FIRST RESULTS OF A PILOT PROJECT FOR PACKAGING WASTE RECYCLING IN MAROUSSI AND VRILISSIA, GREECE

1997 ◽  
Vol 15 (5) ◽  
pp. 495-506
Author(s):  
T Lekkas
Author(s):  
Elisabetta Falchetti ◽  
◽  
Pascuala Migone ◽  
Cristina Da Milano ◽  
Maria Francesca Guida

This contribution intends to present the design, methodology and first results of MEMEX, a 3-year project (2019-2022) funded by the European programme Horizon2020, aimed at promoting social cohesion through collaborative, heritage-related tools that provide inclusive access to tangible and intangible cultural heritage (CH) and, at the same time, facilitates encounters, discussions and interactions between communities at risk of social exclusion. Cultural participation is conceived as a way to engage communities in lifelong learning processes taking place in informal contexts, aiming at promoting social inclusion and cohesion. To achieve these goals, MEMEX uses innovative ICT tools that provide a new paradigm for interaction with heritage through Digital Storytelling (DS), weaving heritage-related memories and experiences of the participating communities with the physical places/objects that surround them. The project encompasses the ICT tools and the use of DS in the framework of Audience Development (AD), defined as a strategic and dynamic process enabling cultural organisations to place audiences at the centre of their action. The use of DS applied to CH is highly related to lifelong learning processes, since it provides knowledge, understanding, awareness, engagement and interest, enjoyment and creativity. The evaluation of a number of DS produced by migrant women participating in a MEMEX pilot project in Barcelona confirms the validity and soundness of the methodology and the power of DS to engage in cultural experiences.


2016 ◽  
Vol 5 (1) ◽  
pp. 39
Author(s):  
Stephanus Kelvin ◽  
Helena J. Kristina ◽  
Eric Jobiliong

<p><em>Electronic waste (e-waste) has become environmental issue in Indonesia. Several tons of e-waste was generated each year. Available landfills will not be sufficient to accommodate e-waste that people produce. Waste bank become one of many solutions to overcome this problem. Implementation of pilot project in waste bank is needed to see the prospects of e-waste collection in waste bank. Thus, the goal of this research is to design a value chain system for e-waste collection prospect in waste bank and system simulation as the foundation for implementing a pilot project. </em><em></em></p><p><em>Simulations on 2 scenarios had been done to determine profitability of e-waste collection’s pilot project in waste bank. Based on simulation, it is known that there is profit generated from e-waste recycling process for 2 scenarios. Ranges of profit for 2 months are Rp. 7.963.879 - Rp. 40.447.047 for scenario 1 and Rp. 7.952.394 – 40.435.561 for scenario 2. If only PCB component that could be recycled, profit for 2 months still can be generated in the range Rp. 689.964 – Rp. 6.398.486 for scenario 1 and Rp. 678.478 – Rp. 6.387.000 for scenario 2. Thus, implementation of e-waste collection’s pilot project in waste bank is profitable.</em></p>


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