Jamsri, Pornsuree
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Jamsri, Pornsuree
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pornsuree.ja@kmitl.ac.th
16 results
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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, BunditThis 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). - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Chertify: Wood Identification-Based Mobile Cross-platform by Deep Learning Technique(2022-01-01) ;Wongpoo, Teerasak ;Sriwan, Wannamongkol; 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. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A Game Development to Promote Computational Thinking(2021-01-01) ;Prompolmaueng, Waraporn ;Wetmaha, ApisitThis 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. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A Personalized Food Recommendation Chatbot System for Diabetes Patients(2020-01-01) ;Thongyoo, Phupat ;Anantapanya, Phuttipong; Diabetes is a disorder of the body that is unable to produce enough insulin. Diabetes causes the body to improperly burn sugar, which affects the blood sugar level leaving a sugar residue. Diabetes is related to genes, body weight, lack of exercise and aging. When patients with diabetes neglect good nutrition this can cause many health problems. This research, therefore, develops a chatbot named “Waan-Noy” to recommend a diet suitable for individuals with diabetes and build a cooperative health society. Our chatbot recommends personalized eating. It is suitable for use by diabetes patients as indicated by their evaluations. Through use of nutrition therapy controls, Waan-Noy recommends specific foods. The user’s evaluation is divided into 3 areas: content, design, and implementation to determine user degree of satisfaction with Waan-Noy. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Pros and Cons of Tangible and Digital Wireframes(2020-10-21) ;Sutipitakwong, SutipongThis 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. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Behavior Analysis with Eye Tracking Technology in Fashion Industry Training(2026-03-01); Sutipitakwong, SutipongAs 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. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Novice Behavior Analysis in Business Training by Using Tobii Eye Tracking Technology(2023-01-01) ;Sutipitakwong, SutipongAdvanced 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. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, The Waste Separation Game to Promote Computational Thinking Through Mixed Reality Technology(2022-01-01) ;Phatarametravorakul, Worapat ;Cheevanantaporn, SuphitsaraThe 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. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A Sufficiency Agriculture Learning Platform for the Development of New Agriculturists(2021-01-01) ;Komatsu, Kazuya ;Yoothong, PimlapatThe 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. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A Game to Promote Safe Use of Online Media with Mixed Reality Technology(2022-01-01) ;Tannitisataporn, Ganokpan ;Nuatongdee, ChanoknetCurrently, 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.
