gamification-1 51 Principal Component Analysis – Game Types Chi-squared Test Value df p Model 4538.419 7 < .001 Component Loadings RC1 RC2 RC3 Uniqueness Action 0.711 0.358 Advntr 0.438 0.437 RolePlay -0.522 0.439 Simul 0.574 0.495 Strategy 0.790 0.374 Sports 0.855 0.332 Puzzle -0.928 0.190 Word -0.931 0.178 Note. Applied rotation method is promax. Component Characteristics Eigenvalue Proportion var. Cumulative RC1 2.754 0.344 0.344 RC2 1.241 0.155 0.499 RC3 1.201 0.150 0.650 Component Correlations RC1 RC2 RC3 RC1 1.000 -0.303 -0.158 RC2 -0.303 1.000 -0.024 RC3 -0.158 -0.024 1.000 Gamification-1 52 Path Diagram Scree plot Gamification-1 53 Principal Component Analysis – Incentive Types Chi-squared Test Value df p Model 287.435 13 < .001 Component Loadings RC1 RC2 Uniqueness PersSvngs 0.517 0.728 Needy 0.908 0.217 PersCaus 0.926 0.168 SocCaus 0.867 0.202 EdContent 0.827 0.270 RecrCntnt 0.900 0.218 OnLnServ 0.894 0.269 EnrgyProd 0.654 0.487 Note. Applied rotation method is promax. Component Characteristics Eigenvalue Proportion var. Cumulative RC1 4.145 0.518 0.518 RC2 1.295 0.162 0.680 Component Correlations RC1 RC2 RC1 1.000 0.527 RC2 0.527 1.000 Gamification-1 54 Path Diagram Gamification-1 55 Gender Effects Acronyms for Game Types Action Games = act Adventure Games = adv Role Play Games = rlpl Simulation Games/Simulators = siml Strategy Games = strt Sports Games = sprts Puzzle Games = pzzl Word Games = word Gender Categories 1 = male 2 = female Acronyms for Incentive Types Personal Savings = svngs Help the Needy = needy Personal Causes = pcaus Social Causes = scaus Educational Content = edcnt Recreational Content = recr Online Services = olsrv Energy Products = prods Gamification-1 56 M-F  Game Types Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 2723.632 ᵃ 7 ᵃ 389.090 ᵃ 77.564 ᵃ < .001 ᵃ 0.085 RM Factor 1 ✻ M-F 1323.418 ᵃ 7 ᵃ 189.060 ᵃ 37.688 ᵃ < .001 ᵃ 0.043 Residuals 29320.837 5845 5.016 Note. Type III Sum of Squares ᵃ Mauchly's test of sphericity indicates that the assumption of sphericity is violated (p < .05). Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p M-F 0.009 1 0.009 0.972 0.324 0.001 Residuals 7.591 835 0.009 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 M-F Mean SD N act 1 2.901 2.139 182 2 4.795 2.425 655 adv 1 3.484 1.736 182 2 3.640 1.837 655 pzzl 1 4.742 2.382 182 2 3.431 2.321 655 rlpl 1 4.060 2.076 182 2 4.325 1.988 655 siml 1 4.451 1.899 182 2 4.418 1.929 655 sprts 1 5.824 2.022 182 2 6.626 1.611 655 strt 1 4.665 1.861 182 2 4.715 1.945 655 word 1 5.841 2.450 182 2 4.040 2.557 655 Gamification-1 57 Descriptives plots Post Hoc Tests holm 1 2 -0.003 0.003 -0.986 0.324 Note. Results are averaged over the levels of: RM Factor 1 Gamification-1 58 M – F “Enjoy Playing” ANCOVA - EnjPlay Cases Sum of Squares df Mean Square F p M-F 1.729 1 1.729 1.181 0.277 Residuals 1222.266 835 1.464 Note. Type III Sum of Squares Descriptives Descriptives - EnjPlay M-F Mean SD N 1 3.879 1.299 182 2 3.989 1.184 655 Descriptives plots Gamification-1 59 M - F “Prefer playing longer games” / “Prefer playing shorter games” Within Subjects Effects Cases Sum of Squares df Mean Square F p RM Factor 1 28.527 1 28.527 20.268 < .001 RM Factor 1 ✻ M-F 6.083 1 6.083 4.322 0.038 Residuals 1175.277 835 1.408 Note. Type III Sum of Squares Between Subjects Effects Cases Sum of Squares df Mean Square F p M-F 10.401 1 10.401 4.837 0.028 Residuals 1795.417 835 2.150 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 M-F Mean SD N long 1 3.225 1.467 182 2 3.270 1.442 655 short 1 3.396 1.312 182 2 3.733 1.180 655 Descriptives plots Gamification-1 60 M - F  “Prefer playing solo” / “Prefer playing opponents” Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 32.770 1 32.770 27.333 < .001 0.032 RM Factor 1 ✻ M-F 0.454 1 0.454 0.379 0.538 4.537e -4 Residuals 1001.095 835 1.199 Note. Type III Sum of Squares Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p M-F 7.401 1 7.401 3.397 0.066 0.004 Residuals 1819.095 835 2.179 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 M-F Mean SD N opp 1 2.912 1.392 182 2 2.791 1.329 655 solo 1 3.291 1.269 182 2 3.090 1.251 655 Descriptives plots M – F  Incentive Types Gamification-1 61 Acronyms Personal Savings = svngs Help the Needy = needy Personal Causes = pcaus Social Causes = scaus Educational Content = edcnt Recreational Content = recr Online Services = olsrv Energy Products = prods η² p RM Factor 1 650.924 ᵃ 7 ᵃ 92.989 ᵃ 117.620 ᵃ < .001 ᵃ 0.123 RM Factor 1 ✻ M-F 13.012 ᵃ 7 ᵃ 1.859 ᵃ 2.351 ᵃ 0.021 ᵃ 0.003 Residuals 4620.981 5845 0.791 Note. Type III Sum of Squares ᵃ Mauchly's test of sphericity indicates that the assumption of sphericity is violated (p < .05). η² p M-F 12.336 1 12.336 2.125 0.145 0.003 Residuals 4846.016 835 5.804 Note. Type III Sum of Squares Descriptives edcnt 1 2.824 1.267 182 2 2.870 1.297 655 needy 1 2.984 1.177 182 2 3.153 1.138 655 olsrv 1 2.923 1.276 182 2 2.826 1.293 655 pcaus 1 3.011 1.208 182 2 3.246 1.104 655 prods 1 3.610 1.242 182 2 3.663 1.152 655 recr 1 2.912 1.271 182 2 2.960 1.270 655 scaus 1 2.978 1.217 182 Gamification-1 62 Descriptives RM Factor 1 M-F Mean SD N 2 3.113 1.125 655 svngs 1 3.857 1.143 182 2 4.101 1.036 655 Descriptives plots Assumption Checks Test of Sphericity Mauchly's W Approx. Χ² dfSphericity p- value Greenhouse- Geisser ε Huynh- Feldt ε Lower Bound ε RM Factor 1 0.239 1191.909 27 < .001 0.690 0.695 0.143 Post Hoc Tests Post Hoc Comparisons - M-F Mean Difference SE t p holm 1 2 -0.104 0.071 -1.458 0.145 Note. Results are averaged over the levels of: RM Factor 1 Gamification-1 63 M - F  Quick 1-2-3 (Quick 3: “I would be interested in playing quick games if my play could be tied to my energy usage, I could conserve energy with successful play, and my savings could be applied to my bill, or used to support worthy causes.”) Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 44.725 ᵃ 2 ᵃ 22.363 ᵃ 41.257 ᵃ < .001 ᵃ 0.047 RM Factor 1 ✻ M-F 0.443 ᵃ 2 ᵃ 0.222 ᵃ 0.409 ᵃ 0.664 ᵃ 4.895e -4 Residuals 905.198 1670 0.542 Note. Type III Sum of Squares ᵃ Mauchly's test of sphericity indicates that the assumption of sphericity is violated (p < .05). Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p M-F 60.940 1 60.940 20.095 < .001 0.024 Residuals 2532.167 835 3.033 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 M-F Mean SD N quick 1 1 3.709 1.247 182 2 4.067 1.137 655 quick 2 1 3.319 1.193 182 2 3.670 1.141 655 quick 3 1 3.440 1.331 182 2 3.863 1.161 655 Gamification-1 64 Descriptives plots Gamification-1 65 Age Effects Acronyms for Game Types Action Games = act Adventure Games = adv Role Play Games = rlpl Simulation Games/Simulators = siml Strategy Games = strt Sports Games = sprts Puzzle Games = pzzl Word Games = word Age Categories 1 = 20-29 2 = 30-39 3 = 40-49 4 = 50-59 5 = 60-69 6 = 70+ Acronyms for Incentive Types Personal Savings = svngs Help the Needy = needy Personal Causes = pcaus Social Causes = scaus Educational Content = edcnt Recreational Content = recr Online Services = olsrv Energy Products = prods Gamification-1 66 Age Category  Game Types Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 4167.336 ᵃ 7 ᵃ 595.334 ᵃ 118.251 ᵃ < .001 ᵃ 0.125 RM Factor 1 ✻ AgeCat 1358.740 ᵃ 35 ᵃ 38.821 ᵃ 7.711 ᵃ < .001 ᵃ 0.044 Residuals 29285.514 5817 5.034 Note. Type III Sum of Squares ᵃ Mauchly's test of sphericity indicates that the assumption of sphericity is violated (p < .05). Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p AgeCat 0.025 5 0.005 0.553 0.736 0.003 Residuals 7.575 831 0.009 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 AgeCat Mean SD N act 1 4.197 2.520 147 2 4.183 2.444 180 3 4.406 2.466 160 4 4.415 2.561 142 5 4.528 2.428 142 6 4.909 2.582 66 adv 1 3.170 1.780 147 2 3.339 1.840 180 3 3.725 1.832 160 4 3.761 1.746 142 5 3.937 1.767 142 6 3.970 1.806 66 pzzl 1 3.442 2.044 147 2 4.022 2.095 180 3 4.412 2.035 160 4 4.592 1.917 142 5 4.761 1.782 142 6 4.667 1.667 66 rlpl 1 3.741 1.952 147 2 4.378 1.906 180 Gamification-1 67 Descriptives RM Factor 1 AgeCat Mean SD N 3 4.438 1.938 160 4 4.465 1.912 142 5 4.965 1.850 142 6 4.803 1.591 66 siml 1 4.599 1.678 147 2 4.256 1.989 180 3 4.669 1.916 160 4 4.880 1.930 142 5 4.901 2.060 142 6 5.439 1.711 66 sprts 1 6.667 1.697 147 2 6.428 1.743 180 3 6.463 1.744 160 4 6.296 1.786 142 5 6.387 1.786 142 6 6.485 1.620 66 strt 1 4.816 2.193 147 2 4.128 2.335 180 3 3.600 2.455 160 4 3.493 2.452 142 5 2.937 2.125 142 6 2.576 2.091 66 word 1 5.347 2.247 147 2 5.244 2.478 180 3 4.287 2.607 160 4 4.056 2.686 142 5 3.585 2.658 142 6 3.152 2.531 66 Descriptives plots Gamification-1 68 Gamification-1 69 Age Category – “Enjoy playing games” ANCOVA - EnjPlay Cases Sum of Squares df Mean Square F p η² p AgeCat 49.769 5 9.954 7.044 < .001 0.041 Residuals 1174.226 831 1.413 Note. Type III Sum of Squares Descriptives Descriptives - EnjPlay AgeCat Mean SD N 1 4.245 0.911 147 2 4.206 1.050 180 3 3.900 1.235 160 4 3.930 1.207 142 5 3.732 1.357 142 6 3.424 1.510 66 Descriptives plots Gamification-1 70 Age Category  “Prefer playing longer games” / “Prefer playing shorter games” Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 67.618 1 67.618 49.716 < .001 0.056 RM Factor 1 ✻ AgeCat 51.120 5 10.224 7.517 < .001 0.043 Residuals 1130.240 831 1.360 Note. Type III Sum of Squares Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p AgeCat 170.670 5 34.134 17.347 < .001 0.095 Residuals 1635.148 831 1.968 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 AgeCat Mean SD N long 1 3.830 1.252 147 2 3.689 1.300 180 3 3.294 1.417 160 4 3.141 1.422 142 5 2.542 1.442 142 6 2.545 1.416 66 short 1 3.789 1.112 147 2 3.822 1.178 180 3 3.688 1.177 160 4 3.641 1.163 142 5 3.585 1.284 142 6 3.061 1.435 66 Descriptives plots Gamification-1 71 Gamification-1 72 Age Category  “Prefer playing solo” / “Prefer playing opponents” Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 58.767 1 58.767 51.430 < .001 0.058 RM Factor 1 ✻ AgeCat 52.006 5 10.401 9.103 < .001 0.052 Residuals 949.544 831 1.143 Note. Type III Sum of Squares Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p AgeCat 126.221 5 25.244 12.338 < .001 0.069 Residuals 1700.275 831 2.046 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 AgeCat Mean SD N opp 1 3.361 1.287 147 2 3.161 1.278 180 3 2.900 1.294 160 4 2.669 1.242 142 5 2.338 1.315 142 6 1.818 1.094 66 solo 1 3.218 1.168 147 2 3.228 1.186 180 3 3.100 1.204 160 4 3.204 1.176 142 5 3.035 1.396 142 6 2.833 1.565 66 Descriptives plots Gamification-1 73 Age Category  Incentive Types Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 972.483 ᵃ 7 ᵃ 138.926 ᵃ 177.482 ᵃ < .001 ᵃ 0.176 RM Factor 1 ✻ AgeCat 80.664 ᵃ 35 ᵃ 2.305 ᵃ 2.944 ᵃ < .001 ᵃ 0.017 Residuals 4553.328 5817 0.783 Note. Type III Sum of Squares ᵃ Mauchly's test of sphericity indicates that the assumption of sphericity is violated (p < .05). Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p AgeCat 191.513 5 38.303 6.820 < .001 0.039 Residuals 4666.838 831 5.616 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 AgeCat Mean SD N edcnt 1 3.122 1.287 147 2 3.167 1.288 180 3 2.962 1.345 160 4 2.641 1.228 142 5 2.479 1.213 142 6 2.485 1.099 66 Gamification-1 74 Descriptives RM Factor 1 AgeCat Mean SD N needy 1 3.245 1.138 147 2 3.283 1.100 180 3 3.019 1.200 160 4 3.092 1.166 142 5 2.908 1.142 142 6 3.106 1.083 66 olsrv 1 3.088 1.276 147 2 3.083 1.303 180 3 2.962 1.288 160 4 2.697 1.238 142 5 2.521 1.281 142 6 2.409 1.150 66 pcaus 1 3.401 1.083 147 2 3.278 1.031 180 3 3.212 1.210 160 4 3.077 1.099 142 5 2.930 1.207 142 6 3.288 1.106 66 prods 1 3.571 1.233 147 2 3.772 1.118 180 3 3.850 1.047 160 4 3.549 1.188 142 5 3.500 1.276 142 6 3.561 1.139 66 recr 1 3.286 1.244 147 2 3.156 1.263 180 3 3.144 1.283 160 4 2.725 1.233 142 5 2.556 1.252 142 6 2.500 1.011 66 scaus 1 3.293 1.148 147 2 3.211 1.067 180 3 3.044 1.220 160 4 3.007 1.069 142 5 2.782 1.174 142 6 3.182 1.149 66 svngs 1 4.075 0.966 147 2 4.150 0.960 180 3 4.112 0.932 160 4 4.021 1.151 142 Gamification-1 75 Descriptives RM Factor 1 AgeCat Mean SD N 5 3.958 1.220 142 6 3.803 1.255 66 Descriptives plots Gamification-1 76 Age Category  Quick 1-2-3 (Quick 3: “I would be interested in playing quick games if my play could be tied to my energy usage, I could conserve energy with successful play, and my savings could be applied to my bill, or used to support worthy causes.”) Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 57.754 ᵃ 2 ᵃ 28.877 ᵃ 53.365 ᵃ < .001 ᵃ 0.060 RM Factor 1 ✻ AgeCat 6.299 ᵃ 10 ᵃ 0.630 ᵃ 1.164 ᵃ 0.311 ᵃ 0.007 Residuals 899.342 1662 0.541 Note. Type III Sum of Squares ᵃ Mauchly's test of sphericity indicates that the assumption of sphericity is violated (p < .05). Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p AgeCat 113.357 5 22.671 7.598 < .001 0.044 Residuals 2479.750 831 2.984 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 AgeCat Mean SD N quick 1 1 4.129 1.002 147 2 4.133 1.090 180 3 4.119 1.072 160 4 4.000 1.130 142 5 3.796 1.297 142 6 3.364 1.495 66 quick 2 1 3.762 1.143 147 2 3.811 1.082 180 3 3.644 1.118 160 4 3.500 1.178 142 5 3.444 1.170 142 6 3.030 1.240 66 quick 3 1 4.007 1.132 147 2 4.017 1.075 180 3 3.731 1.227 160 4 3.690 1.227 142 5 3.549 1.252 142 Gamification-1 77 Descriptives RM Factor 1 AgeCat Mean SD N 6 3.318 1.361 66 Descriptives plots Gamification-1 78 Income Effects Acronyms for Game Types Action Games = act Adventure Games = adv Role Play Games = rlpl Simulation Games/Simulators = siml Strategy Games = strt Sports Games = sprts Puzzle Games = pzzl Word Games = word Income Categories 1 = Near or below the poverty line: less than $19,999 2 = Low income: $20,000-39,999 3 = Low Middle Income: $40,000-69,999 4 = Middle Income: $70,000-139,999 5 = Upper middle income (and higher): 140,000 and above Acronyms for Incentive Types Personal Savings = svngs Help the Needy = needy Personal Causes = pcaus Social Causes = scaus Educational Content = edcnt Recreational Content = recr Online Services = olsrv Energy Products = prods Gamification-1 79 Age Category  Game Types Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 2505.016 ᵃ 7 ᵃ 357.859 ᵃ 69.388 ᵃ < .001 ᵃ 0.077 RM Factor 1 ✻ IncRankCat 607.531 ᵃ 28 ᵃ 21.698 ᵃ 4.207 ᵃ < .001 ᵃ 0.020 Residuals 30036.723 5824 5.157 Note. Type III Sum of Squares ᵃ Mauchly's test of sphericity indicates that the assumption of sphericity is violated (p < .05). Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p IncRankCat 0.029 4 0.007 0.795 0.528 0.004 Residuals 7.571 832 0.009 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 IncRankCat Mean SD N act 1 3.947 2.391 187 2 4.142 2.402 211 3 4.467 2.463 210 4 4.904 2.626 197 5 4.781 2.433 32 adv 1 3.235 1.616 187 2 3.299 1.821 211 3 3.643 1.809 210 4 4.132 1.855 197 5 4.313 1.786 32 pzzl 1 4.123 1.937 187 2 3.991 2.093 211 3 4.319 2.002 210 4 4.569 1.972 197 5 4.750 1.901 32 rlpl 1 4.380 1.973 187 2 4.389 1.998 211 3 4.376 1.931 210 4 4.574 1.767 197 5 4.344 2.026 32 Gamification-1 80 Descriptives RM Factor 1 IncRankCat Mean SD N siml 1 4.824 1.836 187 2 4.848 1.772 211 3 4.638 2.003 210 4 4.411 2.050 197 5 5.281 1.938 32 sprts 1 6.620 1.603 187 2 6.441 1.847 211 3 6.433 1.722 210 4 6.386 1.768 197 5 6.063 1.722 32 strt 1 3.941 2.478 187 2 4.123 2.353 211 3 3.738 2.391 210 4 3.127 2.204 197 5 3.188 2.669 32 word 1 4.893 2.621 187 2 4.768 2.585 211 3 4.357 2.690 210 4 3.898 2.555 197 5 3.281 2.453 32 Descriptives plots Gamification-1 81 Income Category – “Enjoy playing games” ANCOVA - EnjPlay Cases Sum of Squares df Mean Square F p η² p IncRankCat 4.891 4 1.223 0.834 0.503 0.004 Residuals 1219.104 832 1.465 Note. Type III Sum of Squares Descriptives Descriptives - EnjPlay IncRankCat Mean SD N 1 3.973 1.184 187 2 3.900 1.304 211 3 4.067 1.192 210 4 3.893 1.175 197 5 4.125 1.040 32 Descriptives plots Gamification-1 82 Income Category  “Prefer playing longer games” / “Prefer playing shorter games” Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 58.027 1 58.027 41.451 < .001 0.047 RM Factor 1 ✻ IncRankCat 16.665 4 4.166 2.976 0.019 0.014 Residuals 1164.694 832 1.400 Note. Type III Sum of Squares Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p IncRankCat 1.531 4 0.383 0.177 0.951 8.480e -4 Residuals 1804.287 832 2.169 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 IncRankCat Mean SD N long 1 3.444 1.407 187 2 3.284 1.469 211 3 3.252 1.417 210 4 3.122 1.452 197 5 2.938 1.625 32 short 1 3.578 1.208 187 2 3.645 1.247 211 3 3.629 1.220 210 4 3.751 1.197 197 5 3.875 1.185 32 Gamification-1 83 Descriptives plots Gamification-1 84 Income Category  “Prefer playing solo” / “Prefer playing opponents” Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 31.818 1 31.818 26.552 < .001 0.031 RM Factor 1 ✻ IncRankCat 4.557 4 1.139 0.951 0.434 0.005 Residuals 996.993 832 1.198 Note. Type III Sum of Squares Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p IncRankCat 4.295 4 1.074 0.490 0.743 0.002 Residuals 1822.200 832 2.190 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 IncRankCat Mean SD N oppnt 1 3.118 1.243 187 2 3.166 1.278 211 3 3.071 1.226 210 4 3.137 1.284 197 5 3.406 1.266 32 solo 1 2.963 1.353 187 2 2.796 1.381 211 3 2.776 1.306 210 4 2.746 1.323 197 5 2.813 1.401 32 Gamification-1 85 Descriptives plots Gamification-1 86 Income Category  Incentive Types Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 708.412 ᵃ 7 ᵃ 101.202 ᵃ 128.395 ᵃ < .001 ᵃ 0.134 RM Factor 1 ✻ IncRankCat 43.491 ᵃ 28 ᵃ 1.553 ᵃ 1.971 ᵃ 0.002 ᵃ 0.009 Residuals 4590.502 5824 0.788 Note. Type III Sum of Squares ᵃ Mauchly's test of sphericity indicates that the assumption of sphericity is violated (p < .05). Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p IncRankCat 20.478 4 5.119 0.880 0.475 0.004 Residuals 4837.874 832 5.815 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 IncRankCat Mean SD N edcnt 1 2.952 1.263 187 2 3.005 1.336 211 3 2.800 1.275 210 4 2.772 1.243 197 5 2.313 1.378 32 needy 1 3.139 1.215 187 2 3.142 1.179 211 3 3.067 1.092 210 4 3.147 1.076 197 5 2.938 1.366 32 olsrv 1 2.807 1.326 187 2 2.910 1.256 211 3 2.910 1.255 210 4 2.802 1.312 197 5 2.531 1.391 32 pcaus 1 3.166 1.140 187 2 3.204 1.130 211 3 3.195 1.151 210 4 3.234 1.048 197 Gamification-1 87 Descriptives RM Factor 1 IncRankCat Mean SD N 5 3.063 1.458 32 prods 1 3.551 1.214 187 2 3.706 1.199 211 3 3.695 1.116 210 4 3.655 1.170 197 5 3.563 1.134 32 recr 1 3.037 1.288 187 2 3.071 1.283 211 3 2.895 1.252 210 4 2.868 1.238 197 5 2.500 1.295 32 scaus 1 3.053 1.181 187 2 3.251 1.133 211 3 2.971 1.161 210 4 3.071 1.042 197 5 2.969 1.448 32 svngs 1 3.845 1.156 187 2 4.033 1.084 211 3 4.110 1.018 210 4 4.157 1.000 197 5 4.250 0.916 32 Descriptives plots Gamification-1 88 Income Category  Quick 1-2-3 (Quick 3: “I would be interested in playing quick games if my play could be tied to my energy usage, I could conserve energy with successful play, and my savings could be applied to my bill, or used to support worthy causes.”) Within Subjects Effects Cases Sum of Squares df Mean Square F p η² p RM Factor 1 42.092 ᵃ 2 ᵃ 21.046 ᵃ 38.970 ᵃ < .001 ᵃ 0.045 RM Factor 1 ✻ IncRankCat 6.991 ᵃ 8 ᵃ 0.874 ᵃ 1.618 ᵃ 0.115 ᵃ 0.008 Residuals 898.650 1664 0.540 Note. Type III Sum of Squares ᵃ Mauchly's test of sphericity indicates that the assumption of sphericity is violated (p < .05). Between Subjects Effects Cases Sum of Squares df Mean Square F p η² p IncRankCat 3.134 4 0.783 0.252 0.909 0.001 Residuals 2589.973 832 3.113 Note. Type III Sum of Squares Descriptives Descriptives RM Factor 1 IncRankCat Mean SD N quick 1 1 3.925 1.189 187 2 3.919 1.194 211 3 4.005 1.151 210 4 4.117 1.126 197 5 3.938 1.294 32 quick 2 1 3.620 1.127 187 2 3.640 1.131 211 3 3.581 1.180 210 4 3.558 1.153 197 5 3.438 1.480 32 quick 3 1 3.759 1.196 187 2 3.848 1.161 211 3 3.705 1.225 210 4 3.797 1.203 197 5 3.594 1.583 32 Gamification-1 89 Descriptives plots Gamification-1 90 APPENDIX D Additional Relevant Literature Note: This is a working document that will likely expand (and be elaborated on) over time. Gamification-1 91 Additional Relevant Literature Aguirre-Bielschowskya, I., Lawson, R., Stephenson, J., & Todd, S. (2018). Kids and Kilowatts: Socialisation, energy efficiency, and electricity consumption in New Zealand. Energy Research and Social Science, 44, 178-186. Socialisation into electricity consumption usually occurs during