使用物联网、语义网和游戏化(cireconomy)的循环废物管理集成模型:印度尼西亚案例研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-05-06 DOI:10.2196/66781
Vitri Tundjungsari, Bambang Purnomosidi Dwi Putranto, Muhamad Bahrul Ulum, Nizirwan Anwar
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引用次数: 0

摘要

背景:如何处理垃圾是所有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。尽管印度尼西亚政府将废物银行作为一种基于社区的废物管理解决方案加以监管,但缺乏支持废物银行的综合技术创新。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。目的:本研究的目的是发展循环经济作为一种循环废物模型,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:我们通过观察雅加达和日惹3个地点的印度尼西亚废物银行来确定问题,以定义和设计环境经济。cireconomy原型是使用设计科学研究方法开发的,并根据技术性能和用户体验进行评估。技术性能有三个指标:垃圾桶容量精度,精度至少为80%,垃圾桶盖响应时间。结果:cireconomy原型在技术性能和用户体验方面表现出良好稳定的性能。达到至少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,100%的用户认为这款应用具有游戏化的动机,80%的用户认为这款手机应用易于使用。结论:测试结果表明,cireconomy在前期原型设计中具有可接受的性能,在技术性能和用户体验方面准确率至少达到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将优先通过改进传感器布局、集成多个传感器以及探索IT资源有限的地区的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。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Integrated Model for Circular Waste Management Using the Internet of Things, Semantic Web, and Gamification (Circonomy): Case Study in Indonesia.

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

Objective: The aim of this study is to develop Circonomy as a circular waste model that integrates an Internet of Things-based smart bin, semantic web, and gamification as an innovative technological solution.

Methods: We identified the problem by observing Indonesian waste banks at 3 locations in Jakarta and Yogyakarta to define and design Circonomy. The Circonomy prototype was developed using the Design Science Research Methodology and evaluated based on technical performance and user experience. The technical performance has three indicators: bin capacity accuracy with a minimum of 80% precision, bin lid response time <5 seconds for a minimum of 80% of trials, and data transmission success rate of at least 80%. The user experience metric has two indicators: a minimum of 80% reporting high usability and ease of use, and at least 80% of users reporting that they feel more motivated using the prototype than the traditional waste bank. We selected 10 random participants aged 18-60 years to perform a user experience evaluation of our prototype.

Results: The Circonomy prototype demonstrated sound and stable performances related to technical performance and user experience. Circonomy achieved 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 indicated that Circonomy has excellent user engagement, and 100% felt motivated by gamification and 80% found the mobile app easy to use.

Conclusions: The testing results showed that Circonomy has acceptable performances for early-stage prototyping, with at least an 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, the integration of multiple sensors, and an exploration of alternative technologies for regions with limited IT resources. In addition, more gamification features such as challenges and quizzes should be added to improve user experience and motivation.

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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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