Papers by Kannattha Chaisriya

2017 14th International Joint Conference on Computer Science and Software Engineering (JCSSE), 2017
This paper presents the process of developing Living Weir 3D animations used for supporting water... more This paper presents the process of developing Living Weir 3D animations used for supporting water appreciation and management in local communities. The living weir is an innovative water management system that allows people in the communities to contribute and take responsibility in maintaining and organizing their living weirs and water supply. In addition, the animations have been published on YouTube where they can be easily accessed and shared. The main idea of the Living Weir 3D animations is enhancing the understanding about living weirs and encouraging water management for sustainable use. The animation production starts with data collection that is accomplished by gathering information such as daily routine related to water consumption, ecosystem and the built living weirs from people who live in the community. The next step is analyzing data and storyboarding where the collected data is transformed into stories, scripts and storyboards. The final step is creating 3D aminati...

Journal on Computing and Cultural Heritage, Nov 22, 2023
Manora or Nora has been added to the heritage list of UNESCO as Thailand's intangible cultural he... more Manora or Nora has been added to the heritage list of UNESCO as Thailand's intangible cultural heritage since 2021. This performance has been presented as a regional form of entertainment and traditionally passed down through generations within certain families. Nowadays, young people are able to learn and practice Manora instructed by their masters or their successors. However, there is currently no digital content of Manora that could support awareness and enrichment of cultural safeguarding, so this article proposes the design and development of a mobile 3D game representing Manora, which is Southern Thai dance-drama performing art. The aim of this game is to increase citizens' engagement with their intangible cultural heritage and preservation by delivering novel digital heritage content specifically designed for a role-playing mobile game called Nara. The Nara game is used to enhance the perception of Manora dance and provide new experience of playing a culture-based game through costume and its material items. The game design process takes Manora's significant identities, including the costume, dance postures, and music along with players' requirements to create a game player character, non-player characters, storytelling, challenges, and level design. The development of the game is done on Unity game engine, which provides a mobile 3D game platform to integrate all the designed content and generate the interactive Nara game. The experimentation results conclude that utilizing the unique identity of Manora in gameplay successfully enhances the audience's experience and recognition. This result indicates the effective use of creativity and interactive multimedia technology to create attractive content and enjoyment that can encourage intangible cultural heritage preservation in an innovative manner. CCS Concepts: • Applied computing → Computer games ; Performing arts ; Additional Key Words and Phrases: Cultural safeguarding, digital heritage content, role-playing mobile games, intangible cultural heritage preservation This research was conducted as part of a local cultural heritage preservation project supported by the

Contemporary Educational Technology
Communication skills are soft skills critical for students’ development in educational institutio... more Communication skills are soft skills critical for students’ development in educational institutions in the digital age. This study aims to determine the feasibility and practicality of a learning model, which combines digital storytelling with a metacognitive strategy called the DSTMC model. This learning model utilized digital storytelling as a primary learning step and integrated metacognitive strategies to monitor the thinking process to improve students’ communication, such as listening, speaking, reading, writing, and presentation skills. The research was conducted through case studies at a regional, southern Thailand university. The data were collected from 30 undergraduate participants. The research instruments were expert validation, pre-/post-test data, and a self-assessment questionnaire. The study showed that the DSTMC learning model is an alternative teaching method to improve communication skills, including listening, speaking, reading, and writing. The results of stude...

International Journal of Interactive Mobile Technologies (iJIM)
Digital literacy skills are essential skills for working in a digital society. Therefore, the uni... more Digital literacy skills are essential skills for working in a digital society. Therefore, the university emphasizes teaching and finding ways to assess knowledge and prepare students before completing their studies. This research aims to present the conceptual framework for developing an adaptive tutorial system to assist undergraduate students in preparing for the digital literacy exit exam. This system's unique feature is not only the exam for students to practice reviewing their knowledge but also the exam's adaptability to the student's abilities. In addition, this concept is reinforced through gamification by incorporating game elements to motivate, increase the difficulty of competition and make exam preparation enjoyable. Learners are motivated to try harder on the exam. In the conceptual framework evaluation, a questionnaire was used to measure the system's suitability. The system design was evaluated by seven experts who determined that the components and pr...

International Journal of Electrical and Computer Engineering (IJECE)
Digital games are a powerful tool for the presentation of food cultural heritage. A digital game ... more Digital games are a powerful tool for the presentation of food cultural heritage. A digital game was designed and developed to raise and enhance young people’s interest in and knowledge of Thai food cultural heritage, currently an under-researched field. The platform game was played on a mobile device and required the collection of food ingredients appropriate to popular cuisine in four Thai regions while overcoming obstacles. A sample (N=61) of young people (mean age=19 years) played the game, and the differences in their pre and post-test knowledge of and interest in Thai food and its cultural heritage were analyzed. The findings showed a highly significant increase in interest in and knowledge of Thai food cultural heritage, and did so despite the opinion of some participants that learning games were less interesting than conventional games, or that games were not a good way of raising interest in cultural heritage.
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Papers by Kannattha Chaisriya