childhood, but little is known about the socialization processes involved. Here, we use interviews and focus groups to investigate how nine to ten-year-old children from New Zealand learn about, and consume, electricity in their homes. The children used a wide range of electrical appliances and engaged in different energy saving behaviours, often without being conscious of their implications. Control over appliances and learning through modelling, reminders and rules helped to socialize children into saving electricity, while nagging and inconsistent behaviours from parents were counterproductive. Conversations about energy were uncommon, but helpful for creating consciousness about energy use. We discuss the need for a more structured approach, through developing energy literacy, in order for children to use their agency, surpass their parents’ level of energy saving practices, and stabilise energy saving behaviours through life. In addition, we provide recommendations on how parents, schools, the media and product developers can help in this process. Al Skaif, T., Lampropoulos, I., van den Broek, M. & van Sark, W. (2018). Gamification- based framework for engagement of residential customers in energy applications. Energy Research and Social Science, 44, 187-195. According to the European Union Third Energy Market package, the roll-out of smart meters in the residential sector can presumably play a key role in reaching the goals of sustainability strategies. However, the deployment of smart meters alone does not necessarily drive residential customers to use energy in a more sustainable manner. Therefore, more attention should be paid to customers energy behavior in order to reach the objectives of the roll-out policy. In this study, we propose an interdisciplinary framework that establishes a behavioral model to identify the main energy-related behavior change requirements necessary to engage residential customers in energy applications. To fulfill the requirements, we first present the technical system architecture that enables energy applications for residential customers. Then, we assess how gamification, which is the employment of game design elements in non-game contexts, can be used to enhance energy applications by driving customer engagement and energy-related behavior change. To do that, the most relevant game design elements are discussed and classified. After that, the expected value streams from using a gamification-based solution for different stakeholders in the energy market are identified. Finally, the study discusses the potential of the proposed framework in different energy applications for residential customers. Andrew T. Miranda, A. T & Evan M. Palmer, E. M (2014). Intrinsic motivation and attentional capture from gamelike features in a visual search task. Behavior Research Methods, published online July 9, 2013. In psychology research studies, the goals of the experimenter and the goals of the participants often do not align. Researchers are interested in having participants who take the experimental task seriously, whereas participants are interested in earning their incentive (e.g., money or Gamification-1 92 coursecredit) as quickly as possible. Creating experimental methods that are pleasant for participants and that reward them for effortful and accurate data generation, while not compromising the scientific integrity of the experiment, would benefit both experimenters and participants alike. Here, we explored a gamelike system of points and sound effects that rewarded participants for fast and accurate responses. We measured participant engagement at both cognitive and perceptual levels and found that the point system (which invoked subtle, anonymous social competition between participants) led to positive intrinsic motivation, while the sound effects (which were pleasant and arousing) led to attentional capture for rewarded colors. In a visual search task, points were awarded after each trial for fast and accurate responses, accompanied by short, pleasant sound effects. We adapted a paradigm from Anderson, Laurent, and Yantis (Proceedings of the National Academy of Sciences 108(25):10367-10371, 2011b), in which participants completed a training phase during which red and green targets were probabilistically associated with reward (a point bonus multiplier). During a test phase, no points or sounds were delivered, color was irrelevant to the task, and previously rewarded targets were sometimes presented as distractors. Significantly longer response times on trials in which previously rewarded colors were present demonstrated attentional capture, and positive responses to a five-question intrinsic-motivation scale demonstrated participant engagement. Bang, M., Anton Gustafsson, A. and Cecilia Katzeff, C. (2007). Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games. In Y. de Kort et al. (Eds.), Persuasive 2007, Lecture Notes in Computer Science, 4744, 55–63. game. Relevance/Conclusions: The authors propose a game interface to customer usage (a single game: PowerAgent). The game is described, but never developed and implemented. PowerAgent would interact with smart meters. Similar to our proposal, but PowerAgent is a closer metaphorically to actual power management. Likely not implemented because the authors had the same issue we did: How to connect to the data stream. (RR) Deterding, S. (2011). Situated motivational affordances of game elements: A conceptual model. CHI Conference, May 7–12, Vancouver, BC, Canada. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining" gamification". In Proceedings of the 15th international Gamification-1 93 academic MindTrek conference: Envisioning future media environments (pp. 9-15). Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human- computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non- game contexts. Relevance/Conclusions: Authors seek to further delineate the concept gamification from other closely related concepts, such as: gamefulness, playfulness, and gameful design. May be relevant for our team as we document our process and operationally refer to similar concepts. (KP) CHI, 2010, April. (note: CHI is the premier conference for research and practice related to Human-Computer Interaction. This paper was part of a symposium.) Eco-feedback technology provides feedback on individual or group behaviors with a goal of reducing environmental impact. The history of eco-feedback extends back more than 40 years to the origins of environmental psychology. Despite its stated purpose, few HCI eco-feedback studies have attempted to measure behavior change. This leads to two overarching questions: (1) what can HCI learn from environmental psychology and (2) what role should HCI have in designing and evaluating eco-feedback technology? To help answer these questions, this paper conducts a comparative survey of eco-feedback technology, including 89 papers from environmental psychology and 44 papers from the HCI and UbiComp literature. We also provide an overview of predominant models of proenvironmental behaviors and a summary of key motivation techniques to promote this behavior. Relevance/Conclusions: Directly relevant with respect to the importance of feedback, but does not deal with interactive systems, nor with the role of incentives. (RR) Journal of Design Research, 10, 103-120. This paper presents a study called the Energy Battle, a game aimed at encouraging home occupants to save energy. Twenty student-households were provided with direct feedback and an online platform with energy feedback over time, ranking of the competing teams, tips and a game. The study showed that the game context strongly influenced the motivation to save energy. Overall, savings averaged 24%, with the highest savings level at 45%. Directly after completion of the Energy Battle, energy consumption increased among most of the households, although consumption levels tended to stay below the baseline measurement level taken before the Energy Battle. Follow-up interviews indicated that some of the behaviours developed in the game had transformed into habits. A game such as the Energy Battle appears to provide a powerful means to stimulate energy saving in the short term. The potential to achieve long term effects appears Gamification-1 94 possible, however further research is required to understand long-term implications for an Energy Battle game. Guang Shi a, V., Baines, T., Baldwin, J., Ridgway, K., Petridis, P., Ziaee Bigdeli, A., Uren, V. & Andrews, D. (2015). Using gamification to transform the adoption of servitization. Industrial Marketing Management, 63, 82-91. Hardin, D. (2011). Customer Energy Services Interface White Paper SmartGrid Interoperability Panel B2G/I2G/H2G Domain Expert Working Groups Editor - Dave Hardin, EnerNOC. The Energy Services Interface (ESI) is a concept that has been identified and defined within a number of smart grid domains (ref. NIST Conceptual Model1). Within these domains, an ESI performs a variety of functions. The purpose of this paper is to focus on the ESI at the customer boundary and provide a perspective that will aid in developing a common understanding and definition of the ESI through a review of use case scenarios, requirements and functional characteristics. He, H. A., & Greenberg, S. (2008). Motivating sustainable energy consumption in the home. University of Calgary. Relevance/Conclusions: This document is essentially a thought paper that describes ideas for applying psychological theory to visualizations that represent energy usage related feedback for customers. However, the ideas are not very developed at this juncture and probably offer little in terms of use within our own gamification. (KP) Gamification-1 95 Heeter, C., Lee, L, Medler, B., & Magerko, B. (2011). Beyond player types: Gaming achievement goal. Proceedings of the Annual Meeting of the Association for Computer Machninery. New York. Education and psychology studies have used motivational constructs called achievement goals to predict learning success and response to failure. In this article we adapted classroom