Journal articles on the topic 'Waste minimization Australia Cost effectiveness'

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1

Areda, Camila Alves, Roni Cléber Bonizio, and Osvaldo de Freitas. "Pharmacoeconomy: an indispensable tool for the rationalization of health costs." Brazilian Journal of Pharmaceutical Sciences 47, no. 2 (June 2011): 231–40. http://dx.doi.org/10.1590/s1984-82502011000200004.

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Due to the considerable increase in public expenditure with health issues, mainly regarding drugs, several countries, including Australia and England, have already implemented, or are in the process of discussing the adoption of measures to ensure the quality of health care provided to the population. One of the less harmful strategies, rarely used in Brazil, is the adoption of economic techniques applied to health, more specifically, pharmacoeconomic analysis. This paper aims to contribute to the dissemination of concepts and techniques of economic analysis with a view to incorporate these into policy decisions of expenditure rationalization and the search for clinical efficiency. It includes a literature review covering the types of costs and benefits in health issues, the methodologies of pharmacoeconomic analysis, cost-minimization, cost-benefits, cost-effectiveness and cost-utility analysis, as well as its main characteristics, advantages, disadvantages and applicability.
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Chillari, Kelly A., Jessica Southward, and Natasha Harrigan. "Assessment of the potential impact of dose rounding parenteral chemotherapy agents on cost savings and drug waste minimization." Journal of Oncology Pharmacy Practice 24, no. 7 (July 21, 2017): 507–10. http://dx.doi.org/10.1177/1078155217722205.

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Background Fiscally responsible utilization of anticancer treatments is necessary to combat their continually increasing cost. Dose rounding is one strategy that has been explored to minimize cost and waste without losing clinical effectiveness. Objectives To determine if dose rounding chemotherapy agents is a feasible cost-containment strategy at an institution with a small oncology clinic. Methods This study is a retrospective chart review of all body surface area dosed parenteral chemotherapy prescribed for an oncological diagnosis over a 12-month period (1 October 2015–30 September 2016). Chemotherapy doses were rounded down by 5%. Doses for patients with metastatic diagnoses were also rounded down by 10%. Rounded doses were evaluated for a potential decrease in vial size. Cost was represented as dollar/milligram of drug. Potential for drug waste minimization was also calculated. Results There were 877 total doses of chemotherapy administered to 70 unique patients throughout the 12-month duration of the study. When doses were rounded down by 5%, 140 doses qualified for a decrease in vial number. The potential for cost savings was $22,849 with 83,802 mg saved from wastage. A 10% decrease resulted in the reduction of vials for 248 doses, a potential savings of $30,911 with 129,011 milligrams saved. The targeted agents accounted for the majority of savings, $16,920 of the $22,849 with 5% rounding and $20,086 of the $30,911 with 10% rounding. Conclusion Dose rounding has the potential to be an effective cost-containment strategy in low volume oncology clinics.
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Pérez, Cristina Toca, and Dayana Costa. "Developing a taxonomy of transportation waste in construction production processes." Built Environment Project and Asset Management 8, no. 5 (November 12, 2018): 434–48. http://dx.doi.org/10.1108/bepam-04-2018-0062.

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Purpose The purpose of this paper is to present a taxonomy of transportation waste in construction production processes based on lean construction (LC) principles. Design/methodology/approach The research methodology used is case study and the main stages for the identification of the transportation waste in two construction projects were: mapping physical flows; measurement of transportation time; and monitoring of transportation waste events; assessment of the taxonomy. Findings The main contribution of this paper is the proposition of a taxonomy of transportation waste in construction production processes through the understanding of the transportation waste causes and consequences. Research limitations/implications Although the literature reviewed addresses sources from different parts of the world, the case studies performed are limited to one country, Brazil. However, the studies were carried out in two different construction sites separated by more than 3,000 km. Practical implications All data collected during the taxonomy application can be organized in order to develop an improvement plan. Moreover, if data collected is disseminated, there is the potential to increase the efficiency and effectiveness of the construction sector. Social implications Although the paper does not explore in depth the impact of the study on society or policy, the theme of waste minimization is focused on cost reduction, and one way to do that is through the flow management for waste minimization. Originality/value The paper discusses the concept of transportation waste of production in construction based on LC philosophy, through the understanding of its causes and consequences.
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Panda, Debabrata, Virendra Kumar Saharan, and Sivakumar Manickam. "Controlled Hydrodynamic Cavitation: A Review of Recent Advances and Perspectives for Greener Processing." Processes 8, no. 2 (February 13, 2020): 220. http://dx.doi.org/10.3390/pr8020220.

