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    Item type:Publication,
    Leveraging Data Analytics Across Digital Product Development Stages: A Systematic Review and Conceptual Framework
    (2026-06-01)
    Alamsyah, Noor
    ;
    Thanasopon, Bundit
    ;
    Jamsri, Pornsuree
    Background: Data analytics (DA) is a field that has expanded greatly and is an important tool for digital product development, and has captured researcher and practitioner interest. Nevertheless, from an Information Systems and Business Intelligence (IS/BI) view, there is still a lack of knowledge regarding the role that data analytics plays in the digital product development lifecycle for decision making. The volume and the complexity of digital product innovation and analytics continues to increase, thereby further enhancing the need for existing knowledge to be consolidated in this area. Objective: This research systematically reviewed the latest academic research in the field of data analytics in digital product development and explain the specific uses of data analytics in the different stages of digital product development for supporting decision making and innovation activities. Methods: This study followed the systematic literature review method through ScienceDirect, IEEE Xplore and Emerald databases. Upon initial search, 1,554 articles were found; 33 relevant articles were identified after a structured screening and eligibility assessment of the articles in line with Kitchenham's protocol. Results: The results reveal the differentiated use of data analytics in the various stages, namely opportunity identification through text mining, feasibility assessment through predictive modelling, prototyping through digital twins and generative design and market responsiveness through predictive analytics and recommender systems. Even with analytical processes and concepts in place, companies often face challenges due to data integration issues, analytical skill, and organizational preparedness. The data quality issues, algorithmic bias, ethical considerations, or lack of algorithm transparency all contribute to these limitations, hindering the full potential of data analytics in digital product development. Conclusion: To realize more effective and aligned outcomes of innovation, it is important to understand how data analytics can assist in decision making throughout the digital product development lifecycle. This research is valuable for researchers and practitioners as it provides a structured conceptual framework for association of analytics initiatives with digital product development goals. There is potential for this work to be extended in future studies, involving the creation and validation of scalable analytics frameworks in various organisational contexts.
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    Behavior Analysis with Eye Tracking Technology in Fashion Industry Training
    (2026-03-01)
    Jamsri, Pornsuree
    ;
    Sutipitakwong, Sutipong
    As the fashion industry grows, there is a critical need for effective digital marketing training for new employees. This pilot study aims to enhance novice training by analyzing expert's behavior and judgments. Particularly, it aims to identify challenges faced by novices and examines the strategies professionals employ to overcome them. By utilizing job-task analytics, this study revealed expert decision-making and revealed judgment process. Semi-structured interviews and observation from eye tracking technology are used in data collection from fashion industry practitioners as a target group. The results showed that novices have a different area of attention pattern than experts due to lack of experience. These insights provide insights a useful guide for novices to become experts in digital marketing field.
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    Item type:Publication,
    Data Analytics Maturity Model for Digital Product Innovation in Firm: An Overview
    (2025-01-01)
    Alamsyah, Noor
    ;
    Thanasopon, Bundit
    ;
    Jamsri, Pornsuree
    This paper aims to report the results of the review, map the characteristics, and conduct a comparative analysis of the selected data analytics maturity models that are commonly implemented in firms engaged in digital product innovation. The maturity models examined include TDWI, Hortonworks, Gartner, and DELTA Plus, which represent some of the most recognized framework guiding organizations in assessing and improving their data analytics capabilities. Characteristics and comparative analysis were developed based on investigative literature reviews, referring to official reports from institutions that developed the model and publications that discussed the model. Each maturity model is explained concisely and comprehensively, highlighting the structure, dimensions, and progression criteria that define each maturity level and stage. The comparison indicates that although these models outline well-defined conceptual stages of analytics maturity, most provide limited methodological guidance for assessing firms or determining their placement within a spesific maturity level. In the future, it is expected there will be an increase in the availability of maturity models that are more adaptive and personalized for various business sectors. This paper contributes to present a fairly intensive comparative analysis and characterization of data analytics maturity models that are widely recognized and frequently applied in supporting digital product development within firms. In addition to that, this paper provides a cost model. The model is evaluated using Genetic Algorithm (GA) and Simulated Annealing (SA).