achievement goal scales to instead measure gaming achievement goals. We collected survey data from 432 university students to empirically examine the applicability and utility of achievement goal constructs from education research to gaming. We introduced a new approach to player types based on mastery and performance gaming achievement goals. Four types are studied: superachievers, mastery-only, performance-only, and non-achievers. We also examined the relationship between our four achievement goal player types to the traditional achiever, explorer player types. We found that Interest in exploration in games can exist in any of the four types, but those with strong mastery goals have the lowest interest in exploration. Gender and gaming frequency were significantly related to gaming achievement goals. The implications and suggestions for designing games for learning and entertainment are discussed. Education, 33, 558-574. Because engineering faculty seldom use research-based instructional strategies, the engineering education community has become increasingly concerned with how to help faculty sustainably integrate education research into their teaching practices. We developed the Intrinsic-Motivation (IM) Course Design Method to make motivation theory accessible to faculty and to help faculty think more concretely about the costs that demotivate them and make their course designs untenable. Our course design method complements existing course design methods by providing an approach to designing for motivational outcomes. In this paper, we describe the IM Course Design Method and then illustrate how this method was used to refine the design of a sophomore- level engineering course that enrolled over 200 students. We then present evaluation evidence from this course to suggest that application of the method can increase students’ intrinsic motivation in engineering courses. Renewable and Sustainable Energy Reviews, 73, 249-264. Energy consumption is a significant and critical social issue. Gamification and serious games offer a means of influencing people regarding energy consumption. A systematic review of articles (written in English) was conducted according to the specifications of the PRISMA checklist, in order to examine the literature and assess empirical support for the effectiveness of gamification and serious games in impacting domestic energy consumption. The search strategy included a combination of terms relating to gamification and serious games, and domestic energy consumption. Only primary studies reporting empirical data relating to the value of gamification and serious games on energy consumption were included. More comprehensive selection criteria were applied throughout the selection process (reported in full in the main text). Twenty-five primary studies published in 26 research articles were included in the final review. The findings indicate that gamification and serious games appear to be of value within the domain of energy consumption, conservation and efficiency, with varying degrees of evidence of positive influence Gamification-1 96 found for behaviour, cognitions, knowledge and learning and the user experience. A common feature across many articles reviewed was the limited amount and quality of empirical evidence, which suggests that more rigorous follow-up studies are required to address this gap. The article makes specific recommendations to help address this challenge. Relevance/Conclusions: This is a review paper. Authors conclusions: ‘It can be concluded that applied games generally provide a positive user experience with all studies reporting positive impacts on this outcome. With respect to cognitive outcomes, there is consistent evidence of improved attitudes towards and awareness of energy conservation issues. In almost all studies, applied games appear to lead to improvements in self-reported and actual energy conservation behaviour but it is not yet clear whether these changes persist long- term. With respect to knowledge and learning, applied games appear to be effective means of improving general knowledge of energy consumption and conservation, but it is less clear that they are effective for communicating more specific knowledge. Overall, there is emerging evidence of the value of applied games as a means of reducing domestic energy consumption with further research needed to answer key outstanding questions’. The outstanding questions, brought forth by their review, are the important questions we are seeking to address in an applied fashion with our own work; e.g. institute long-term behavioral change and communicate specific knowledge related to energy consumption. (KP) Kim, Amy Jo (2012). Social Engagement: who’s playing? how do they like to engage? Self published: https://amyjokim.com/blog/2012/09/19/social-engagement-whos-playing-how-do- they-like-to-engage/. Koivisto, J. & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188. Kumar , J. M. and Herger, M (2013). Gamification at Work: Designing Engaging Business Software. Esp. Chapter 5: Motivation. Interaction Design Foundation. Gamification-1 97 Understanding human motivation is an important part of creating an effective gamification strategy. Students of gamification could benefit from studying the existing research on motivation. In this chapter, we have curated a list of motivational drivers that we believe are a good place to start. They are collecting, connecting, achievement, feedback, reciprocity, and blissful productivity. Lee, B. W. & Leeson, P. R. C. (2015). Online gaming in the context of social anxiety. Psychology of Addictive Behaviors, 29 (2), 473-482. In 2014, over 23 million individuals were playing massive multiplayer online role-playing games (MMORPGs). In light of the framework provided by Davis's (2001) cognitive-behavioral model of pathological Internet use, social anxiety, expressions of true self, and perceived in-game and face-to-face social support were examined as predictors of Generalized Problematic Internet Use Scale (GPIUS) scores and hours spent playing MMORPGs per week. Data were collected from adult MMORPG players via an online survey (N = 626). Using structural equation modeling, the hypothesized model was tested on 1 half of the sample (N = 313) and then retested on the other half of the sample. The results indicated that the hypothesized model fit the data well in both samples. Specifically, expressing true self in game, higher levels of social anxiety, larger numbers of in-game social supports, and fewer supportive face-to-face relationships were significant predictors of higher GPIUS scores, and the number of in-game supports was significantly associated with time spent playing. The current study provides clinicians and researchers with a deeper understanding of MMORPG use by being the first to apply, test, and replicate a theory- driven model across 2 samples of MMORPG players. In addition, the present findings suggest that a psychometric measure of MMORPG usage is more indicative of players' psychological and social well-being than is time spent playing these games. Lee, E., Gadh, R., and Gerla, M. (2013). Energy Service Interface: Accessing to customer energy resources for smart grid interoperation. IEEE Journal on Selected Areas in Communications, 31(7), 1-10. The Energy Service Interface (ESI), sitting at the boundary of a customer facility, plays a communication gateway role - interconnecting internal customer energy resources to external systems. A number of customer energy services are realized over the interconnected communications, which then contributes to smart grid interoperation eventually. In this paper, we examine the design issues of the ESI. To facilitate bidirectional customer energy services, the ESI must serve as both a service consumer and a service provider. At the same time, it must protect the customer energy resources from external threats and maximize the interoperation. To verify the issues, we build and deploy two ESI testbeds. Throughout experiments with a couple of energy service scenarios, we verify that the ESI plays the service “prosumer” in an interoperable manner. We also evaluate the performance of the security mechanism applied to the ESI and examine the potential of exploiting the Cloud technology for the ESI deployment. To the best of authors’knowledge, this is the first deployment of the ESI that addresses the fundamental, functional requirements. Leftheriotis, J., Giannakos, N. & Jaccheri, L. (2017). Gamifying informal learning activities using interactive displays: an empirical investigation of students’ learning and Engagement. Smart Learning Environments, 4, 2. Gamification-1 98 Interactive displays (IDs) are increasingly employed in informal learning environments, where they are seen as a medium for enhancing students’ creativity, and engagement. Due to the larger space they provide and thus the larger interaction area, they allow for group-work, working in parallel, co-creating artifacts or co-experiencing the interaction in a playful manner. In particular, gaming activities in IDs enhance students’ mental exercise and fantasy and promote students engagement through rewards and collaboration. However, despite the increased prevalence of interactive displays and gamification, we know very little about how designers and instructors can gamify their learning activities by taking advantage of the IDs. In this paper, a framework for developing gamified activities for interactive displays is presented. For the empirical evaluation, pre-post attitudinal surveys and cognitive tests along with photos and observations were recorded and used. The contribution of this article is twofold: 1) an adaptable framework for developing gamified activities on interactive displays (GAID), and 2) the results of a field study where students have been engaged with an interactive display application during an extracurricular activity. By incorporating GAID to a traditional informal learning activity, it is found that students’ knowledge acquisition, satisfaction, enjoyment and intention to participate on similar events in