An Integrated Model for Circular Waste Management Using the Internet of Things, Semantic Web, and Gamification (Circonomy): Case Study in Indonesia
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.
Authors
- Bambang Purnomosidi Dwi Putranto (ORCID: https://orcid.org/0000-0003-1831-8693)
- Vitri Tundjungsari (ORCID: https://orcid.org/0000-0003-2185-3486)
- Nizirwan Anwar (ORCID: https://orcid.org/0000-0003-1189-9093)
- Muhamad Bahrul Ulum (ORCID: https://orcid.org/0000-0001-9595-1332)
Institutions
- Universitas Esa Unggul (ID)
- Universitas Teknologi Yogyakarta (ID)
Publication Details
- Journal
- JMIR Serious Games
- Published
- 2025-03-29
- DOI
- https://doi.org/10.2196/66781
- Citations
- 3
- Primary Topic
- Environmental Engineering and Cultural Studies
- Type
- article
- Field-Weighted Citation Impact
- 9.74