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STRATEGI MEMPERPANJANG UMUR TEMPAT PENGOLAHAN AKHIR (TPA) SAMPAH DI INDONESIA Mulyanto, Adi
Jurnal Rekayasa Lingkungan Vol 4, No 1: Jurnal Rekayasa Lingkungan
Publisher : BPPT

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Abstract

The existence of Municipal Solid Waste (MSW) is not received by the community. The problem is MSWalways be generated by the activities of human being. All of the cities, especially in Java Island, facediffi culties to look for an area for dumping the MSW. The most effective strategy is the prolongation oflandfi ll site. The method applied is to build the small facility of MSW handling in small area such as RWs(administrative unit at the next-to-lowest level in city) or in the villages. The main product will be compostand other recyclable materials such as plastics, metals, and so forth. Therefore, maximum about 10% to20% of MSW will be discard in the landfi ll site. To realize the facility of MSW handling in the area, it needsseveral equipment to help for producing the good compost.Key words: MSW, composting process.
MIKROALGA (CHLORELLA, SP.) SEBAGAI AGENSIA PENAMBAT GAS KARBON DIOKSIDA Mulyanto, Adi
Jurnal Hidrosfir Indonesia Vol 5, No 2 (2010)
Publisher : Jurnal Hidrosfir Indonesia

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Abstract

This experiment was conducted to respon the issue of global warming where carbon dioxide emmited from burning fossil fuel was expected to be the reason. The experiment was performed at Institute for Environmental Technology, Puspiptek, Serpong within 35 days. Algae (Chlorella, sp.)was cultivated in a raceway type pond. The pond has effective volume of 1000 liters provided with agitator and located in a roofed area. Basic machanism of the CO2 sequestration was photosynthesis process, where chlorophyl, water, CO2, and sun light should be present. Reasearch result identified that algae has high capability for carbon dioxide (CO2) sequestration. Therefore, algae can be utilized as an agent for carbon sink. CO2 utilized was come from commercial CO2 tank which was available in the local market and has concentration of about 45%. During experiment, the culture was fed with gradually increasing of CO2 concentration, namely 5.91%, 8.18%, and 9.16%. The macro and micro nutrients were also added into the culture. CO2 absorption by the culture in average only reached 5.34%. therefore, the increasing of CO2 fed into the culture decreased theefficiency of CO2 absorbed. During the experiment, the growth of microalgae was also elaborated.
BIOFILTER SEBAGAI PERANGKAP BAU PADA UNIT PRETREATMENT SAMPAH Mulyanto, Adi; Pratama, Reba Anindyajati; Nugraha, Yosep Widi
Jurnal Rekayasa Lingkungan Vol. 13 No. 1 (2020): JURNAL REKAYASA LINGKUNGAN
Publisher : BPPT

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29122/jrl.v13i1.4293

Abstract

Pemerintah Republik Indonesia memandang perlu untuk melakukan percepatan pembangunan instalasi pengolah sampah menjadi energi listrik berbasis teknologi ramah lingkungan pada daerah provinsi dan daerah kabupaten/kota tertentu yang dituangkan pada Peraturan Presiden Republik Indonesia Nomor 35 Tahun 2018. Mengingat bahwa kondisi sampah di Indonesia masih tercampur dan belum memungkinkan untuk langsung diproses secara termal untuk menjadi energi listrik, maka sampah harus mengalami proses pendahuluan (pretreatment). Pretreatment bertujuan untuk mengkondisikan sampah sehingga sesuai dengan persyaratan sebagai umpan instalasi pengolah sampah termal. Persyaratan tersebut antara lain bahwa sampah harus terbebas dari material berukuran besar, bebas dari unsur logam dan PVC (Polivinil Khlorida), mempunyai nilai kalor paling tidak 1500 kkal/kg, dan mempunyai kandungan air tidak lebih dari 45%. Dengan demikian, proses pretreatment memerlukan waktu tinggal yang cukup di suatu lokasi. Hal ini mempunyai dampak bau yang ditimbulkan oleh sampah tersebut. Dengan penerapan teknologi biofilter, dampak bau tersebut dapat diminimalisir. Kata kunci: pretreatment, sampah, biofilter.
Desain Interaksi Aplikasi Zero Waste dengan Menerapkan Gamifikasi Menggunakan Pendekatan Player-Centered Design Mulyanto, Adi; Soerojo, Nadija Herdwina Putri
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 9 No 3: Juni 2022
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2022935180