the future are significantly improved. Lim, S. & Jong-Eun, R. (2009). When playing together feels different: Effects of task types and social contexts on physiological arousal in multiplayer online gaming contexts. CyberPsychology and Behavior, 12, 59-61. This study examines how task types (violent vs. nonviolent) and social contexts (solo vs. collaborative) affect physiological arousal in multiplayer online gaming. Our results show that social contexts modify the effects of violent game tasks on arousal. When compared with solo play, collaborative play led to a significant decrease in arousal in response to violent tasks, while leading to a slight increase for nonviolent tasks. The findings point to the importance of understanding how social contexts of game playing shape psychological experiences in multiplayer online games. Loeb, L., Loeb, G., Tice, E., & Tregubov,T. (2010). Emotionally Engaging Students to Change Behaviors and Conserve Resources: Unplug or the Polar Bear Gets It! Our goal is to make an emotional connection between individual energy use and its impact on the environment in order to motivate people to change their behavior and conserve resources. TellEmotion’s unique method for displaying real-time energy use information combines research in the areas of behavioral sciences, sociology, information visualization, computer science and interaction design to motivate energy efficiency. In its simplest form, we begin with an animated polar bear. When energy use is low, the bear is happy; when it is high, the health and happiness of the bear is endangered. In this paper we present recent findings from implementations in two school settings: Brooks School (a boarding high school in N. Andover, MA) and Dartmouth College (in Hanover, NH) during the spring term of 2009. Electricity reduction from the implementation of TellEmotion’s GreenLite System, averaged between 10 and 11% for a six- week period, with one dorm in each school reducing electricity use by as much as 34%. In both settings, students quickly “fell in love” with the bear, named her (“Bula” at Dartmouth and “Pasha” at Brooks), sent emails to their friends to turn things off to save the bear when energy use was high and remained motivated and engaged over the length of our trials, with reductions even improving over time at Brooks. There were no other incentives in place to encourage students to reduce electricity use and no physical energy efficiency improvements made during the trial Gamification-1 99 period. Relevance/Conclusions: Directly relevant with respect to the importance of feedback, gives customers actionable information (and measures actions), but leaves no role for incentives. (RR) Mekler, E. D. (2015). The Motivational Potential of Digital Games and Gamification – The Relation between Game Elements, Experience and Behavior Change. Unpublished doctoral dissertation, University of Basel. Meuer, M., Middelhoff, J., Segorbe, J., and Vollhardt, K.(2020). How energy companies can tap into marketing personalization. McKinsey & Company Internal Document. ---In this challenging environment, their top priority is to keep customers from churning. Long-term customers with old contracts can be many times more valuable than newer customers, and winning new customers is a costly undertaking. Fortunately, today’s companies have a new tool at their disposal to help them retain old customers and acquire new ones: personalization. By adopting automated algorithm-driven processes to tailor appeals to individual customers based on their behavior, companies can manage their customer base more effectively and prevent churn.--- Some energy companies have started experimenting with simple forms of personalization, such as splitting their customer base into two subsets to test two different messages for a price-adjustment campaign. However, most companies still send out identical messages to all their customers. Although developing personalization capabilities may seem daunting at first, getting started is more manageable than it seems—and it gives companies a real edge in winning, managing, and retaining customers. Our research shows that companies that provide effective personalized content can increase sales by 10 percent or more, as well as delivering five- to eightfold improvements in their return on marketing spending. Gamification-1 100 Morgantia,L, Pallavicinia, F. Cadela, E., Candelierib, A., Archettib, F. & Mantovania, F. (2017). Gaming for Earth: Serious games and gamification to engage consumers in pro- environmental behaviours for energy efficiency. Energy Research and Social Science, 29, 95- 102. Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency are in their infancy. To date, despite growing interest and some initial attempts, their potential to engage consumers in energy efficiency behaviours has been understudied. To provide an overview of serious games and gamification to engage individuals in pro-environmental behaviours for energy efficiency, a computer-based search for relevant publications was performed in several databases. After applying the inclusion criteria and removing duplicates, 10 papers were included in this systematic review. Results showed that serious games and gamification have been used in three different areas related to energy efficiency: environmental education, consumption awareness, and pro-environmental behaviours. This review also showed that applied gaming interventions can be used in more than one of these three areas (comprehensive interventions). The main observation to be drawn from this review is that both serious games and gamification can foster energy-saving behaviours and vary widely in terms of type of games and of features that might be appealing and motivating. Gamification in Education and Business, New York: Springer. Meaningful gamification is the use of gameful and playful layers to help a user find personal connections that motivate engagement with a specific context for long-term change. While reward-based gamification can be useful for short-term goals and situations where the participants have no personal connections or intrinsic motivation to engage in a context, rewards can reduce intrinsic motivation and the long-term desire to engage with the real world context. If the goal is long-term change, then rewards should be avoided and other game-based elements used to create a system based on concepts of meaningful gamification. This article introduces six concepts - Reflection, Exposition, Choice, Information, Play, and Engagement - to guide designers of gamification systems that rely on non-reward-based game elements to help people find personal connections and meaning in a real world context. Hypothesis and Theory, 9, 1-15. Research in psychology has shown that both motivation and wellbeing are contingent on the satisfaction of certain psychological needs. Yet, despite a long-standing pursuit in human- computer interaction (HCI) for design strategies that foster sustained engagement, behavior change and wellbeing, the basic psychological needs shown to mediate these outcomes are rarely taken into account. This is possibly due to the lack of a clear model to explain these needs in the context of HCI. Herein we introduce such a model: Motivation, Engagement and Thriving in User Experience (METUX). The model provides a framework grounded in psychological research that can allow HCI researchers and practitioners to form actionable insights with respect to how technology designs support or undermine basic psychological needs, thereby increasing motivation and engagement, and ultimately, improving user wellbeing. We propose that in order to address wellbeing, psychological needs must be considered within five different spheres of analysis including: at the point of technology adoption, during interaction with the interface, as a result of engagement with technology-specific tasks, as part of the technology-supported Gamification-1 101 behavior, and as part of an individual’s life overall. These five spheres of experience sit within a sixth, society, which encompasses both direct and collateral effects of technology use as well as non-user experiences. We build this model based on existing evidence for basic psychological need satisfaction, including evidence within the context of the workplace, computer games, and health. We extend and hone these ideas to provide practical advice for designers along with real world examples of how to apply the model to design practice. Ryan, D. Intrinsic Motivation Inventory (no date; this paper unpublished). Santin, O. G. (2011). Behavioural patterns and user profiles related to energy consumption for heating. Energy and Buildings, 43(10), 2662-2672. Relevance/Conclusions: Although somewhat interesting, they did not establish any relationships between energy consumption and their variables. Little relevance for our project. (KP) Meyer, T., Soebech, O., & Shahin, J. (2018). Keeping it real. Lessons on implementing sustainable consumption policy at a local level. Paper presented at the IAMCR 2018 Conference, Eugene, Oregon, USA, June 20-24. Gamification-1 102 techniques. Building on insights from literature on technological acceptance (Venkatesh et al. 2003) and behavioural change (Stern 2005) we have sought to embed the energy monitor in an information-rich, community-centred and enabling environment. We hypothesise that the technology will provide participants with insight into their consumption patterns, but will not lead to sustainable lifestyle changes in or of itself. Various (current). EnerGAware. European energy awareness project: http://www.energaware.eu/. will develop and test, in 100 affordable homes, a serious game that will be linked to the actual energy consumption (smart meter data) of the game user’s home and embedded in social media and networking tools. Various (current). GreenPlay. Another European energy awareness project: http://www.greenplay-project.eu/. Various (current). Treasure Hunt Entropy. Online game at https://arvrtech.eu/treasure- hunt-entropy/. Wemyssa,, D., Cellinac, F., Lobsiger-Kägib, E., de