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The 20th century has witnessed a remarkable enhancement in the demand for varieties of consumer products, ranging from food, pharmaceutical, cosmetics, to other industries. To enhance the quality of the product and to reduce the production cost, industries are gradually inclined towards greener processing technologies. Cavitation-based technologies are gaining interest among processing technologies due to their cost effectiveness in operation, minimization of toxic solvent usage, and ability to obtain superior processed products compared to conventional methods. Also, following the recent advancements, cavitation technology with large-scale processing applicability is only denoted to the hydrodynamic cavitation (HC)-based method. This review includes a general overview of hydrodynamic cavitation-based processing technologies and a detailed discussion regarding the process effectiveness. HC has demonstrated its usefulness in food processing, extraction of valuable products, biofuel synthesis, emulsification, and waste remediation, including broad-spectrum contaminants such as pharmaceuticals, bacteria, dyes, and organic pollutants of concern. Following the requirement of a specific process, HC has been implemented either alone or in combination with other process-intensifying steps, for example, catalyst, surfactant, ultraviolet (UV), hydrogen peroxide (H2O2), and ozone (O3), for better performance. The reactor set-up of HC includes orifice, slit venturi, rotor-stator, and sonolator type constrictions that initiate and control the formation of bubbles. Moreover, the future directions have also been pointed out with careful consideration of specific drawbacks.
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Qamar, Summyia, and Muhammad Haris Aziz. "Differential pricing integrated with multi-product, multi-machine, multi-worker cost function for resource service providers in cloud manufacturing." Mehran University Research Journal of Engineering and Technology 42, no. 1 (January 1, 2023): 62. http://dx.doi.org/10.22581/muet1982.2301.07.

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Cloud manufacturing (CMfg) platform offers an open marketplace, where a Resource Service Provider (RSP) can benefit from Price Discrimination (PD) in return for specific services. However, the literature focused mainly on operator-based pricing and overlooked RSP pricing control. Therefore, this study formulates a profit function in which revenue is enhanced by adjusting prices according to customer types, while cost accounting is done by resource allocation based Material Flow Cost Accounting (MFCA) because MFCA provides a comprehensive guideline towards waste minimization. The proposed model is formulated into MINLP problem with multiple factors such as; part types, batch size, part routes, machine types, energy consumption, worker types and material handling cost as well as price sensitive customer behaviour and demand. Further, ANOVA is applied for factors analysis. The results suggests that customer types and demand are positively correlated, while parts, machines, and worker types are negatively correlated with profit. The model is also compared with reference price effect and fixed pricing strategy. Results validate that to benefit from diverse customer behaviour in CMfg, PD along with optimal resource allocation provides an effective solution for profit maximization. Model is also compared with reference price effect and fixed pricing strategy to validate its effectiveness.
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McCreanor, Victoria, Nicholas Graves, Adrian G. Barnett, Will Parsonage, and Gregory Merlo. "A systematic review and critical analysis of cost-effectiveness studies for coronary artery disease treatment." F1000Research 7 (January 17, 2018): 77. http://dx.doi.org/10.12688/f1000research.13616.1.