Abstract

Berdasarkan Indeks Perilaku Ketidakpedulian Lingkungan Hidup (IPKLH), menunjukkan bahwa tingkat ketidakpedulian masyarakat Indonesia terhadap pengelolaan sampah masih tinggi. Salah satu cara untuk meningkatkan kepedulian adalah memberikan edukasi penerapan zero waste melalui aplikasi mobile. Desain interaksi menjadi faktor penting dalam mengembangkan aplikasi, agar efektif bagi pengguna untuk peningkatan kepedulian lingkungan. Beberapa situs web terkait zero waste yang ada cenderung menyerupai e-commerce penjualan produk zero waste dan blog. Penelitian-penelitian sebelumnya menunjukkan bahwa penerapan gamifikasi pada sebuah sistem dapat meningkatkan motivasi seseorang dalam belajar dan dapat mengubah perilakunya. Penelitian ini bertujuan untuk mengembangkan desain interaksi aplikasi zero waste guna meningkatkan motivasi masyarakat dalam menerapkan prinsip zero waste melalui penerapan gamifikasi. Pengembangan desain interaksi ini dilakukan menggunakan metode player-centered design yang dalam pengembangannya menggunakan prinsip gamifikasi dengan tahapan memahami pemain, misi, motivasi pengguna, menerapkan mekanik game, dan monitor. Fitur yang dirancang mengacu pada Taksonomi Bloom, yaitu untuk mengaplikasikan suatu hal, seseorang harus mengetahui dan memahaminya terlebih dahulu. Prototipe desain interaksi high fidelity ini dibangun untuk memenuhi usability goals yaitu effective to use dan efficient to use serta user experience goals yaitu helpful dan motivating. Ketercapaian usability goals dan user experience goals diukur secara kuantitatif menggunakan metrik Success Rate dengan skor 86,4% untuk effective to use, System Usability Scale (SUS) dengan skor 86,5 untuk efficient to use, Intrinsic Motivation Inventory (IMI) subskala value/usefulness sebesar 6,31 untuk helpful, dan IMI subskala interest/enjoyment sebesar 5,97 untuk motivating. Berdasarkan pengukuran tersebut, disimpulkan bahwa user experience goals dan usability goals dari desain interaksi ini sudah tercapai. AbstractAccording to the Environmental Indifference Behavior Index (IPKLH), the level of indifference to waste management by Indonesians is still on a high level. One way to increase awareness is to provide education towards a zero-waste lifestyle using a mobile platform. Design interaction turns into a key factor to develop the effectiveness toward application for increasing environmental indifference. Several zero waste-based websites are similar to blog and zero waste product selling e-commerce. In earlier research shows gamification applied to a system could lead to improve an individual motivation toward studying by also transform their behavior. This research intends to develop zero waste application design interaction to escalate people motivation for applying zero waste fundamental by using gamification appliance. The application is developed with a player-centered design approach, using gamification principles to increase user motivation, starts with understanding the players, the mission, the motivation, defining the game mechanics, and monitoring. The features designed in the application refer to Bloom's Taxonomy, which states that to be able to apply something, one must know and understand it. The output of this project is a high-fidelity prototype that meets several usability goals and user experience goals. The usability goals are effective to used and efficient to use, and the user experience goals are helpful and motivating. Using the success rate metric, the result of the measurement for effectivity goal is 86.4%. For the efficiency goal, the result of the measurement using the System Usability Score (SUS) metric is 86.5. Using the Intrinsic Motivation Inventory, the score for the value/usefulness subscale for helpful goal is 6.31 and for the interest/enjoyment subscale is 5.97 for the motivating goal. Based on these measurements, it can be concluded that this application has achieved the user experience goals and usability goals.