Lucad, V., & Castric, R. (2018). Does it last? Long-term impacts of an app-based behavior change intervention on household electricity savings in Switzerland. Energy Research and Social Science, 47, 16-27. Gamification-1 103 cities were actively involved and monitored along with corresponding control group of forty households. The intervention engaged app users in a neighborhood challenge to complete electricity saving activities and realize their progress through electricity use visualization. One year after the intervention, electricity consumption was measured, and follow-up online surveys measured reported behavior and perceived injunctive norms of the participants. During the intervention, participants significantly reduced their electricity use, with respect to both historical consumption and the control groups. However, after one year it was found that the electricity savings achieved during the intervention were not maintained. In contrast, the participants reported their behavior as more efficient compared to before the intervention and still perceived the impact of the intervention in their community. This counter intuitive relation between the three measured variables is discussed, along with possible strategies to maintain the positive effects achieved in the short-term. Zammitto, V. (2009). Game research, measuring gaming preferences. Future Play, GDC Canada (Preprint). APPENDIX F Final Report: Energy Trading Phase II Avista Transactive Power: Final Project Report of Phase II Center for Secure and Dependable Systems, University of Idaho Abstract We have developed a prototype software system with the objectives of supporting the creation and management of a market that enables prosumers and consumers to trade electric power between themselves or with the utility, with utility oversight. This prototype software system supports the creation and management of electric power transaction agreements between prosumers, integrating power flow analysis and calculating distribution locational marginal prices (DLMP). The proposed prototype enables the study of approaches to create a transactive energy market while ensuring a feasible, secure, and economical distribution grid operation. Phase I Developed Work At the end of phase I, we completed the analysis, design, and implementation of prototype software that integrates energy market management and a power flow analysis. This prototype supports the creation and management of prosumer-enabled transaction intents and determines whether such transactions could be supported by a distribution grid model based on voltage levels. Results of the voltage feasibility analysis were used to enable/disable transactions on the market application. The Avista Transactive Power Application (ATPA) prototype system architecture developed consists of four modules. These are: 1) Distribution System Model and OpenDSS Simulation, 2) Web-based Management Interface; 3) Database; and 4) Communications Manager [1]. We used a distributed renewables-enhanced 13-bus system model with added realistic and hourly configurable load and generation profiles. This system fully supported voltage-based energy transaction feasibility analysis. The details of the power system model and the ATPA modules are available in our final report of phase I [1]. Phase II Obtained Results Customer-initiated energy transaction prioritization and pricing We have enhanced the prototype during phase II and integrated it with an algorithm for energy price calculation. This algorithm calculates the Distribution Locational Marginal Pricing (DLMP) for each bus in the system and determines dispatch schedules for a dispatchable generation. The estimated power flow, dispatch schedules, and DLMPs are calculated after all information from the prosumer's usage, generation profiles and all transaction intents have been considered within each hourly window and for any selected time window. The system prototype has also been enhanced with a transaction intent prioritization algorithm that enables the selection of transactions based on priority and the DLMP price, in addition to voltage feasibility. Transactions are enabled/disabled depending on voltage, DLMP results, and transaction given priority. Distribution Locational Marginal Pricing (DLMPs) Avista Transactive Power Application script. Secondly, the documentation specifies the names and uses of function parameters in the script and the organizational structure of the script itself. The function parameters are detailed inside lengthy comments below the function signatures used by each documented function. The Sphinx documentation system handles displaying the script's organizational structure in terms of the files the script uses. When an overvoltage is detected due to transaction activity, the most recent version of the ATPA backend works to correct the issue. The ATPA script will incrementally disable transactions, one at a time until the system has no longer overvoltages. Transactions are disabled in order from those with the smallest priority value to the greatest. Figure 1 shows the current architecture of the ATPA. Figure 2 details the ATPA functionality: Enhanced 13-bus system case study: One case study, based on a renewable enhanced IEEE 13-bus model, has been developed in phase I and was upgraded in phase II. Scenarios include a full distribution system model (IEEE 13-bus), classic and renewable distributed generation, different hourly generation and loads profiles, and example transaction intents. Three scenarios are discussed as follows. The first scenario has no solar power generation. The power model includes dispatchable generation at a lower rate than the utility's cost (7 cents/kWh). These generators input their maximum power at 50kW and 250kW. The rest of the customers' bulk consumption is supplied at the cost of 11 c/kWh from the primary substation (bus 632) connected to the feeder. Table 1 and Table 2 show the real and reactive generator dispatch details and the loads for all customers. Generator Location Kw Kvar 632.A 231.61 3.621 632.B 210.55 167.86 632.C 270.67 134.04 634.A 50 0 634.B 50 0 634.C 50 0 675.A 250 0 675.B 250 0 675.C 250 0 Table 1: Generator Dispatch Full Load Scenario Customer Kw Kvar C1 170 20 C2 160 115 C3 120 109 C4 120 240 C5 170 125 C6 0 0 C7 128 68 C8 8.5 5 C9 33 19 C10 58.5 34 C11 0 0 C12 485 -10 C13 68 -140 C14 290 12 Table 2: Customer Load Full Load Scenario Most of the power has a marginal cost higher than 11 c/kWh as illustrated in Fig.3. These real power DLMPs are due to the dispatch, line losses, and congestion that the power faces. The same statement is true for reactive power. Figure 3. Real power DLMP at different buses of the IEEE 13 bus system. Figure 4. Reactive power DLMP at different buses of the IEEE 13 bus system. Scenario 2: PV generation included in the IEEE 13 bus system The second case considers the use of photovoltaics generation into the IEEE 13-bus system. The PV rooftop generation is assumed to be installed in residential areas to produce real power. The total power penetration of PV was set to 60% of the residential loads. The industrial load at bus 675 (C11-13) consumes all of its power. A total of 512 kW PV generation was added to the system. Thus, the total load supplied by the classical dispatchable generation reduces from 1811kW to 1290kW. With this amount of generated PV power, Table 3 shows that generator 632 on phase A is no longer producing any real power. This primarily means that, in phase A, real power is not purchased from the substation feeder. The PV and dispatchable generation fully cover the consumed power within phase A. Fig. 5 displays the DLMPs in phase A, which are around the same cost as the dispatchable generation. Fig 6 indicates the reactive DLMPs where the generators and the PVs are assumed to provide only real power. The DLMPs values are close to the cost of reactive power at the feeder 11 c/kVARh. Generator Location Kw Kvar 632.A 0 46.758 632.B 78.487 182.46 632.C 225.17 160.78 634.A 28.441 0 634.B 50 0 634.C 50 0 675.A 250 0 675.B 250 0 675.C 250 0 Table 3: Dispatchable Generation with 60% PV generation. Customer Kw Kvar C1 68 20 C2 64 115 C3 48 109 C4 48 240 C5 68 125 C6 0 0 C7 51.2 86 C8 8.5 5 C9 33 19 C10 58.5 34 C11 0 0 C12 485 -10 C13 68 -140 C14 290 12 Table 4: Customer Load with 60% PV generation. Figure 5. Real power DLMP at different buses of the IEEE 13 bus system with 60% PV. Figure 6. Reactive power DLMP at different buses of the IEEE 13 bus system with 60% PV. Scenario 3: PV generation and reactive power injection included in the IEEE 13 bus system The third scenario combines generation from PV and reactive power from an industrial load, i.e., customer 12. The PV contribution is set at 60%, of the total load. The reactive power injection from customer 12 is increased by 40 kVAR. The reactive power is available in phase A in excess and is consumed by the feeder substation, as shown in Table 5. Fig. 7 displays the real DLMPs in phase A, which are around the same cost as the dispatchable generation. Fig 8 shows the reactive DLMPs, which are negative on phase A due to excess in reactive power generation on that phase. The reactive DLMP at the bus 632.A is negative due to the sizeable reactive power injection. Since the real power injections into the feeder are unchanged, the DLMP price for real power is close to values obtained for scenario 2. Notice that the reactive power price is close to the substation feeder price, with a negative value obtained from the optimization constraints on acceptable voltages. Generator Location Kw Kvar 632.A 0 -2.921 632.B 78.236 182.89 632.C 225.64 161.6 634.A 50 0 634.B 50 0 634.C 50 0 675.A 228.56 0 675.B 250 0 675.C 250 0 Table 5: Dispatchable Generation with 60% PV real power and 40 kVAR injected from an industrial load. Customer Kw Kvar C1 68 20 C2 64 115 C3 48 109 C4 48 240 C5 68 125 C6 0 0 C7 51.2 86 C8 8.5 5 C9 33 19 C10 58.5 34 C11 0 0 C12 485 -50 C13 68 -140 C14 290 12 Table 6: Customer Load with 60% PV generation and 40 kVAR injected from an industrial load. Figure 7. Real power DLMP at different