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Background: Cardiovascular disease remains the primary cause of death among Australians, despite dramatic improvements in overall cardiovascular health since the 1980s. Treating cardiovascular disease continues to place a significant economic strain on the Australian health care system, with direct healthcare costs exceeding those of any other disease. Coronary artery disease accounts for nearly one third of these costs and spending continues to rise. A range of treatments is available for coronary artery disease yet evidence of cost-effectiveness is missing, particularly for the Australian context. Cost-effectiveness evidence can signal waste and inefficiency and so is essential for an efficient allocation of healthcare resources. Methods: We used systematic review methods to search the literature across several electronic databases for economic evaluations of treatments for coronary artery disease. We critically appraised the literature found in searches, both against the CHEERS statement for quality reporting of economic evaluations and in terms of its usefulness for policy and decision-makers. Results: We retrieved a total of 308 references, 229 once duplicates were removed. Of these, 26 were excluded as they were not full papers (letters, editorials etc.), 55 were review papers, 50 were not cost-effectiveness analyses and 93 related to a highly specific patient sub-group or did not consider all treatment options. This left five papers to be reviewed in full. Conclusions: The current cost-effectiveness evidence does not support the increased use of PCI that has been seen in Australia and internationally. Due to problems with accessibility, clarity and relevance to policy and decision-makers, some otherwise very scientifically rigorous analyses have failed to generate any policy changes.
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McCreanor, Victoria, Nicholas Graves, Adrian G. Barnett, Will Parsonage, and Gregory Merlo. "A systematic review and critical analysis of cost-effectiveness studies for coronary artery disease treatment." F1000Research 7 (July 3, 2018): 77. http://dx.doi.org/10.12688/f1000research.13616.2.

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Background: Cardiovascular disease remains the primary cause of death among Australians, despite dramatic improvements in overall cardiovascular health since the 1980s. Treating cardiovascular disease continues to place a significant economic strain on the Australian health care system, with direct healthcare costs exceeding those of any other disease. Coronary artery disease accounts for nearly one third of these costs and spending continues to rise. A range of treatments is available for coronary artery disease yet evidence of cost-effectiveness is missing, particularly for the Australian context. Cost-effectiveness evidence can signal waste and inefficiency and so is essential for an efficient allocation of healthcare resources. Methods: We used systematic review methods to search the literature across several electronic databases for economic evaluations of treatments for stable coronary artery disease. We critically appraised the literature found in searches, both against the CHEERS statement for quality reporting of economic evaluations and in terms of its usefulness for policy and decision-makers. Results: We retrieved a total of 308 references, 229 once duplicates were removed. Of these, 26 were excluded as they were not full papers (letters, editorials etc.), 55 were review papers, 50 were not cost-effectiveness analyses and 93 related to a highly specific patient sub-group or did not consider all treatment options. This left five papers to be reviewed in full. Conclusions: The current cost-effectiveness evidence does not support the increased use of PCI that has been seen in Australia and internationally. Due to problems with accessibility, clarity and relevance to policy and decision-makers, some otherwise very scientifically rigorous analyses have failed to generate any policy changes.
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Spandonaro, Federico, and Letizia Mancusi. "Valutazione di efficienza nella somministrazione dell’ormone della crescita (GH)." Farmeconomia. Health economics and therapeutic pathways 14, no. 1 (January 30, 2013): 7–17. http://dx.doi.org/10.7175/fe.v14i1.631.

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Treatment with growth hormone (somatropin) is effective in six different medical conditions: growth hormone deficiency (GHD), Turner syndrome (TS), growth retardation in children born small for gestational age (SGA), Prader-Willi syndrome (PWS), growth retardation due to chronic renal insufficiency (CRI), growth retardation associated with a deficiency of the gene SHOX (Short Stature HOmeoboXContaining gene). The treatment proved to be also effective in adults who have an impaired growth hormone (acquired in adulthood or childhood).The growth hormone (GH) is generally cost effective and, therefore, is usually reimbursed by public health services. In financial terms, GH is a major cost item for health systems. According to the Report OSMED 2010, GH ranks first in Italy between systemic hormonal preparations, excluding sex hormones, distributed by public system, with an annual value of approximately € 88 million (+ 12.7% compared to 2009).Considering the increasing need to control pharmaceutical expenditure, there is a strong interest for the efficient supply of the hormone by the regional health service. From this point of view, the comparison of the specialties on the market is normally carried out on the basis of the cost per mg; this approach, also used in the main studies of cost-effectiveness, is derived from a logic of cost minimization, but it may still be distorting, not taking into account the efficiency of devices used for the administration of the hormone.The proposed analysis verifies the efficiency of different available devices, evaluating the potential waste of product, depending both on the device used and on the characteristics of the population exposed to the treatment.Only in the case of single-dose and disposable formulations is theoretically possible to have zero waste and thus an equivalence between the actual cost of the treatment and the price charged. In other cases, the inefficiency causes a deviation between the actual cost and price. In the latter cases, since the theoretical amount of the population exposed to the treatment, it is estimated that the total share of potentially unused product can vary between 208,000 mg / year to 750,000 mg / year, depending on the device used. In particular, there is an actual average cost of treatment ranging between +9.9% and +11.4% of the ex-factory price; depending on the different doses and even between the different devices, the difference between the actual price and the theoretical price varies from a minimum of +6.9% and a maximum of +18.7%.
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McDowell, Richard W., and David Nash. "A Review of the Cost-Effectiveness and Suitability of Mitigation Strategies to Prevent Phosphorus Loss from Dairy Farms in New Zealand and Australia." Journal of Environmental Quality 41, no. 3 (May 2012): 680–93. http://dx.doi.org/10.2134/jeq2011.0041.