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    Item type:Publication,
    A Computer Assembly Training With VR Technology
    (2024-01-01)
    Parosin, Tanadon
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    Vanichsan, Sittijet
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    Jamsri, Pornsuree
    This article discusses the creation and development of a learning platform called "RookiePC". This learning platform serves as a guide for users on how to assemble a computer, aiming to reduce errors and resource usage in the assembly process. It will present the development process of the learning platform and user evaluation after usage. This learning platform is developed with VR technology via Oculus Quest 1 and the Unreal Engine software. RookiePC is designed as an educational simulation game to inspire learners about computer components and its assembly knowledge. This platform offers 2 modes: 1) Learning Mode, which provides basic knowledge of 11 essential components and the steps involved in assembling a computer including embedded tips and insights; and 2) Practice Mode, which allows users to experiment with assembling a computer on their own. The target audience includes individuals with or without prior experience in computer assembly. The evaluation is conducted through pre-test and post-test in 2 areas: computer components and computer assembly. The results gathered from 10 participants showed that the significant result increasing from 10 to 14.2 out of 20 and also giving useful feedback for further development.
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    Novice Behavior Analysis in Business Training by Using Tobii Eye Tracking Technology
    (2023-01-01)
    Sutipitakwong, Sutipong
    ;
    Jamsri, Pornsuree
    Advanced technology exists in various business sectors. It is important to identify fundamental skills that are required in each business. This research aims to understand the situation or obstacles confronted by a novice staff individual while they perform required business tasks. This can provide an initial understanding of newly employed staff’s behavior and tailor meaningful training for them. Each employee performs required job tasks based on their previous background knowledge and experiences. To succeed in new job tasks, a proposed training guideline can assist novices get started and cooperate successfully with others throughout the new business environment. With the use of Tobii Eye Tracking Technology, the researcher can gather a novice’s behavior through eye tracking hardware—Tobii Glasses 3. This method discloses hidden thinking and level of task performance. Tobii Pro Lab is a software for doing analysis with 4 features: 1) gaze plots; 2) heat maps; 3) times of interest; 4) areas of interest to achieve the goal of providing information in training new employees.
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    Chertify: Wood Identification-Based Mobile Cross-platform by Deep Learning Technique
    (2022-01-01)
    Wongpoo, Teerasak
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    Sriwan, Wannamongkol
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    Titijaroonroj, Taravichet
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    Jamsri, Pornsuree
    Thailand’s economic trees are counted as one of its most valuable domestic assets and well known internationally as a high quality natural wood resource. However, there is a need for basic wood identification whether or not for a required certificate by individuals, entrepreneurs, and organizations. Currently, the wood identification process is manually accomplished only by an expert at the Forest Research and Development Office, the Royal Thai Forest Department. This is a time consuming complex process for two reasons–required experience and limited experts. Given the complexity of wood identification, a new approach is offered, namely, to identify different types of wood with an image from a smartphone. The researcher initially proposes a mobile application, “Chertify”, that has five features (login, wood check, wood check history, manual, and wood knowledge). This app can serve both iOS and Android platforms and targets the general user. Chertify aims to simplify identification of an economic wood type by combining deep learning technology with an actual wood image on a Smartphone. The selected deep learning algorithm will be applied to 258 trained group images of seven wood types based on highest accuracy and lowest standard deviation. Chertify relies on a handcrafted method (HOG and SVM) and a learning-based method (Alexnet) with accuracy of 69.4% and 84.73% and SD at 5.37% and 3.07% values, respectively.
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    A Game to Promote Safe Use of Online Media with Mixed Reality Technology
    (2022-01-01)
    Tannitisataporn, Ganokpan
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    Nuatongdee, Chanoknet
    ;
    Jamsri, Pornsuree
    Currently, online media is widely used and accessible to all ages. Careless use of cooperativeness in online media, however, can allow vulnerabilities that lawbreakers exploit. Learning as much as possible about media also requires users to be engaged and not bored. So, to avoid boring players while learning we offer a mixed reality (MR) technology stimulating game named Catcher. Catcher is a story game whereby players investigate accurate facts from varied evidence in 5 different game levels. By giving a hint of the non-player character (NPC) at the story’s beginning, the player finds clues to add more information toward the conclusion of the complete story. Testing Catcher showed the game can improve systematic thinking skills by 40% and media learning by 64%. By choosing MR technology players can connect directly with the game system. This allows them to effectively learn while having safe fun without being bored.