buses of the IEEE 13 bus system with 60% PV and 40 kVAR reactive power support. Figure 8. Reactive power DLMP at different buses of the IEEE 13 bus system with 60% PV and 40 kVAR reactive power support. Conclusion We describe the phase II improvements and additions to the phase I market software prototype. A transaction prioritization and nodal pricing algorithm based on DLMPs for both real and reactive power are considered. The goal is to maximize the economic benefit, welfare, security and availability of the electric power grid in the presence of prosumers. Scenarios considering different conditions of the IEEE 13-bus distribution system were illustrated. An analysis scenario, based on the larger IEEE 34-Bus model, is currently being developed and implemented. Smart building management systems' interactions with the nodal prices are being investigated. Richer scenarios are being developed on the IEEE 34-bus system, including DLMP calculation and demand response. [1] Avista Transactive Power: Phase I: Final Project Report, 2019. [2] F. C. Schweppe, M. C. Caramanis, R. D. Tabors, and R. E. Bohn. Spot Pricing of Electricity. The Kluwer International Series in Engineering and Computer Science, Power Electronics & Power Systems, Springer US, Boston, MA, 1988 [3] O. W. Akinbode, A Distribution-class Locational Marginal Price (DLMP) Index for Enhanced Distribution Systems, M.S thesis, Arizona State University, 2013 [4] S. Hanif, M. Barati, A. Kargarian, H. B. Gooi, and T. Hamacher, "Multiphase Distribution Locational Marginal Prices: Approximation and Decomposition," 2018 IEEE Power & Energy Society General Meeting (PESGM), Portland, OR, 2018, pp. 1-5, doi: 10.1109/PESGM.2018.8585925. [5] Spinx, available online: https://www.sphinx-doc.org/en/master/ ). APPENDIX G Two-Page Report: Gamification of Energy Use Feedback Phase II Gamification of Energy Use Feedback- Phase 2 Project Duration: 12 months Project Cost: Total Funding $63,483 OBJECTIVE The objective of the project is to create and test a gamification system that will motivate utility customers to attend to their energy usage data. This attention turns energy usage into a feedback system in which usage is viewed as a performance problem. We assumed, and the literature suggests, that conservation is a generally held value. When given the opportunity to conserve, and information that tells them that they are, or are not conserving, people will act to conserve (sometimes called the “Prius Effect”). Feedback systems require available actions; our system offers those actions. Gamification is an inexpensive way to encourage conservation behaviors by stimulating greater attentiveness to energy use data. Moreover, in Phase 1 we discussed some side benefits; those are clearer now. Our system offers the opportunity to educate customers (through tips, videos, etc.) to make product recommendations, to direct self- audits, and to contribute to branding/marketing efforts. Side benefits can be nudged through the action sets offered. The needs we noted in Phase 1 are still pressing: There are increasing (and sometimes unpredictable) demands on energy, as well as increasing costs. A utility will benefit when customers monitor their energy usage more carefully and more often. As meter systems become “smarter”, information available to customers is already becoming more granular (both in terms of time intervals and, soon, in terms of individual appliances and devices) and thus more actionable. With appropriate direction and motivation, we believe customers will take actions that lead to optimization of their usage. A highlight of our project is that customers will be explicitly aware of the benefits to themselves as well as the utility (and society as a whole). BACKGROUND The information contained in this document is proprietary and confidential. of choice for most customers. We will build our system around that device. SCOPE Task 1: --- In order to formally test users (customers), we completed the Human Subjects review process that is required by every university. Avista itself has customer privacy protections in place. We met both standards (the university review is complete and approval is in place). Task 2: -- We need to identify a sample of customers that will agree to be tested. This will require access to the Avista Customer Experience system. We have a screening process in place for that moment when access is granted, and will identify a testing sample soon afterward. Task 3: -- We will continue to user test the aesthetics and playability of the two games developed in Phase 1. As we add a third game, it too will be tested. This testing can be performed with samples of convenience and does not rely on access to the Avista Customer Experience System. Task 4: Overall customer testing of the entire system will take place. A testing protocol will be developed. Our intent during Phase 1 was to conduct testing in person at an Avista facility. The pandemic has forced us to shift to online user testing. We are using remote testing software. Task 5: A major function of research universities is to disseminate the results of the research. We committed to publication of what we learned about gaming, about incentives, about smart phone use (in our utility context) and other devices. These matters are likely of interest to others, but do not cover the essence of the gamification project. DELIVERABLES 1) We will have three working game prototypes. We will have a dashboard gateway that shows usage data, and has links to the games and to an array of actions. 2) We will prepare a final report that details the results of formal user testing of the gamification system. 3) We will conduct a final review of relevant literature, including newer, or newly discovered, literature encountered since our Phase 1 report. 4) We will submit research reports to the professional literature on gamification and electronic commerce (with funding credit to Avista). PRINCIPAL INVESTIGATOR(S) Name Richard Reardon, Ph.D. Organization University of Idaho, Dept. Psychology/Comm Contact #208-292-2523 Email rreardon@uidaho.edu Name Julie Beeston, Ph.D. Organization University of Idaho, Dept. of Computer Science Contact #208-292-2671 Email jbeeston@uidaho.edu RESEARCH TEAM Name Mary McInnis, B.S (ME), M.S. (Hum Factors) Organization Univ. of Idaho & Hum Factors Consultant Email marymcinnis.go@gmail.com Name Jode Keehr, M.S., Ph.D.(candidate) Organization Univ. of Idaho, Psyc (Human Factors) Email jkeehr@uidaho.edu Name Kellen Probert, M.S., Ph.D. (candidate) Organization Univ. of Idaho, Psyc (Human Factors) Email kellen.probert@gmail.com Name UI Students (2-3 to be named) Organization Univ. of Idaho, Dept. of Psychology Email tba TASK TIME ALLOCATED START DATE FINISH DATE 1. Human User Privacy Clearances 3 months 9/20 12/20 2. Identify User Testing Customer sample 3 months 12/20 3/21 3. Prototypes developed and tested 5 months 12/20 7/20 4. User testing of full system 5 months 2/21 5/21 5. Research reports 4 months 10/20 2/21 APPENDIX H Two-Page Report: Energy Storage & Real-time Demand-Response i Evaluating the Effects of Energy Storage and Real-Time Demand Response within an Enhanced Avista Energy Trading Platform Prototype Project Duration: 9 months, due 2021-05-31 Project Cost: Total funding $77,027 OBJECTIVE In past years, we developed a prototype system the Avista transactive power (ATP) application that successfully integrates a managed transactive energy market with power flow analysis and distribution locational marginal prices (DLMP). ATP enables the study of approaches to create a transactive energy market while ensuring a feasible and cost- effective operation of the distribution grid that does not violate operational limits. In this project, we develop a smart building simulation software prototype system and integrate said prototype with ATP. This enhanced toolset would enable us to analyze demand-response scenarios and determine how smart buildings could help save energy while maintaining a secure and safe operational power grid state. We are also developing a set of power system scenarios for testing and evaluation by adding distributed energy resources to a distribution grid based on the IEEE-34 bus system. Avista and Idaho consumers would benefit from the results of this research in the following ways: Deliver a prototype platform for testing new technologies and algorithms to enable large-scale evaluations of grid-secure interactions between smart-buildings and the utility. Enable engineers to create accurate models of the interaction between smart-buildings and the electric distribution grid. This should help the utility with managing the grid in a more efficient, lower-cost manner as the number of connected smart buildings increases. Enable smart building owners to model the overall cost and potential cost savings of different building management strategies. Enabled by new building construction and driven by the need for more energy-efficient buildings and operational cost savings, smart buildings' connection to the distribution grid is accelerating. Smart buildings have several and varied capabilities that may enable a more efficient operation. Smart buildings may also have the capacity to help the grid in times of need by changing their consumption behavior or even injecting power into the grid if needed. It is possible that if managed well, such an interconnected system, called the smart grid, may help utilities maintain the current quality of service without heavy investments in new distribution infrastructure. The electric power grid's consequences of adding large numbers of distributed energy resources and smart-buildings to the power grid are not well evaluated today and need to be researched and investigated. For the smart grid to be successful, its implementation needs to keep or improve the current high service levels and low energy cost. Utilities need tools that would enable them to model, study, analyze, and evaluate the engineering and economic consequences of connecting large numbers of distributed energy resources (DERs) and smart buildings to the