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Item type:Item, Outcome Based Education: An Evaluation from SOs to PLOs(2022-01-01) ;Hongsuwan, Thana ;Serirat, Nattarat ;Panlutan, Noppanat ;Danpattanachaikul, ThanapatJinjakam, ChompoonuchThe main processes of outcome-based education management are setting learning outcomes, measuring, evaluating learning results, and improving. Teachers must plan exercises, homework, classroom activities, midterm exams, and final exams that are consistent and align with program outcomes and educational standards. The proposed Outcome-Based Education (OBED) Web Application supports administrators and faculty staff for program and course management. After administrators or course committees designed the program learning outcomes to meet the referred educational standards (ex. TQF and TABEE), this web app supports their alignment PLOs to courses. Then, faculty staff can create expected course learning outcomes connected to the assigned PLOs. In addition, the system supports data transfer from the learning management system. With this web app, administrators and teachers can observe student outcomes from student activity results compared with the expected program learning outcome reported by course, cohort, or individual student. Therefore, teachers can adjust activities during the semester to get much closer to the target expected PLOs. Moreover, by OBED app support, semester assessment reports are ready to use according to the form prescribed by departments and educational standards. - Some of the metrics are blocked by yourconsent settings
Item type:Item, Virtual Reality Game for Visual Dimension Understanding(2021-04-01) ;Jinjakam, Chompoonuch ;Thanawanarat, TipakornIsaranimitr, KornEngineering drawing is one of the important fundamental subjects in the engineering course that requires imagination and artistic skill for understanding. Engineering student needs to practice a lot of exercises to understand three-dimensions representation and its two dimensional orthographic in top view, front view and side view. However, some students cannot understand 3D objects by just only paper and pencil. This process makes them feel bored to practice. Therefore, they cannot understand well and might have a long-term issue. Therefore, this paper proposes virtual reality 3D games as a learning media by using Oculus Rift and Oculus Touch. The objective of this game is to help students or people who have a previously mentioned problem to improve their skills. This game will increase the enjoyment of learning and possibly motivate them to educate the understanding of 3D objects and their visual dimensions. In this game, the player must match 3D objects with orthographic projections and create the object by themselves to match an orthographic projection. A player can register and check their improvement from history score and time spent. The goal of this virtual reality learning game is to motivate the player to practice with happiness. The experimental results showed players used shorter time and had got higher accuracy when continue playing. Post-questionnaire results shown they feel most enjoying when creating 3D virtual reality objects by themselves. Moreover, the results could imply students below grade C+ in Engineering Drawing subject may have problems with 3D objects that were cut into triangular in prismatic shapes, and students below grade D+ may have problems with dashed and solid lines. - Some of the metrics are blocked by yourconsent settings
Item type:Item, Interaction Behavior of Older Adults with Immersive Virtual Reality Application for Cognitive Training(2018-09-11) ;Intraraprasit, Monthon ;Sunhem, WisuwatJinjakam, ChompoonuchNowadays, older adults face health problems. The main problem is decreasing our brain skills. Memory, visuospatial skill, and cognitive functions are considered to be essence of the brain skills. These capabilities can performance by applying cognitive training or brain training. Currently, virtual reality (VR) technology is applied to cognitive training application. The results of training can be analyzed after several weeks, but it is a lack of interaction behavior analysis of older adults with VR application. The behavior analysis helps to design efficient program training, in other words, we can utilize better VR application with older adults who do not familiar with current technology. Moreover, we can understand behavior of older adult via VR application for their brain ability. VR application can be designed and kept log files for interaction behavior analysis. The algorithm for preliminary analysis is machine learning. Machine learning can predict score that measures brain's ability from the dataset. We adopted 2 models in this research. The first model is to predict the scores of visual short-term memory, called VSTM-model. The second model is to predict the scores of visuospatial skill, called VS-model. We performed baseline regression and support vector regression algorithm for score prediction of behavior. Root mean squared error is selected to measure performance of the algorithm; root mean squared error of baseline regression equal to 0.3012 in VSTM-model and 1.2427 in VS-model, and root mean squared error of support vector regression equal to 0.2876 in VSTM-model and 1.0536 in VS-model. - Some of the metrics are blocked by yourconsent settings