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10

Scott, Ian. "Ten clinician-driven strategies for maximising value of Australian health care." Australian Health Review 38, no. 2 (2014): 125. http://dx.doi.org/10.1071/ah13248.

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Objective To articulate the concept of high-value care (i.e. clinically relevant, patient-important benefit at lowest possible cost) and suggest strategies by which clinicians can promote such care in rendering the Australian healthcare system more affordable and sustainable. Methods Strategies were developed by the author based on personal experience in clinical practice, evidence-based medicine and quality improvement. Relevant literature was reviewed in retrieving studies supporting each strategy. Results Ten strategies were developed: (1) minimise errors in diagnosis; (2) discontinue low- or no-value practices that provide little benefit or cause harm; (3) defer the use of unproven interventions; (4) select care options according to comparative cost-effectiveness; (5) target clinical interventions to those who derive greatest benefit; (6) adopt a more conservative approach nearing the end of life; (7) actively involve patients in shared decision making and self-management; (8) minimise day-to-day operational waste; (9) convert healthcare institutions into rapidly learning organisations; and (10) advocate for integrated patient care across all clinical settings. Conclusions Clinicians and their professional organisations, in partnership with managers, can implement strategies capable of maximising value and sustainability of health care in Australia. What is known about this topic? Value-based care has emerged as a unitary concept that integrates quality and cost, and is being increasingly used to inform healthcare policy making and reform. What does this paper add? There is scant literature that translates the concept of high value care into actionable enhancement strategies for clinicians in everyday practice settings. This article provides 10 strategies with supporting studies in an attempt to fill this gap. What are the implications for practitioners? If all practitioners, in partnership with healthcare managers, attempted to enact all 10 strategies in their workplaces, a significant quantum of healthcare resources could be redirected from low- to high-value care, culminating in much greater health benefit from the healthcare dollars currently being spent. However, such reforms will require a shift in clinician thinking and practice away from volume-based care to value-based care.
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Martin, John M., Kris French, and Richard E. Major. "The pest status of Australian white ibis (Threskiornis molucca) in urban situations and the effectiveness of egg-oil in reproductive control." Wildlife Research 34, no. 4 (2007): 319. http://dx.doi.org/10.1071/wr07005.

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The Australian white ibis (Threskiornis molucca) is considered to be an urban pest along the east coast of Australia. The non-specific diet and broad habitat requirements of ibis have facilitated their successful exploitation of the urban environment. Ibis are considered a pest because they pose a threat to aircraft safety, scavenge food at waste-management sites, cafés and parks, and compete with other native species for food and habitat. This study assesses a new ibis-management technique, the application of ‘egg-oil’ to suppress hatching. On other species, egg-oiling has been shown to be environmentally safe and socially preferable to culling adult birds. Approximately 5 mL of food-grade canola oil was sprayed upon each egg, and both incubator and field trials were used to investigate the efficacy of this technique on ibis and to determine the optimal application time and frequency of egg-oil. Treatment eggs were given an application of oil during the 23-day incubation period either once per week, or once early (<7 days), mid (~14 days) or late (>18 days) incubation. All four treatments were observed to be 100% effective at preventing ibis eggs from hatching during the laboratory trial and more than 98% effective during the field trial. These results indicate that applying canola oil to ibis eggs once, at any time, during the 23-day incubation period is sufficient to prevent ibis eggs from hatching. The field trial also showed that 30% of ibis, across the four oiling treatments, continued to incubate the unviable eggs for up to 54 days longer than the normal incubation period. Given that ibis are multibrooded, raising up to three successful clutches in a breeding season, the increased time devoted to incubating oil-treated eggs could reduce the opportunity for multiple broods, compared with conventional egg destruction. The egg-oil technique offers an additional tool for land managers to conduct ibis reproduction control, which should reduce the amount of time required to conduct ibis management, consequently reducing the cost to land managers.
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Baskaran, K., L. M. Palmowski, and B. M. Watson. "Wastewater reuse and treatment options for the dairy industry." Water Supply 3, no. 3 (June 1, 2003): 85–91. http://dx.doi.org/10.2166/ws.2003.0012.

