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一种使用物联网、语义网和游戏化的循环废物管理集成模型(循环经济):印度尼西亚的案例研究

An Integrated Model for Circular Waste Management Using the Internet of Things, Semantic Web, and Gamification (Circonomy): Case Study in Indonesia.

作者信息

Tundjungsari Vitri, Putranto Bambang Purnomosidi Dwi, Ulum Muhamad Bahrul, Anwar Nizirwan

机构信息

Department of Master in Computer Science, Faculty of Computer Science, Universitas Esa Unggul, Jl Arjuna Utara 9, Kebon Jeruk, Jakarta, 11510, Indonesia, 62 8192010576.

Department of Information Technology, Universitas Teknologi Digital Indonesia, Yogyakarta, Indonesia.

出版信息

JMIR Serious Games. 2025 May 6;13:e66781. doi: 10.2196/66781.

DOI:10.2196/66781
PMID:40327891
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12074615/
Abstract

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.

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/581470b432d9/games-v13-e66781-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/255ce78f12c8/games-v13-e66781-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/fdaac0775fa9/games-v13-e66781-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/81db16556dfa/games-v13-e66781-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/66bc8954e8ee/games-v13-e66781-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/18af68f065db/games-v13-e66781-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/402d88d7db95/games-v13-e66781-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/581470b432d9/games-v13-e66781-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/255ce78f12c8/games-v13-e66781-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/fdaac0775fa9/games-v13-e66781-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/81db16556dfa/games-v13-e66781-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/66bc8954e8ee/games-v13-e66781-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/18af68f065db/games-v13-e66781-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/402d88d7db95/games-v13-e66781-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b6a6/12074615/581470b432d9/games-v13-e66781-g007.jpg
摘要

背景

如何处理垃圾的问题是所有国家面临的全球性问题。与许多发展中国家一样,印度尼西亚处理全国产生的大量垃圾的基础设施不足,公众对适当的垃圾管理参与度极低。尽管印度尼西亚政府将垃圾银行作为一种基于社区的垃圾管理解决方案进行规范,但缺乏支持垃圾银行的综合技术创新。本研究通过开发循环经济模式填补了这一空白,该模式结合了物联网、游戏化和语义网技术,以推进基于社区的循环垃圾管理。

目的

本研究的目的是开发循环经济模式,作为一种循环垃圾模型,将基于物联网的智能垃圾桶、语义网和游戏化整合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三个地点的印度尼西亚垃圾银行来确定问题,以定义和设计循环经济模式。循环经济模式原型采用设计科学研究方法开发,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:垃圾桶容量测量精度至少为80%,垃圾桶盖响应时间在至少80%的试验中小于5秒,数据传输成功率至少为80%。用户体验指标有两个:至少80%的人报告高可用性和易用性,至少80%的用户报告使用该原型比传统垃圾银行更有动力。我们随机选择了10名年龄在18至60岁之间的参与者对我们的原型进行用户体验评估。

结果

循环经济模式原型在技术性能和用户体验方面表现良好且稳定。循环经济模式的技术性能准确率至少达到80%,与行业标准相当。准确性问题在于超声波传感器的放置。垃圾应直接放置在超声波传感器下方,以确保垃圾桶容量测量的准确性。10名参与者的用户体验测试结果表明,循环经济模式具有出色的用户参与度,100%的人因游戏化而受到激励,80%的人认为移动应用程序易于使用。

结论

测试结果表明,循环经济模式在早期原型阶段具有可接受的性能,技术性能和用户体验的准确率至少为80%。这确保了循环经济模式在实际条件下有效运行,同时保持成本效益和可扩展性。对于未来的发展,循环经济模式将优先通过改进传感器放置、整合多个传感器以及探索针对信息技术资源有限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,应添加更多游戏化功能,如挑战和测验,以改善用户体验和动力。