Item type:Item, Cognitive training using immersive Virtual Reality(2017-12-19) ;Intraraprasit, Monthon ;Phanpanya, PhanuthonJinjakam, ChompoonuchNormal adult becomes memory decline when increasing age. Memory decline can change from normal aging to mild cognitive impairment (MCI) and then Alzheimer's disease dementia. In order to reduce the risk of dementia, the cognitive training or brain training is needed. Cognitive training can stimulate the ability of normal person's memory for keeping ability of memory prompt when increasing age. Virtual Reality (VR) technology can be used to establish VR application for cognitive training. This paper proposes VR application for cognitive training that uses a head-mounted display for a full immersive device with VR controllers. This VR application is designed for training in visual memory and visuospatial under the psychiatrist's guidance. There were 45 participants in this experiment. All participants were tested memory ability of remember things and places from first practicing and evaluated satisfaction after using our VR application from satisfactory form. This experiment can help to determine the difficulty level in the next training and suitability of activity. The time duration of recall memory related to difficulty level in VR application (correlation coefficient, p = 0.379, 0.010). Furthermore, the satisfied evaluation of participants using VR application was 'satisfied' and 'very satisfied' in each difficulty level in VR application that Cronbach's alpha = 0.743. - Some of the metrics are blocked by yourconsent settings
Item type:Item, Door lock system via web application(2017-10-19) ;Vongchumyen, Charoen ;Watanachaturaporn, Pakorn ;Jinjakam, Chompoonuch ;Watcharapupong, AkkradachKasemsiri, WatjanapongThis research proposes the smart way to solve the common problem of the conventional door-locking system. The important problems of the ordinary door-locking systems are key lost, forgetting to lock the system and cannot check the lock status from remote. To solve these problems, we proposed a method to lock-unlock the system which utilizes the web application and passcode alongside the usual method of using the ordinary keys. The proposed system can remotely lock, remotely unlock, remotely check door state, remotely check door locking state, send the email to the owner in case of someone knocking on the door and generate the temporary passcode to use in specific date and time. - Some of the metrics are blocked by yourconsent settings
Item type:Item, Parallax, position and height difference effects on simulator sickness in immersive virtual environment(2013-12-01) ;Jinjakam, ChompoonuchHamamoto, KazuhikoImmersive virtual environment in multiple large flat-screened influences simulator sickness to the subjects is different from the other non-immersive virtual environment as one-large projection screen, monitor screen, and head mounted display. This system provides an immersive experience in two different positions as the 'driver' and the 'passenger'. Therefore, this research study parallax, position, and height difference (between driver and passenger) effects on simulator sickness in immersive virtual environment. Furthermore, the safety guidelines for immersive virtual environment are proposed. © 2013 IEEE. - Some of the metrics are blocked by yourconsent settings
Item type:Item, Comparative study of virtual sickness between a single-screen and three-screen from parallax affect(2011-03-01) ;Jinjakam, Chompoonuch ;Odagiri, Yuta ;Dejhan, KobchaiKazuhiko, HamamotoVirtual environment induces simulator sickness effect for some users. The purpose of this research is to compare the simulation sickness relative with parallax affect in one-screen and three-screen HoloStage <sup>TM</sup> system, measured by Simulation Sickness Questionnaire (SSQ). The results show the subjects tested in three-screen has less sickness than one-screen and effect from the Oculomotor (O) more than from the Disorientation (D) and more than from the Nausea (N) or represented in O>D>N. - Some of the metrics are blocked by yourconsent settings
Item type:Item, Application of stereoscopic video based on mobile robot(2008-12-01) ;Jinjakam, Chompoonuch ;Jinjakam, NuttapongVarakulsiripunth, RuttikornOne important application for mobile robot is the ability to send most real visualization to the viewer. The possible algorithm is the stereoscopic application that consists of data from left and right views. Therefore, the left and right image pairs have to be transmitted simultaneously in order to display 3-dimentional video at the remote site. Moreover, due to the twice data in comparing with a monoscopic video of the same object, this paper propose the compression technique for resource saving. The compression technique is based on the multiresolution wavelet transform using varied disparity-block size for disparity estimation and compensation. © 2008 SICE.
