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Found 4 matching student topics

Displaying 1–4 of 4 results

Customer messaging for energy behaviour change in smart homes

Queensland has committed to the rapid transformation of its energy systems in the coming years, with the 2022 Queensland Energy and Jobs Plan targeting 70% renewable energy usage by 2032 (Queensland Government, 2022). While the implementation of the plan has the potential to deliver major environmental and economic benefits for the state, it carries significant technological and social challenges.Critically, it requires effective communication with customers to ensure uptake of target consumer energy resources (CERs) like electric vehicles, home battery storage, …

Study level
PhD, Master of Philosophy, Honours
Faculty
Faculty of Science
School
School of Information Systems

Understanding energy demand behaviours in Internet of Vehicles (IoV) systems

The internet of vehicles (IoV) plays an important role in the internet of things (IoT) value system. IoV enables vehicle-to-vehicle (V2V) and vehicle-to-infrastructure (V2I) communications through enhanced connectivity and data-driven decision-making. However, given the importance of energy infrastructures in IoV systems (Shen et al., 2021), the role of energy demand behaviours is yet overlooked.In the context of electric vehicles as low-emission consumer energy resources (Degirmenci & Breitner, 2017), V2V and V2I networks improve the communication with other vehicles and charging …

Study level
PhD, Master of Philosophy, Honours
Faculty
Faculty of Science
School
School of Information Systems
Research centre(s)
Centre for Data Science

Gamification and serious games to encourage behavioural change in energy consumption

Games have become an integral part of our lives, which is why they are increasingly being used for other purposes than pure entertainment, such as learning, training, informing, or advertising (Degirmenci, 2017). While gamification uses game elements in non-game contexts, serious games are full-fledged games, both aiming to create meaningful engagement and foster desired behaviours (Degirmenci, 2023; Degirmenci and Breitner, 2023).In this project, we investigate how gamification and serious games can help to encourage behavioural change in energy consumption to …

Study level
PhD, Master of Philosophy, Honours
Faculty
Faculty of Science
School
School of Information Systems
Research centre(s)

Centre for Behavioural Economics, Society and Technology

Understanding user behaviours of kinetic energy harvesting

Kinetic energy harvesters are used in devices such as wearable fitness trackers and smartwatches to capture energy from human movement to prolong battery life. They are emerging as both an energy source and a means to provide context information for recognizing human physical activities like exercising or walking (Sandhu et al, 2023).Kinetic energy harvesters provide several benefits, including cost reduction associated with battery replacement and maintenance, minimizing electronic waste, and decreasing the carbon footprint related to energy production and disposal. …

Study level
PhD, Master of Philosophy, Honours
Faculty
Faculty of Science
School
School of Information Systems

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