distribution grid. This project aims to solve one of those needs. SCOPE: Task 1: Review literature on smart building and prosumer models and communication protocols. We evaluated and tested using OpenADR for building to utility communications and found that OpenADR is not well-suited for the type of information exchange needed. We now began to develop our own protocol implementation. Task 2: Evaluate and document available libraries and toolsets for power system dynamic analysis. Research has been conducted on available libraries and toolsets for power system dynamic analysis. Task 3: Design and implement a rich system model with renewables, storage, and transaction intent-set The model developed within the Phase I section of the project has been successfully enhanced from the IEEE 13 bus system to the IEEE 34 Bus system. This IEEE 34 Bus system has been modified to incorporate smart buildings Task 4: Design and implement autonomous smart building and prosumer agents and integrate the demand- response agents with the market sub- system The design and implementation of a software system to simulate smart buildings with demand-response capabilities are currently in progress. Task 5: Perform steady-state, pricing, and dynamic analysis under a few different demand-response scenario variations based on the scenario model from Task 3 Different scenarios will be designed to study the impact of varying model power system prices and operating points. This task is currently ongoing. Task 6: Integrate all sub-systems: Agents, Market, Pricing, Sys. Model, Power Flow, Dynamic Analysis. The integration of all sub-systems will commence once Tasks 4 and 5 are complete. Task 7: Write a final report with details of integrated prototype and experiment analysis and results This task will be completed once Task 8 has been completed. DELIVERABLES The deliverables upon successful completion of this project, including the software prototypes, will be: Written final report of the results of these studies in the format approved by Avista. Interim reports and online conferences with Avista. Mid-term report. Proof-of-concept software toolset and documentation. Evaluation using an enhanced IEEE-34 bus model and results. PROJECT TEAM PRINCIPAL INVESTIGATOR Name Dr. Yacine Chakhchoukh Contact #(208)-885-1550 Email yacinec@uidaho.edu CO-PRINCIPAL INVESTIGATOR Name Dr. Daniel Conte De Leon Contact #(208)-885-6520 Email dcontedeleon@uidaho.edu Name Dr. Herbert L. Hess Contact #(208)-885-4341 Email hhess@uidaho.edu Name Dr. Brian Johnson Contact #(208)-885-6902 Email bjohnson@uidaho.edu SCHEDULE Task Item Start Date Finish Date % Completion Task 1 09/06/20 10/15/20 100% Task 2 09/06/20 10/15/20 100% Task 3 09/06/20 12/07/20 100% Task 4 10/11/20 02/15/21 15% Task 5 11/11/20 02/15/21 50% Task 6 02/01/21 04/30/21 0% Task 7 04/30/21 05/31/21 0% APPENDIX I Two-Page Report: Automating Predictive Maintenance for Energy Efficiency Automating Predictive Maintenance for Energy Efficiency via Machine Learning and IoT Sensors Project Duration:​ 12 months Project Cost: ​Total Funding $82,112 OBJECTIVE  Our goal is to develop an energy management decision support tool aimed at helping small-to-medium size businesses.The purpose of the tool is to leverage sensors attached to mechanical systems to automate prediction and optimization of energy efficiency and reduce operational costs.We plan to accomplish this using a commodity Internet of Things (IoT)platform and machine learning to automate the prediction and optimization procedures. BUSINESS VALUE  The keys to saving energy include the implementation of energy management techniques,specifically equipment maintenance and monitoring techniques​1​.In addition,predictive maintenance uses equipment sensors (manually or automatically operated)that indicate and predict when maintenance will be required. INDUSTRY NEED  Large businesses and corporations benefit from the use of virtual energy assessment and energy modeling provided by commercially available third party tools​2​.For the remainder of the business sector,current energy consumption,usage,and loss assessment are labor intensive,lack automation,lack an incorporated learning mechanism,and usually depend on costly sensors.Yet,when these same companies follow general strategies for preventative and predictive maintenance,they can improve 1Bucklund S., Thollander P., Palm J. and Ottosson M., “Extending the energy efficiency gap,” Energy Policy 51, pp 392--96, 2012. 2https://www.inversenergy.com/, accessed April 22, 2020. energy efficiency by up to 30%​3​.Using the system we develop,small to medium sized businesses will be enabled to automatically monitor the energy efficiency and maintenance needs of mechanical equipment. Connecting their systems to our online, data-driven,decision-support tool,business owners can make more informed decisions to optimize energy efficiency and reduce costs. BACKGROUND  Both sensors and a commodity IoT platform that can serve as the basis for these sensors are readily available.Additionally,machine learning has been shown to be highly effective at predictive modeling​4​.Combined, these are capable of automatically collecting, propagating,and assessing underlying maintenance data,all of which are necessary to develop the tools required by managers to effectively plan and manage energy efficient maintenance​5​. SCOPE Task 1: Identification and procurement of equipment items to monitor and lab setup We identified motors, pumps, etc., that could be monitored for predictive maintenance. We have identified and procured: 2 dryers (w/ motors), 1 blender (w/ motor), 1 water pump, and 1 free-standing motor. We also procured sensors, Raspberry Pis, a server, 3Firdaus N. et al, “Maintenance for Energy Efficiency: A Review,” Proceedings of the IOP Conference Series: Materials Science and Engineering, 2019. 4Mosavi A., Bahamani A., “Energy consumption prediction using machine learning; a review,” 5Lewis A., Elmualim A. and Riley D., “Linking energy and maintenance management for sustainability through three American case studies.” Facilities. 29 Issue: 5/6, pp. 243--254, 2011. and internet connectivity for system development. Task 2: Development of a cost effective, general IoT-based sensor platform for automated collection of operational data for predictive maintenance We have built an IoT-based sensor platform consisting of a Raspberry Pi connected to 6 mechanical sensors, each measuring a different aspect of the monitored equipment. Software has been implemented to read and transfer sensor data to the data server. Task 3: Development of an online, data-driven, decision-support tool for improved energy efficiency We have completed development of a server portal housed on a data server hosted at ISU’s Research Data Center. Once completed, the server receives and aggregates data from all connected IoT-based sensor platforms. The aggregated data will then be automatically and regularly analyzed using machine learning algorithms to predict energy efficiency and maintenance needs for the equipment associated with each sensor platform. Task 4: Development of a mobile-friendly web data dashboard We will implement a dashboard to allow users to monitor performance of mechanical systems.The dashboard will show both data collected as well as predicted efficiency and maintenance needs in a user-friendly format that can be accessed via web interface on mobile or desktop devices. Task 5: Training and testing of completed IoT and predictive maintenance platform We plan to train an instance of the online, data-driven, decision-support system (task 3) using data collected from mechanical systems (task 1) via the implemented IoT sensor platform (task 2) in order to test the functionality of the developed systems. Experiments will be conducted to simulate failed mechanical systems so that the system is able to generalize from data patterns stemming both from operational and underperforming machines. Task 6: Training of students in the development of smart energy efficiency tools, providing hands-on industrial experience and reinforcing classroom learning. We recruited 2 mechanical engineering and 1 computer science undergraduate senior students who, under the guidance and supervision of faculty researchers, have developed the software and hardware solutions necessary for the predictive maintenance system. In doing so they have developed niche expertise, working in a team setting, in the domain of predictive maintenance technology. DELIVERABLES  1.Software representing a cost effective, general IoT-based sensor platform for automated collection of operational data for predictive maintenance 2.Software representing an online, data-driven,decision-support tool for improved energy efficiency in maintenance practices at small-to-medium businesses 3.Software representing a web dashboard for data collection and analytics for monitored systems 4.Experimental results demonstrating the effectiveness of the combined system at predicting energy efficiency and maintenance needs PROJECT TEAM   SCHEDULE  PRINCIPAL INVESTIGATOR(S)  Name Paul Bodily, Isaac Griffith Organization Computer Science Dept, Idaho State University Contact # 208-282-4932 (Paul) Email bodipaul@isu.edu​, grifisaa@isu.edu Name Marco Schoen, Mary Hofle, Anish Sebastian, Kelly Wilson, Omid Heidari Organization Mech Engineering Dept, Idaho State University Contact # 208 282-4377 (Marco) Email schomarc@isu.edu​, ​hoflmary@isu.edu​, sebaanis@isu.edu​, ​wilskell@isu.edu​, heidomid@isu.edu RESEARCH ASSISTANTS  Name Andrew Christiansen Organization Computer Science Dept, Idaho State University Email andrewchristianse@isu.edu Name Avery Conlin, Safal Lama Organization Mech Engineering Dept, Idaho State University Email conlaver@isu.edu​, ​lamasafa@isu.edu TASK TIME ALLOCATED START  DATE  FINISH  DATE  Mech Sys Procurement 2 months Oct 2020 Nov 2020 IoT Sensor Platform Dev 4 months Nov 2020 Feb 2021 Online decision-sup Dev 6 months Nov 2020 Apr 2021 Data Dashboard 4 months Mar 2021 Jun 2021 System training/testing 4 months Apr 2021 Aug 2021 Training students 10 months Oct 2020 Aug 2021