Abstract

The article substantiates the necessity of forming environmental culture in the field of water consumption using software products. The paper creates a concept of a smart information system that combines a mobile application and technical devices that provide real-time control of water consumption and the occurrence of abnormal or emergency situations that significantly increase water consumption. Algorithms realizing the functional capabilities allow collecting and processing data from these devices and promptly recommend effective control actions. In addition, an interactive game is available to the user, which implies periodic performance of tasks related to household environmental literacy. Using object-oriented design methods, a user graphical interface has been created and a fragment of such a game is presented in the paper.

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