Moodleah, Samart
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Moodleah, Samart
Alternative Name
Moodleah, S.
Main Affiliation
Email
samart.mo@kmitl.ac.th
13 results
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Item type:Publication, Pig Carcass Assessment on Image Segmentation(2021-01-01) ;Tanthong, Jitpanu; Pork is the most commonly consumed meat across the world: about one-third of all meat consumed is pork, ahead of beef and chicken. Every day a massive number of pig carcasses enter the production pipeline. When entering the pipeline, the carcasses are graded by the slaughterhouses to determine the market price of the meat. The grading criteria could depend on a variety of factors such as the tenderness, color, pH value, water holding capacity as well as the proportion of red meat inside the carcasses. Since the grade can be used to determine the market price and the commercial usage of the meat, this process is crucial. Unfortunately, the grading process is not only time consuming but also requires expertise. To mitigate this problem, in this work we propose: 1) a pig carcass image dataset segmented by experts, 2) an LSQ index image dataset and 3) an algorithm for carcass quality analysis based on the ratio of red meat inside the carcasses, or the Lenden-Speck-Quotient (LSQ). Our experimental results demonstrate that the performance of the proposed LSQ index algorithm is reliable and agrees with experts' annotation with MAPE 5.55%. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Pattern detection for toolpath generation on triangular meshes for 5-axis CNC machining(2020-01-01) ;Dang, Le V.; Makhanov, Stanislav S.Toolpath generation for freeform triangular meshes for 5-axis milling machines using an optimal feeding direction (OFD) field is an important topic in subtractive manufacturing technology. By considering parameters in both the CAD and the CAM stages, there exists a direction(s) at every cutter contact (CC) point, such that the machining efficiency is maximal. The directions could form a special structure which can be detected for toolpath generation on the CAD stage. In this paper, a novel toolpath generation method is proposed to create a toolpath for freeform triangular meshes by detecting regular structures of the OFD in the parametric domain using moment invariants. Three common templates, corresponding to standard toolpath structures, are considered: (1) curl (contour/spiral contour path), (2) star/spiral (radial path), and (3) shear (zigzag path). Mesh parameterization is used to flatten the 3D triangulated surface. A transfinite interpolation (TFI) is utilized to construct the toolpath on the flattened surface. The final toolpath is then obtained by the inverse map. The proposed method has been compared with conventional and standard commercial toolpaths. Numerical results show that the pattern detection algorithm helps to find an appropriate toolpath strategy. The generated toolpaths follow the OFDs closer than the competing methods, and therefore, require shorter machining time. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, AI-Powered MetaHuman Interviewer: Serious Game for Student Job Interview Skills(2025-01-01) ;Mongkoljaturong, Kansada ;Manitsakulwong, MesaEffective interview preparation is critical for university graduates entering a competitive job market, yet traditional methods often lack sufficient realism and interactivity. This paper presents the development and evaluation of an innovative serious game, the Interactive Interview Assistant Application (IIAA), designed to address this gap. The IIAA simulates job interviews using an AI-driven digital human interviewer powered by MetaHuman technology, a Large Language Model (LLM) for dynamic dialogue, and integrated Speech-to-Text, Text-to-Speech, and Speech-to-Animation systems, offering a personalized and immersive practice environment. The system was evaluated with senior undergraduate students across three distinct career paths (UX/UI Design, Software Engineering, Game Development). The evaluation focused on system performance, overall usability, and qualitative user feedback. Results indicate that the IIAA successfully creates an engaging and realistic simulation, with users reporting high satisfaction regarding its ability to emulate real-world interview scenarios and provide valuable, actionable feedback. While identified performance latencies related to high-definition 3D animation and voice processing require further optimization, the study underscores the significant potential of this approach. This research demonstrates that sophisticated game-based tools can substantially enhance interview preparedness, thereby improving student confidence and readiness for professional employment. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Points using Localized Distance for Contour Generation from Point Cloud for 3D Printing(2021-01-01); Kirimasthong, KhwuntaWe present a robust and simple method to select the most correlated points (in each layer) for layered contour generation from a 3D point cloud model in additive manufacturing. The contour projection of each layer point uses a planar least square projection technique. One critical step in contour projection is that the correlation between each projection point and other points (weights) on a slicing plane directly affects to the contour generation accuracy. The constructing contour from point cloud directly is a challenging task because there is no information of mesh topology, hence, no sequential order of points for contour generation. A search algorithm to find the most correlated points from skeletal points (reference) using the localized distance function is implemented. The experiment results show that our method reduces an average accuracy error for both wide and narrow point distributions by 15.57% to 35.20% and 4.28% to 12.78% respectively compared to the existina method. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Adaptive Slicing of Point Cloud Directly with Discrete Interpolable-Area Error Profile in Additive Manufacturing(2023-02-01); Kirimasthong, KhwuntaPoint cloud objects have gained popularity in three-dimensional (3D) printing recently due to advancements in reverse engineering technology. Fabricating an object with a fused deposition modeling (FDM) printer requires converting the object to layered contours, which involves a slicing process. The slicing process of a point cloud object usually requires reconstructing a 3D object from a point cloud, which requires users' deep understanding of 3D modeling software and a laborious work process. To avoid these problems, the direct slicing of point cloud objects is gaining more popularity. This research work proposes an adaptive slicing approach from point cloud objects directly without surface reconstruction. The adaptive slicing maintains the global geometry error while requiring a smaller number of fabrication layers and printing time. A new error profile used in the adaptive slicing approach is introduced. It approximates the geometry error from the point cloud directly based on the discrete interpolable-area (DIA) error between two adjacent layers. The interpolable capability of the DIA error profile allows the adaptive slicing algorithm to efficiently measure the geometry error of a point cloud. We perform the proposed algorithm with four point cloud models that represent both symmetrical and asymmetrical shapes. The adaptive slicing results show that the performance is increased by 8.05%-32.73% while maintaining accuracy compared to traditional uniform slicing. Furthermore, the fabrication time and materials used are reduced by 10.30%-39.10% and 1.01%-13.47%, respectively. Based on these results, further research can be focused on finding an optimal threshold between the accuracy of the contour projection and the distance between the layers, which could further improve fabrication performance. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Low-complexity turbo equalization using E-BAD detector combine with LDPC codes for high-density magnetic recording(2008-10-06); ;Benjangkaprasert, C. ;Sangaroon, O. ;Udomsripaiboon, T.Sa-Ad, S.An extend bi-directional arbitrated decision feedback equalizer (E-BAD) was developed from BAD which shown that performance is improved at low error rate. BAD detector can be replaced for the high-complexity detector in turbo equalization for a coded magnetic recording channel which the performance is closed. This paper considers a performance evaluation of E-BAD detector in turbo equalization with selected LDPC code which the performance is improved while keep low-complexity structure. ©2008 IEEE. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, A Development of Game-Based Learning in Virtual Reality for Fire Safety Training in Thailand(2021-06-30) ;Satapanasatien, Kodchaporn ;Phuawiriyakul, ThanchanokFire incidents damaged both the economy and human life. In the past three decades, 59,387 fire incidents in Thailand approximately lost 40 billion baht and 2,076 deaths. Fire safety training methods are organized in a very limited number each year for many reasons such as training place or safety concern. We propose game-based learning for fire safety training using virtual reality technology. We create five learning lessons based on fire training contents and three playing stages (play, learn and test) that players can interact with. It behaves as a self-learning tool that can be used often and overcome the difficulty in organizing fire safety training. In addition, virtual technology simulates realistic computer graphic contents and rich interactive actions. Most importantly it offers a safe virtual environment; it extends the audience to a wide range of ages. Our game-based training is evaluated, and the result shows that fire safety knowledge is increased by 122% and 63% compared to the non-training and the traditional training respectively as well as users' satisfaction average score is exceeded 90%. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Automated Classification of User Exercise Poses in Virtual Reality Using Machine Learning-Based Human Pose Estimation(2025-01-01) ;Kongchansawang, Panuwat ;Naowavathong, Thunchanok; Human Pose Estimation (HPE) using machine learning presents significant potential for objectively analyzing user movements within Virtual Reality (VR) environments, particularly for applications involving guided physical exercises or interactive tasks. Analyzing 2D video footage from VR sessions for HPE offers a computationally efficient approach for tracking user movements. However, accuracy can be compromised by various factors, including occlusions from clothing or the VR headset itself. This study develops and evaluates a robust HPE system specifically designed to accurately classify predefined poses performed by users within such VR environments. The proposed system utilizes MediaPipe for corporal landmark extraction from user images (for training) and employs a Stacking Classifier ensemble, with XGBClassifier as the meta-learner, to classify six key exercise poses. Key results demonstrate an overall pose classification accuracy of 94% on a dedicated test set, with certain poses like ‘Butterfly Hug’ and ‘Arm’ achieving 100% accuracy. These findings highlight the system’s potential to provide reliable, quantitative assessments of user adherence to prescribed movements in immersive interactive environments, offering valuable data for applications requiring objective analysis of physical performance in VR. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Naval Wargame Prototyping: Multiplayer Real-Time Strategy Game Simulation Using Unreal Engine(2023-01-01) ;Chavanit, Nattawat ;Bualoy, SukawitWe propose an integration framework for a wargame prototype using the modern game engine - Unreal Engine. This wargame functions as a simulation tool for strategy training, strategy testing, and simulating enemy forces like warships, aircraft, and weapons. Existing wargames come in proprietary and free versions. The former is often expensive and exclusive due to security reasons, while developing a functional wargame is complex, requiring various technological components such as a physics system and artificial intelligence (AI). To overcome these challenges, we propose a rapid prototype using Unreal Engine. This approach leverages advanced technology and ensures the prototype is ready for future upgrades when new versions of the game engine are released. We evaluate the prototype's system capabilities and expert assessments. - Some of the metrics are blocked by yourconsent settings
Item type:Publication, Edge-Driven Multi-Agent Reinforcement Learning: A Novel Approach to Ultrasound Breast Tumor Segmentation(2023-12-01) ;Karunanayake, Nalan; Makhanov, Stanislav S.A segmentation model of the ultrasound (US) images of breast tumors based on virtual agents trained using reinforcement learning (RL) is proposed. The agents, living in the edge map, are able to avoid false boundaries, connect broken parts, and finally, accurately delineate the contour of the tumor. The agents move similarly to robots navigating in the unknown environment with the goal of maximizing the rewards. The individual agent does not know the goal of the entire population. However, since the robots communicate, the model is able to understand the global information and fit the irregular boundaries of complicated objects. Combining the RL with a neural network makes it possible to automatically learn and select the local features. In particular, the agents handle the edge leaks and artifacts typical for the US images. The proposed model outperforms 13 state-of-the-art algorithms, including selected deep learning models and their modifications.