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    The Waste Separation Game to Promote Computational Thinking Through Mixed Reality Technology
    (2022-01-01)
    Phatarametravorakul, Worapat
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    Cheevanantaporn, Suphitsara
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    Jamsri, Pornsuree
    The primary issue of garbage is its direct impact on the environment and quality of life. Several types of trash have piled up in Thailand. Many individuals don't use the correct way of waste management because they have lacked knowledge and understanding of how to sort rubbish since childhood. To increase the possibility to fully utilize the knowledge of waste separation correctly, the researcher aims to promote computational thinking through the learning of a game called 'Trashman'. This game simulates various objects for situations of sorting garbage into the appropriate sorting bin. Trashman has 3 levels in the game. Each level increases the number of bins and the amount of garbage, starting from level 1-3 which refers to easy, moderate, and difficult levels, respectively. The level indicates the error of separating the waste if putting it into a wrong bin type. The educating about different types of waste separation through the game utilizes Mixed Reality (MR) technology of the Magic Leap One device. The developer's expectation for an alternative learning medium in the form of a game is to allow players to apply their knowledge by practicing computational skills by sorting garbage correctly. The game evaluates and summarizes scores of each level at the game's end. This will evaluate player's performance of CT through their ability separating trash. Moreover, the Sustainable Development Goals can be applied for lifelong learning to follow-up and assessment in furtherance of correct trash sorting.
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    Item type:Publication,
    A Sufficiency Agriculture Learning Platform for the Development of New Agriculturists
    (2021-01-01)
    Komatsu, Kazuya
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    Yoothong, Pimlapat
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    Jamsri, Pornsuree
    The agricultural industry has the problem of price reduction of products and market oversupply. The root cause comes from Thai farmers practicing monoculture, plant and cultivation of the same types of products at the identical time in a nearby area. To address this problem our team developed a mobile application “Kueakul”. This application serves a sufficiency agriculture platform for a new agriculturist to strengthen a cooperative society of agriculturists. The application is accessible through iOS and Android platforms. It provides eight major features: (1) login; (2) agriculturist profile; (3) preference of users; (4) advising services for basic agriculture; (5) allocation of land and plant model; (6) knowledge for mixed crops (7) crop nourishment (watering); (8) and a discussion forum. The applications “Kueakul” can help Thai agriculturists have better understanding of correct information to best-manage their resources. The application was successfully implemented and evaluated by 2 groups—target users and an expert. The results and evaluation found three most useful features: land allocation, watering scheduling and discussion forum with significant potential for sufficiency agriculture.
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    Item type:Publication,
    A Game Development to Promote Computational Thinking
    (2021-01-01)
    Prompolmaueng, Waraporn
    ;
    Wetmaha, Apisit
    ;
    Jamsri, Pornsuree
    This paper focuses on game development using Mixed Reality technology, the Magic Leap One device, by exploring with The Lab and Unreal Engine program that are developed in game interpolating Computational Thinking (CT). The research device focuses on integrating thinking skills into 3D games with real-time user interaction. From mixed reality (MR) the application of technology is evaluated in its use for learning effectiveness. The game aims to promote a computational thinking process based on the terms and conditions within 5 levels as well as the complexity of the game with more obstacles in each level as the character travels from beginning to destination. Commands provide for different contexts. Major goal is using mixed reality technology to advance convergence in computing education and training in computational thinking (CT) to help players strengthen their thinking process and CT through the game. This game can be an alternative learning medium for the educator in primary school (Grade 4-6). The assessment of target users 10-15 persons before and after the game tests have 3 aspects in technology, CT, and usability of game performance. An expert evaluation was conducted after the test. Assessment of the overall game focuses on building of CT skill within the game relative to project objectives. Evaluation results were 77.8% by users and 88.6% by the expert. Furthermore, some useful suggestions from assessment suggest adding workshop guidelines for educators or trainers. Thus, this project contributes to the computing education community by using available cutting-edge technology as an optional teaching tool in CT that suits learners in education at the primary level and looks toward future development for higher education.