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    Integrating problem-based learning and augmented reality for enhancing problem-solving and computational thinking skills
    (2026-01-01)
    Auliya, Risma Nurul
    ;
    Sitthiworachart, Jirarat
    ;
    Joy, Mike
    ;
    Ratanaolarn, Thanin
    The study investigated the effect of problem-based learning (PBL) with augmented reality (AR) on problem-solving and computational thinking (CT) skills, along with students’ satisfaction with AR in mathematics learning. Ninety eighth-grade students participated in a quasi-experiment with three groups: experimental (PBL with AR and standard PBL) and control (conventional learning) groups, each with thirty students. The geometry learning using augmented reality experience (GLARE) application covered 3D geometry, including cubes, cuboids, prisms, pyramids, cones, cylinders, and spheres. MANOVA was used to examine the problem-solving and CT skills, while the satisfaction was evaluated as percentages. The findings demonstrated all groups improved significantly in CT and problem-solving (p < 0.05), with the PBL+AR group achieving the highest improvement. Most students found AR engaging, motivating, and effective for understanding complex geometry concepts. They also appreciated its ease of use and support for independent learning. However, some encountered technical problems, such as device incompatibility and poor internet connectivity.
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    Testing and Measurement on Willingness to Use Augmented Reality, Virtual Reality, and AI-Enabled Checkouts
    (2022-01-01)
    Junsawang, Sunisa
    ;
    Chaveesuk, Singha
    ;
    Chaiyasoonthorn, Wornchanok
    Augmented Reality, Virtual Reality, and AI-Enabled Checkouts in several industries, including education, retail, etc. These technologies have shown an essential and highly important ability to provide customers with new innovative user experiences and interactions between humans and technology. This paper focuses on developing a tool including nine latent and 23 observed variables for an exam a conceptual framework of Willingness to Use Augmented Reality, Virtual Reality, and AI-Enabled Checkouts with Unified Theory of Acceptance and Use of Technology2, Expectation-Confirmation Model, Service Quality, and Personal Innovativeness. These findings will provide observed variables as a tool for exam insight into what affects customer willingness to use.
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    Near point light source location estimation from shadow edge correspondence
    (2015-09-23)
    Chotikakamthorn, Nopporn
    The problem of near point light source location estimation is considered. The approach described here is based on a relationship between the cast shadow edge, the shadow-casting surface, and the light source. Given an optical-depth image pair available from an RGB-D camera, a method for near point light source location estimation is described. The method can be applied to a shadow-casting object with arbitrary and unknown geometry. Exhaustive multidimensional search is avoided by the proposed iterative one-dimensional search algorithm. Experimental results with real images are included.