Now showing 1 - 10 of 18
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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
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    Thanasopon, Bundit
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    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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    Differentiative Feature-based Fall Detection System
    Elderly people are dealing with falling down on a daily basis. This incident can happen anytime at any place. There is high risk of falling not only the elder but also the caregiver. Although there are numbers of applications and devices in the market for the user, the cutting-edge technology as a machine learning-based algorithm can increase effectiveness of fall detection model into device's effectiveness. The available technology is embedded accelerometer and gyroscope sensor into a smartphone provide benefit dataset. These data can be used for reducing and managing serious injury and caregiver can assist on time. The leverage performance of a Smart Steps application by including the essence of machine learning algorithm and 5-fold cross validation rises accuracy in fall detection. Thus, this paper proposed a novel method of 4 binary classification-Decision Tree, SVM, K-Nearest Neighbors, and Gradient Boosting. The focusing on acceleration magnitude, angular velocity magnitude, and difference between pre-current, current-post values are taken into account in the study. The opened dataset, MobiFall, are split into 2 groups 1) train group 80% and 2) test group 20% for gathering effectiveness result. The model's assessment measures in 4-dimension 1) accuracy, 2) precision, 3) recall and, 4) F1-Score. The results demonstrates increasing values that 95.65% of accuracy, 91.20% precision, 90.86% recall and, 91.03% F1-Score. The fall detection of the study can conclude that the machine learning-based algorithm offers more accuracy and effectively than threshold-based algorithm.
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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
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    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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    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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    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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    UltraSight: Device for head-level obstacle warning for the visually impaired
    (2019-07-01)
    Dabuddee, Natcha
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    Pirin, Parima
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    Walking outside in Thailand is difficult for the visually impaired because obstacles on sidewalks such as uneven pavements, light poles and billboards. These obstacles can cause frequent accidents. Although some advanced technologies can facilitate the visually impaired to walk safely, accidents still occur. Most currently technologies focus on detection of ground-level obstacles and require much processing time. There are few devices constructed to prevent accidents that happen to the head. This study is a development of a collision warning device to alert the visually impaired of obstacles that their head may crash into while walking. UltraSight consists of an Arduino, an ultrasonic distance sensor, and a PIR motion sensor. Its operation was robustly designed based on the concepts and theories of walking behavior. It was tested in a laboratory equipped with several mock poles and other obstacles. UltraSight avoided 96% of them. A future design will be a similar device and attached on the head of user.
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    Novice Behavior Analysis in Business Training by Using Tobii Eye Tracking Technology
    (2023-01-01)
    Sutipitakwong, Sutipong
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    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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    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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    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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    Pros and Cons of Tangible and Digital Wireframes
    (2020-10-21)
    Sutipitakwong, Sutipong
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    This innovative practice is a work in progress that analyzes how a tangible wireframe can be more effective for team communication than a digital wireframe at specific development stages through design activities and processes. It has been found that tangible wireframes are easy to work with and can provide a clearer view of a product's design. To validate this finding, the research focused on the effectiveness of communication through three main aspects of the wireframe: Design, Features, and Layout. These aspects indicate functionality and aesthetic of the website design. The additional outcome implies pros and cons of both tangible and digital wireframes. Research information has been analyzed from data collection of classes activity recorded at an IT faculty. The results showed team communication through wireframe creation depends upon the user experience of team members, understanding of goals, and ability to select tools for digital or tangible wireframe suitable for the design stage. Therefore, this research can guide an instructor of web development by choosing the right tools and techniques appropriate for learners - those without and with experience. It is counted as contributions to the computing educational field.
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    Behavior Analysis with Eye Tracking Technology in Fashion Industry Training
    (2026-03-01) ;
    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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    The effectiveness of RPA in fine-tuning tedious tasks
    (2020-07-01)
    Sutipitakwong, Sutipong
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    This research focuses on the usage and importance of RPA (robotic process automation) to fine-tune tedious work such as filling in forms of education workshops. The research looks at how RPA can be used to prepare learning documents and materials used by large numbers of participants. The study was conducted using an RPA to test cases with repetitive routines. It was proposed that the process of automated work management and AI would result in a more efficient and effective workflow while reducing the error margin. The research will show that RPA can manage a large capacity of documents with very high accuracy, which will be beneficial for educational workshops with many participants requiring a great deal of material preparation and exportation for analysis afterward.
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