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Milk-processing plants generate significant quantities of wastewater with relatively high organic matter concentrations on a daily basis. In addition to environmental damage that can result from the discharge of these wastewaters into the natural waterways, the presence of products such as milk solids into wastewater streams represents a loss of valuable product for the plants. This paper presents a review of wastewater management practices employed by six milk-processing plants in Victoria, Australia. In all six plants investigated, milk powder represents a major product. During the milk powder production, water is evaporated, condensed and can be reused for various purposes with a significant impact on water usage. Other major products are anhydrous milk fat, cheese, butter, and UHT milk. The effectiveness of the practices was assessed through two main criteria: first through the water to milk intake ratio, and the waste volume coefficient. Both parameters characterise the plant efficiency in regard of water consumption and water reuse. Information on cleaning chemical usage and recovery was also assessed as part of the review. Significant discrepancies emerge between the plants first due to the products manufactured and water reuse possibilities available in each plant. Second the type of treatment technologies used for condensate and cleaning solution influences the figures. One of the investigated plants is almost self-sufficient for water, emphasising the benefits gained from the use of technologies like membrane separations for condensate and cleaning solution treatment. In some cases, less cost-intensive technologies such as a clarifier are successful to improve cleaning agent recovery.
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Green, Ray, Piyush Tiwari, Jyoti Rao, and Ricki Hersburgh. "Strategies used by developers in seeking EnviroDevelopment certification for “sustainable” master-planned residential developments in Victoria, Australia." International Journal of Housing Markets and Analysis 11, no. 3 (June 4, 2018): 557–72. http://dx.doi.org/10.1108/ijhma-08-2017-0074.

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Purpose The purpose of this study was to explore strategies used by developers of master-planned housing development projects in Victoria, Australia, for obtaining certification under the Urban Development Institute of Australia’s (UDIA) EnviroDevelopment (ED) sustainable development certification programme. To be awarded ED certification, a development must demonstrate that it meets the assessment criteria within at least four of the six ED “leaves”. These leaves relate to its performance in terms of energy, water, materials, waste, community and ecosystems. This study explored how developers make choices regarding sustainability features they build into the planning, design and management of their developments to gain the leaves needed for ED certification. Having this certification is valued by developers as it can be used to demonstrate the sustainability credentials of their developments to potential house buyers, the validity of which is backed up by a trusted independent non-profit organisation (UDIA). Design/methodology/approach The study sought to quantify the preferential weightings of nine developers in selecting ED “leaves” and the strategies they use for meeting the assessment criteria needed to obtain selected ED leaves. This was done using a novel data collection and analysis method, the analytical hierarchical process (AHP), which relies on respondents, in this case, developers of ED certified development projects, making pairwise comparisons between choices of different development factors associated with the different ED “leaves”. Findings The most highly preferred ED leaves were found to be community, energy and ecosystems. “Community facilities” and “on-site transportation” were the two most highly weighted factors associated with the community leaf. Energy, the next most preferred leaf, was most highly weighted on “saving on operational costs” for the consumers (home buyers). Here consumer demand factors seem to be driving preferences. The ecology leaf was the next most preferred, with “existing site conditions” being the most highly weighted factor for this leaf. For sites that already contain significant areas of indigenous habitat, such as wetlands, selecting this leaf would seem to be an attractive, and potentially lower cost, option. Existing ecologically significant natural areas that are preserved, and where necessary enhanced, can be used for marketing purposes and serve in fulfilling planning open-space contribution requirements. The developers were more indifferent to the water, waste and materials leaves; however, the water leaf was rated slightly higher than the other two and was most strongly associated with “recycled water” and opportunities for “water conservation”, another example of demand factors driving preferences. Originality/value The results of this study reveal the preferences of a small sample of developers in terms of how they weigh different factors in making decisions about acquiring sustainability certification for residential master-planned development projects through the UDIA’S ED programme. The findings provide insight into the types of decisions developers make in the process of seeking ED certification, which includes considerations of site characteristics, costs, predicted effectiveness of different interventions and usefulness for marketing and other factors in terms of which ED leaves to pursue and how to acquire them to gain ED certification. The study also tested the AHP method as a methodological tool for addressing this question. Modifications in how data are collected using the on-line survey can be made to allow the method to be more easily used with larger respondent sample sizes. Collection of more focussed data elicited from respondents with specific areas of expertise, for example, specialists in energy, water, landscape architecture and planning, ecology and other relevant areas of knowledge, should also been considered.
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Wong, Kaufui, and Marie Jacqueline Pape. "Energy Conservation Via Greywater Reuse for Power Plant Cooling and Wastes Minimization." Journal of Energy Resources Technology 138, no. 5 (June 14, 2016). http://dx.doi.org/10.1115/1.4033626.

