QUT offers a diverse range of student topics for Honours, Masters and PhD study. Search to find a topic that interests you or propose your own research topic to a prospective QUT supervisor. You may also ask a prospective supervisor to help you identify or refine a research topic.
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)
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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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