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Item type:Publication, A COMPARATIVE STUDY OF FOREARM AND HAND MUSCLE USAGE DURING HANDWRITING PRACTICE USING HANDWRITING TOOL(2022-01-01) ;Vongjaturapat, SununtharChotikakamthorn, NoppornThe foundation of education is learning how to write and is considered an essential skill. The early years of education are dedicated to learning how to hold a pencil and how to form letters and words. This research aims to investigate whether there are differences in muscle activity usage between various digital handwriting tools and a standard pencil. We compare the electromyogram of five muscles: upper trapezius (TRAP), biceps brachii (BB), extensor digitorum communis (EDC), flexor digitorum superficialis (FDS), and first dorsal interosseous (FDI) during elementary school’s practice of forming letters and words. Five types of (digital) handwriting devices were used. The results showed that using Chromebooks, indicating a trend of increasing in TRAP and BB muscle activities. However, using Chromebook, indicating a trend of reducing in FDI muscle activity. Moreover, when practicing forming letters and words with iPad Pro and Livescribe pens, subjects had the lowest TRAP and BB muscle activity. When using a pencil, it indicated a trend of increasing EDC, FDS and FDI muscle activities. The findings also suggest that a Boogie Board Sync, without line space on the black screen of slate, may create difficulty in controlling their strokes on the surface properly, strokes beautification and their aesthetics, and these may ultimately affect muscle activity. Thus, this study indicated a potential lower energy consumption and lower health risks with the digital handwriting technology. Therefore, for preventing long-term negative effects on fine motor skills development digital handwriting tools may be a suitable interface solution for learning environments - Some of the metrics are blocked by yourconsent settings
Item type:Publication, The effect of icon entropy, icon concreteness and time on human selection accuracy(2019-02-01)Satcharoen, KleddaoThis paper reports on an experimental study that included engineering faculty undergraduates (n = 400) to measure the effect of icon entropy and icon concreteness on selection accuracy within time constraint conditions (15 seconds, 10 seconds, and 5 seconds). The research was undertaken as an exploratory tool to study the potential effects and interactions of entropy, which has been poorly studied as a possible factor in icon selection outcomes despite existing knowledge that entropy is perceivable by humans and can influence their behaviors. This May be particularly important in small-screen computing where icon size and resolution May pose a challenge for perception, and where entropy May interfere further by introducing high salience. Results showed that conditions of high entropy resulted in lower categorization accuracy for both high and low concreteness icons. However, these differences were only significant under the strictest time constraint (5 seconds). - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Death escape: A case study of merging ubiquitous activities into a hardcore computer game(2018-05-15) ;Yasothorn, Prawit ;Chueprasert, TachasitTowongpaichayont, WitchayaUbiquitous games can be designed in several settings. This paper presents a case study of designing and developing Death Escape, a role-playing survival ubiquitous game, which is intended to transform user's daily-life activities to in-game player's stats in the con-cept of 'avatar grows as the user grows'. This game is expected to blend the game mechanics with user's behaviours seamlessly. The game collects data from built-in inertia sensors in mobile phones (accelerometer and gyroscope) and GPS, utilises human medical data to transform the collected data into in-game meanings realis-tically, and presents those in-game values to motivate the user to maintain healthy behaviours. This paper describes those methods of data collections and transformations as well as additional findings during the process of design and development. This can set an example for those who are developing ubiquitous games which are blended with the user's lifestyle. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Icon concreteness effect on selection speed and accuracy(2018-04-23)Satcharoen, KleddaoThe purpose of this research is studying the interaction of icon concreteness and response time in a sample of experienced users of a popular real-world software program (n = 100 users). The research used an experimental approach, with three trials of six icons each (three abstract and three concrete icons), for a total of 1800 trials. The results showed that reaction times were similar for concrete and abstract icons. However, response accuracy was different. While accuracy of fast reactions (3 seconds or less) was similar, a chi-square analysis showed statistically significant differences in accuracy for the three longer reaction times (4-6 seconds, 7-9 seconds, and 9+ seconds) (p < 0.05). The results imply that even for experienced users, icon concreteness makes a difference in semantic distance and cognitive processing load, resulting in differences in response accuracy. Thus, even programs designed for experienced users should use more concrete icons where possible. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A study of graphical password usability on smartphones in a week(2018-01-01) ;Ratchasan, TrustWiangsripanawan, RungratSmartphone technology nowadays is very progressive. With a powerful camera, high-speed connectivity, touchscreen interface, millions of different applications development and also a biometrics authentication system such as fingerprint scanner, iris scanner and even face scanner but whenever biometrics authentication system accidentally failed a smartphone still uses text passwords, PINs or Android's Unlock Pattern as a secondary authentication system but users typically create week text passwords since strong text passwords are difficult to recall and memorise. PINs and Android's Unlock Pattern are easier to recall and memorise but also having the guessablity problem. Graphical password system is one of the approach which propose of solving the memorability problem. In this paper we implemented and optimised the selected existing graphical password systems to smartphones and conducted an experiment to study and compare a usability of graphical password to the current secondary authentication system on smartphones in a week. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, The influence of colour on intention to adopt food delivery service mobile app(2017-11-24)Satcharoen, KleddaoThis research investigates the connections between colour usage, food appetite, and intention to adopt a food delivery services mobile app. Although research has established a connection between colour perception and appetite, hunger, and food choice, the research was designed to explore the importance of colour in app design and the link between appetite for food and adoption of the app. The research used a quantitative, scenario-based online questionnaire distributed to Thai mobile Internet users (n = 398). Users were asked about their perception of the colours and appetite, followed by a mobile app adoption scenario. Results showed that Orange, Red, Yellow, and Blue were associated with food appetite, while Orange, Red, and Blue were associated with adoption intention. Food appetite and adoption intention were positively and strongly associated. The implication of this research is that app designers need to consider the psychological implications of their aesthetic design. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A light-pointing method for virtual object selection and manipulation in a monoscopic viewing system(2005-12-01) ;Kanjanasupark, PornchaiChotikakamthorn, NoppornVirtual object selection and re-location are two basic object manipulations that can be found in most VR/VE applications. Many interaction metaphors have been developed for object manipulation in VR/VE environments. Of particular interest is the ray-casting method. The method applies a light ray metaphor in selecting and moving a virtual object. However, the method implicitly requires a stereoscopic viewing system to be efficiently use. With a monoscopic viewing system, inefficiency of the method in terms of task completion time is demonstrated in this paper. For a system using a monoscopic viewing device, a light-pointing method based on a laser-pointer metaphor is proposed to alleviate the shortcoming of the original ray-casting method. Compared with the ray-casting method, it was found from the experiment that the proposed method is noticeably more efficient in terms of task completion time. © 2005 IEEE.