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Sustainable engineering brings about multidisciplinary solutions to environmental, sociocultural, and economic needs. Sustainable methods and technologies ensure the effectiveness of products, designs, and infrastructure, and minimize waste. Managing waste is critical in the successful practice of sustainable engineering. Success in the implementation of a waste management program must consider a very important strategy, namely, waste reduction which is highly dependent on social stewardship, education, and waste conversion. A sustainable program mix must include public policy, health management, and engineering. This paper presents a number of proven sources and techniques for wastes minimization and conversion and a discussion about the development of effective decision-making tools to implement the most feasible and cost-effective applications. Specifically, the conversion of waste as a resource is presented including the use of wastewater (greywater) for condenser cooling in a power plant; conversion of restaurant grease into biodiesel; the use of phosphate mine tailings as a road surface material; recycling and reuse of glass, metal, and plastics; reuse of rare metals from discarded computers; and the use of cattle waste as building materials. In all of these, the conservation of energy is realized practically. More emphasis has been focused on the use of greywater because it has direct impact on the energy–water nexus.
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Tarasova, G. "THE DEVELOPMENT OF COMPOSITIONS OF SILICATE-BASED PAINTS THERMALIZING CONVEYOR-WASHING SEDIMENT – WASTE OF THE SUGAR INDUSTRY." Construction Materials and Products, June 1, 2020, 21–31. http://dx.doi.org/10.34031/2618-7183-2018-1-1-21-31.

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In Russia, every year 360 kg of waste per person is formed, which can be eliminated either by recycling or by burying them. Unfortunately, 90% of waste in our country is buried in landfills, while in developed countries, for example France, Australia, Belgium, this figure fluctuates between 40-70% [1]. In the production of sugar from sugar beet both liquid and solid waste are formed. The total amount of waste in the processing of sugar beet reaches 22 million tons per year, and part of the waste is due to production technology, and other waste may increase, in connection with which programs are being developed to regulate the amount of waste, as well as their disposal. In Belgorod region there are 7 sugar factories, large-capacity waste - defecate is well studied and introduced in various branches of the industry [2-7]. As a result of their work at the stage of washing of the beets about 170 000 tons conveyor-washing of sediment (CWS) are formed, which have not found practical applications [8]. Currently, only a small part of the CWS is used for soil fertilization, which has a number of negative effects, since the substances included in the CWS contain the residual amount of pesticides and fertilizers, which will adversely affect the cultivation of crops. Most of this material is taken out together with defects into dumps, where fertile soils are clogged, rot, pollute the air, get into groundwater and cause irreparable damage to the environment [3]. Analyzing the composition and properties of the conveyor-washing of sludge and in connection with the rapid development of construction, especially housing, there is a need to use it as a pigment filler in silicate paint to make the architectural expression, decorative effectiveness of the conservation and durability of the cladding and painting of external facade of buildings. All this is closely interconnected and largely depends on the quality of finishing works. Unfortunately, in construction practice there are cases when untimely painting of walls and application of poor-quality materials lead to premature repair of the building, i.e. to unjustified expenses. It is known that the annual cost of the current repair of facades is more than 3% of the total cost of major repairs of houses. Recently ceramic facing of buildings finds wide application, however, it raises very much the price of housing construction and already in 5-6 years on finishing materials there are stains and drips [4].
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Shankar, Sonali, Sushil Punia, Surya Prakash Singh, and Jingxin Dong. "Trajectory of research on maritime transportation in the era of digitization." Benchmarking: An International Journal ahead-of-print, ahead-of-print (April 29, 2021). http://dx.doi.org/10.1108/bij-05-2020-0272.

