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Phygital Recycling: Development of a gamified interactive XR structure to enhance the participation of recycling

Research output: Chapter in book / Conference proceedingConference article published in proceeding or bookAcademic researchpeer-review

Abstract

The issue of plastic waste recycling transcends national boundaries, presenting a formidable challenge on a global scale. In Hong Kong, the endeavour to recycle plastic waste commenced in the 1980s and has undergone nearly four decades of evolution and transformation. The initial landfill-centric approach has given way to a more multifaceted and integrated waste management model. Recent years have witnessed certain communities adopting innovative joint recycling systems, which are propelled by incentive-driven mechanisms. These systems have shown initial success, yet they grapple with the challenges of low participation rates and limited reach within the populace. To amplify user engagement, gamification strategies have been incorporated into the recycling infrastructure, yielding notable efficacy in specific locales. Nevertheless, the prevailing systems predominantly rely on two-dimensional, planar interactive devices, which are beset by a paucity of informational resources and suboptimal interactivity. Immersive technologies emerge as a promising avenue to enhance the efficiency of graphical information exchange and to elevate the level of information visualization. Historical precedents indicate that immersive techniques can significantly augment user experience and bolster the propensity for repeated engagement. This study endeavours to forge an avant-garde recycling paradigm that marries the incentivizing allure of gamified reward systems with the interactive prowess of immersive technologies. It champions the adoption of a 'Phygital' system, which seamlessly melds physical and digital elements within contextually relevant environments to achieve superior outcomes. The article highlights a design framework that utilizes immersive technology to gamify recycling engagement. This framework incorporates mixed reality (MR) devices and sensors to enhance the overall experience for participants.

Original languageEnglish
Title of host publicationEducation and research in Computer Aided Architectural Design in Europe
EditorsOdysseas Kontovourkis, Marios C. Phocas, Gabriel Wurzer
PublisherEducation and research in Computer Aided Architectural Design in Europe
Pages485-494
Number of pages10
ISBN (Print)9789491207389
Publication statusPublished - 2024
Event42nd Conference on Education and Research in Computer Aided Architectural Design in Europe, eCAADe 2024 - Nicosia, Cyprus
Duration: 9 Sept 202413 Sept 2024

Publication series

NameProceedings of the International Conference on Education and Research in Computer Aided Architectural Design in Europe
Volume2
ISSN (Print)2684-1843

Conference

Conference42nd Conference on Education and Research in Computer Aided Architectural Design in Europe, eCAADe 2024
Country/TerritoryCyprus
CityNicosia
Period9/09/2413/09/24

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production

Keywords

  • Gamification Mechanisms
  • MR Interaction Design
  • Phygital Spatial Design
  • Real- Virtual Connection
  • Waste Recycling

ASJC Scopus subject areas

  • Architecture
  • Education
  • Computer Graphics and Computer-Aided Design

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