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Stream/Area:
-
Subject:
-
Paper ID:
IJSREM64190
Volume:
10 |
5 |
May 2026
Pages:
1-8
Publication Frequency:
Monthly (12 issues per year)
License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.
Mechatronics Engg
COEP
Mechatronics Engg
COEP
Mechatronics Engg
COEP
Litter pollution remains a pressing environmental challenge worldwide, requiring innovative approaches to encourage community participation in cleanup efforts. This paper presents LitterScan, a novel gamified mobile system that leverages the YOLOv8 object detection model to identify and incentivize litter collection in real-time. The system combines computer vision capabilities with gamification mechanics to transform mundane litter picking into an engaging, reward-based activity. Built on a Flask backend with ngrok tunneling for mobile accessibility, LitterScan utilizes the YOLOv8n model optimized through ONNX Runtime for efficient on-device inference. The system detects various litter items including plastic bottles, cans, wrappers, and other common waste materials with high accuracy. Users interact with the application using either touch input or an OTG-connected mouse, holding on detected items to earn virtual coins. The gamification engine features a dynamic combo multiplier system, audio-visual feedback with voice praises ("Great!", "Nice!", "Excellent!"), and animated coin collection effects, creating an immersive and motivating experience. The system architecture employs real-time video processing through the mobile device's camera, with detection results displayed via an intuitive cyberpunk-themed interface. Collected data, including detected objects, timestamps, and earned coins, is persistently stored on the Flask server, enabling progress tracking and historical analysis. Performance evaluation demonstrates that LitterScan achieves real-time detection speeds suitable for mobile deployment while successfully gamifying the litter collection process. User engagement metrics indicate that the reward-based mechanics significantly increase motivation and time spent on cleanup activities compared to traditional approaches. This research contributes to the intersection of computer vision, gamification, and environmental conservation, offering a scalable solution for community-based litter management. Future work includes expanding the waste classification system to distinguish recyclable materials, implementing social leaderboards, and integrating with local waste management services. LitterScan demonstrates the potential of combining deep learning with behavioral incentives to address environmental challenges through accessible mobile technology.
KEYWORDS
CONCLUSION & FUTURE SCOPE LitterScan successfully demonstrates that integrating YOLOv8-based real-time object detection with gamification mechanics creates an effective, engaging system for incentivizing litter collection. The 81.4% detection accuracy, 73% user retention, and 4.4/5 user satisfaction rating validate the approach. This research contributes a replicable framework for transforming environmental responsibility from passive awareness into active, rewarding participation through accessible mobile technology. Litter pollution remains one of the most visible and solvable environmental challenges of our time. The solution does not require technological breakthroughs—YOLOv8 already provides capable detection, modern mobile browsers can run real-time inference, and gamification principles are well-established. What has been missing is the integration of these capabilities into a coherent, accessible, and engaging system that empowers individual citizens to act. LitterScan demonstrates that this integration is not only possible but effective. A user with a smartphone and internet connection can now transform litter collection from an unpleasant chore into an engaging game—earning virtual coins, building combos, and receiving encouraging feedback while contributing to cleaner communities. The system's 73% retention rate suggests that gamification can sustain engagement beyond the novelty effect, addressing the fundamental challenge of long-term participation in environmental initiatives. When users return for second, third, and tenth sessions, the environmental impact multiplies accordingly.
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Publication Date
5/28/2026
Peer Review Type
Double-Blind Peer Review
Review Rounds: 2
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The authors declare no conflict of interest related to this research work.
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