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PurposeThe literature on Maritime Transportation (MT) is experiencing a transition phase where the focus of the research is repositioning. It registered steep growth in recent years with its beginning articles on the concepts of cost minimization to the current focus on achieving sustainable operational effectiveness using Information and Communication Technologies (ICTs). Thus, this becomes a right time to investigate the trajectory of research on MT.Design/methodology/approachThe proposed study aims to explore the potential of data analytics techniques such as data mining and network analytics to reflect the trajectory of research in the maritime supply chain over time. This study identifies the eight main dimensions of the research published under maritime paradigm through network analytics. The in-depth review of these dimensions rendered us to segregate them further into sub-dimensions for the ease of understanding and interpretability. Further, the text mining is employed to extract thematic evolution of the research.FindingsThe evolved themes are completely exclusive from the conventional MT research with artificial intelligence, digital storage, waste management and biofuels emerging as contemporary themes. It is found that although there are a sufficient amount of literature on sustainable port practices but their policy implications are still underexplored. The inter-dimension research is needed to achieve the motive of economic efficiency and environmental sustainability simultaneously.Originality/valueThe study has contributed on the methodology side of conducting literature reviews. The dimensions, sub-dimensions and themes are obtained using data analytics tools and techniques. This omits the possibility of personal bias and thus making the results verifiable.
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Ling, Rod, Michelle Giles, and Andrew Searles. "Budget impact analysis of a multifaceted nurse-led intervention to reduce indwelling urinary catheter use in New South Wales Hospitals." BMC Health Services Research 22, no. 1 (August 5, 2022). http://dx.doi.org/10.1186/s12913-022-08313-7.

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Abstract Background In hospitals, catheter acquired urinary tract infection causes significant resource waste and discomfort among admitted patients. An intervention for reducing indwelling catheterisations - No-CAUTI - was trialled across four hospitals in New South Wales, Australia. No-CAUTI includes: train-the-trainer workshops, site champions, compliance audits, and point prevalence surveys. The trial showed reductions on usual care catheterisation rates at 4- and 9-month post-intervention. This result was statistically non-significant; and post-intervention catheterisation rates rebounded between 4 and 9 months. However, No-CAUTI showed statistically significant catheterisation decreases for medical wards, female patients and for short-term catheterisations. This study presents a budget impact analysis of a projected five year No-CAUTI roll out across New South Wales public hospitals, from the cost perspective of the New South Wales Ministry of Health. Methods Budget forecasts were made for five year roll outs of: i) No-CAUTI; and ii) usual care, among all public hospitals in New South Wales hosting overnight stays (n=180). The roll out design maintains intervention effectiveness with ongoing workshops, quality audits, and hospital surveys. Forecasts of catheterisations, procedures and treatments were modelled on No-CAUTI trial observations. Costs were sourced from trial records, the Medical Benefits Scheme, the Pharmaceutical Benefits Scheme and public wage awards. Cost and parameter uncertainties were considered with sensitivity scenarios. Results The estimated five-year No-CAUTI roll-out cost was $1.5 million. It had an overall budget saving of $640,000 due to reductions of 100,100 catheterisations, 33,300 urine tests and 6,700 antibiotics administrations. Non-Metropolitan hospitals had a net saving of $1.2 million, while Metropolitan hospitals had a net cost of $0.54 million. Conclusions Compared to usual care, NO-CAUTI is expected to realise overall budget savings and decreases in catheterisations over five years. These findings allow a consideration of the affordability of a wide implementation. Trial registration Registered with the Australian New Zealand Clinical Trials Registry (ACTRN12617000090314). First registered 17 January 2017, retrospectively. First enrolment, 15/11/2016.
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Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.166.

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A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
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