Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/113008
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dc.contributorSchool of Design-
dc.creatorBao, H-
dc.creatorLo, TTS-
dc.creatorHe, Y-
dc.creatorLi, Y-
dc.date.accessioned2025-05-15T07:01:00Z-
dc.date.available2025-05-15T07:01:00Z-
dc.identifier.isbn978-988-78918-6-4-
dc.identifier.urihttp://hdl.handle.net/10397/113008-
dc.description30th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2025), 22-29 March 2025, The University of Tokyo, JAPANen_US
dc.language.isoenen_US
dc.publisherThe Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kongen_US
dc.rightsPosted with permission of the author.en_US
dc.rights© 2025 and published by the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kong.en_US
dc.rightsThe following publication Bao, H. Lo, T.T.S., He, Y., & Li, Y., Transforming Waste plastic into Play: An interactive gaming installation utilizing immersive technology. In Dagmar Reinhardt, Nicolas Rogeau, Christiane M. Herr, Anastasia Globa, Jielin Chen, Taro Narahara (eds.), ARCHITECTURAL INFORMATICS - Proceedings of the 30th CAADRIA Conference, Tokyo, 22-29 March 2025, Volume 3, pp. 437–446 is available at https://papers.cumincad.org/cgi-bin/works/paper/caadria2025_227.en_US
dc.subjectGamification mechanismsen_US
dc.subjectInteractive installationen_US
dc.subjectMRen_US
dc.subjectPhygital spatial designen_US
dc.subjectWaste recyclingen_US
dc.titleTransforming waste plastic into play : an interactive gaming installation utilizing immersive technologyen_US
dc.typeConference Paperen_US
dc.identifier.spage437-
dc.identifier.epage446-
dc.identifier.volume3-
dcterms.abstractThe escalating volume of municipal solid waste (MSW) in Hong Kong, with plastic waste constituting over 20%, presents formidable challenges to the city's landfill capacities. Rather than relying exclusively on top-down governmental interventions, fostering recycling awareness at the community level emerges as a more viable strategy. This paper proposes an innovative solution through the implementation of a gamified system designed to enhance community engagement in plastic recycling by offering immersive user experiences. The study introduces a multiplayer immersive platform that synergizes physical installations with virtual gaming elements. Participants interact with these installations by collecting plastic waste, earning rewards that are both virtual and tangible. This approach not only stimulates user involvement but also provides material vendors with opportunities to recycle plastic materials. Planned experiments across several major communities in Hong Kong will employ rigorous analytical methodologies to assess the system's efficacy. Preliminary frameworks suggest that this straightforward, replicable model has the potential to bolster community recycling initiatives and invigorate demand within the local plastic recycling sector.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationIn D Reinhardt, N Rogeau, CM Herr, A Globa, J Chen, & T Narahara (Eds.), ARCHITECTURAL INFORMATICS: Proceedings of the 30th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2025), v. 3, p. 437-446. Hong Kong: The Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kong, 2025-
dcterms.issued2025-
dc.relation.ispartofbookArchitectural Informatics: Proceedings of the 30th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2025)-
dc.relation.conferenceInternational Conference of the Association for Computer-Aided Architectural Design Research in Asia [CAADRIA]-
dc.description.validate202505 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumbera3589ben_US
dc.identifier.SubFormID50428en_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextPolyU (UGC)en_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCopyright retained by authoren_US
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