The topic of reuse, both in architecture and in general, raises many questions about the process that underlies it, despite its obvious environmental, social and often economic conveniences [Sferra, Pennacchia, 2015]. From some paradoxes that stand out the waste valorisation, their very definition, and the change in the production paradigm that involves the reuse, as well as the criticalities emerged from some experiences of international and national case studies; this contribution identifies the ICTs that use the GPS as a fundamental tool for the optimization of the reuse practice, especially in a grass root and gaming dimension. If the environmental, social and economic efficiency of the reuse's practise is a function of the efficiency of the recovery of the wastes themselves [Van Hinte, Peeren, Jongert, 2007], the latter is a function of the distance between the pick point of the waste and the site in which they will be reused. It seems clear then that having good geo-localized informations on where, and for how long, you can find a precise quantity of material, and its quality, is a considerable support for transforming waste into resources. Furthermore the gamification, that can be implemented in these ICT, could help to develop the environmental awareness on waste and its reduction, which also European and national directives are trying to build [Petruzzi, 2015].

RIFIUTILE! POSSIBILITÀ DELLE ICT GEOREFERENZIATE NELLA VALORIZZAZIONE INTERSETTORIALE DEI RIFIUTI IN ARCHITETTURA

CARLI, PAOLO;ROGORA, ALESSANDRO
2017-01-01

Abstract

The topic of reuse, both in architecture and in general, raises many questions about the process that underlies it, despite its obvious environmental, social and often economic conveniences [Sferra, Pennacchia, 2015]. From some paradoxes that stand out the waste valorisation, their very definition, and the change in the production paradigm that involves the reuse, as well as the criticalities emerged from some experiences of international and national case studies; this contribution identifies the ICTs that use the GPS as a fundamental tool for the optimization of the reuse practice, especially in a grass root and gaming dimension. If the environmental, social and economic efficiency of the reuse's practise is a function of the efficiency of the recovery of the wastes themselves [Van Hinte, Peeren, Jongert, 2007], the latter is a function of the distance between the pick point of the waste and the site in which they will be reused. It seems clear then that having good geo-localized informations on where, and for how long, you can find a precise quantity of material, and its quality, is a considerable support for transforming waste into resources. Furthermore the gamification, that can be implemented in these ICT, could help to develop the environmental awareness on waste and its reduction, which also European and national directives are trying to build [Petruzzi, 2015].
2017
I RIFIUTI COME RISORSA PER IL PROGETTO SOSTENIBILE
9788857907154
Intersectorial valorisation, ICT, GPS, Gamification, Sustainability
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1020330
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