CIRCONOMY: Integrating IoT, Semantic Web, and Gamification for Circular Waste Management - Insights from an Indonesia Case Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-03-29 DOI:10.2196/66781
Vitri Tundjungsari, Bambang Purnomosidi Dwi Putranto, Muhamad Bahrul Ulum, Nizirwan Anwar
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引用次数: 0

Abstract

Background: The waste problem is a global issue all developed and developing countries face. Like many developing countries, Indonesia has inadequate infrastructure to process an extremely high volume of waste produced throughout the country and minimal public participation in proper waste management. Although the Indonesian government regulates Waste Bank as a community-based waste management solution, there is lack of integrated technological innovation to support Waste Bank. This study fills the gap by developing Circonomy, a model combining IoT, gamification, and semantic web technologies to advance community-based circular waste management.

Objective: The proposed model Circonomy is inspired by the Waste Bank, the Indonesian Government's community-based waste management initiative. This research has objective to develop Circonomy as a circular waste model that integrate IoT-based smart-bin, semantic web, and gamification as an innovative technological solution.

Methods: We identify the problem faced by the Indonesian Waste Bank from three locations in Jakarta and Yogyakarta as a basis for the Circonomy model and prototype development. The evaluation of the model focuses on Technical Performance and User Experience. The Technical Performance has three indicators, i.e., Bin Capacity Accuracy with a minimum of 80% precision, Bin Lid Response Time should be less than 5 seconds at a minimum of 80% of trials, and Data Transmission Success Rate at a minimum of 80%. While User Experience Metrics has two indicators, i.e., a minimum of 80% reported high usability and ease of use, and at least 80% of users feel more motivated using the prototype than the traditional Waste Bank. We select 10 random participants from ages 18 to 60 to perform User Experience evaluation on our prototype.

Results: The Circonomy prototype demonstrates sound and stable performances related to Technical Performance and User Experience. Circonomy performs with at least 80% technical performance accuracy, comparable to industry standards. The accuracy problem lies in the placement of the ultrasonic sensor. The waste should be placed directly under the ultrasonic sensor to ensure the bin's capacity measurement accuracy. The User Experience testing results from 10 participants indicate that Circonomy has excellent user engagement, whereas 100% felt motivated by gamification, and 80% found the mobile application easy to use.

Conclusions: The testing result shows that Circonomy has acceptable performances for early-stage prototyping with at least 80% accuracy rate in technical performance and user experience. This ensures that Circonomy operates effectively in real-world conditions while remaining cost-efficient and scalable. For future development, Circonomy will prioritize enhancing the accuracy and reliability of sensor-based occupancy detection through improved sensor placement, multiple sensor integration, and exploring alternative technologies for regions with limited IT resources. In addition, more gamification features such as challenges and quiz should be added to improve the user experience and motivation.

Clinicaltrial:

循环经济:将物联网、语义网和游戏化整合到循环废物管理中——来自印度尼西亚案例研究的见解。
背景:废物问题是所有发达国家和发展中国家都面临的全球性问题。与许多发展中国家一样,印度尼西亚没有足够的基础设施来处理全国产生的大量废物,公众对适当废物管理的参与也很少。虽然印尼政府将废物银行作为基于社区的废物管理解决方案进行监管,但缺乏综合技术创新来支持废物银行。本研究通过开发一种结合物联网、游戏化和语义网技术的循环经济模型来填补这一空白,以推进基于社区的循环废物管理。目标:拟议的循环经济模式受到印度尼西亚政府以社区为基础的废物管理倡议——废物银行的启发。本研究旨在发展循环经济,将基于物联网的智能垃圾箱、语义网和游戏化作为一种创新的技术解决方案。方法:我们从雅加达和日惹的三个地点确定印度尼西亚废物银行所面临的问题,作为环境经济模型和原型开发的基础。对该模型的评价侧重于技术性能和用户体验。“技术性能”有三个指标,即“Bin Capacity Accuracy”,精度不低于80%,“Bin Lid Response Time”不小于5秒,至少80%的试验,“Data Transmission Success Rate”不低于80%。虽然用户体验指标有两个指标,即至少80%的用户报告了高可用性和易用性,至少80%的用户认为使用原型比使用传统的废物银行更有动力。我们随机选择10名年龄在18到60岁之间的参与者对我们的原型进行用户体验评估。结果:cireconomy原型在技术性能和用户体验方面表现出良好和稳定的性能。cireconomy具有至少80%的技术性能精度,可与行业标准相媲美。精度问题在于超声波传感器的位置。废弃物应直接放置在超声波传感器下方,以保证仓容量测量精度。来自10个参与者的用户体验测试结果表明,《cireconomy》拥有出色的用户粘性,而100%的人认为这款应用受到游戏化的激励,80%的人认为这款手机应用易于使用。结论:测试结果表明,cireconomy在技术性能和用户体验方面具有良好的早期原型性能,准确率至少为80%。这确保了cireconomy在现实条件下有效运行,同时保持成本效益和可扩展性。对于未来的发展,cireconomy将优先考虑通过改进传感器布局、多传感器集成以及为IT资源有限的地区探索替代技术来提高基于传感器的占用检测的准确性和可靠性。此外,应该添加更多游戏化功能,如挑战和测验,以改善用户体验和动机。临床试验:
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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