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Featured researches published by Kingkarn Sookhanaphibarn.


cyberworlds | 2009

A Content Management System for User-Driven Museums in Second life

Kingkarn Sookhanaphibarn; Ruck Thawonmas

Over two decades, a great expectation on digital museums has been addressed but most of them have been implemented based on web technologies. Emerging Second Life, which supports rich communication, virtual collaboration, and 3-D content creation, has brought a new platform to digital museums. As a result, a way to systematically manage and arrange a tremendous amount of information in SL museums is required. In addition, dynamic content and context to encourage audiences to return to the museum more frequently must be designed based on audience drives and preferences. In this paper, a Content Management System (CMS) of digital museums in Second Life is presented to cope with these issues. Six proposed modules are the integral parts of CMS to handle data mining approaches inspired by a visiting pattern retrieval system of audience activities and web-based recommender systems.


computational intelligence and games | 2015

Body motion design and analysis for fighting game interface

Pujana Paliyawan; Kingkarn Sookhanaphibarn; Worawat Choensawat; Ruck Thawonmas

This paper presents a full-body motion-control game interface based on a Kinect device. A set of postures and motions for controlling game characters is presented, and the posture-detection algorithm for each posture is implemented by using a rule-based technique with rule-and-threshold optimization. Our experiments show that the proposed optimization can improve the accuracy of posture detection by 13.70%. The proposed techniques are applied to the fighting game called FightingICE, a game platform in recent CIG competitions.


intelligent information hiding and multimedia signal processing | 2009

A Framework for Design and Evaluation of Digital Museums in Second Life as Learning Institutions

Kingkarn Sookhanaphibarn; Ruck Thawonmas

Over two decades, a great expectation on digital museums has been addressed, but most implementation platform has been web technologies. Emerging Second Life which supports rich communication, virtual collaboration, and 3-D content creation has carried out a new platform of digital museums. This paper investigates the requirement of idealized digital museums to improve the percentage of returning visitors and to impress the first-time visitors. The framework for design and evaluation of digital museums in Second Life as learning institutions is elaborated and discussed in the paper.


international conference of design user experience and usability | 2013

Desirability of a teaching and learning tool for thai dance body motion

Worawat Choensawat; Kingkarn Sookhanaphibarn; Chommanad Kijkhun; Kozaburo Hachimura

This paper investigates the desirability of using a teaching and learning tool for Thai dance in the context of higher education. Unlike the Western dances where dance notation have been widely used for recording the dance body movement, students in Thai dance classes have to memorize a series of body movements by observation from their teachers. In Thai dance communities, dance notation is very new, and few of professional people in Thai dance understand and use it to record the Thai dance body movement. In this paper, we demonstrate the adaption of a notation system to describe Thai dance and introduce a learning tool for facilitate students to understand the notation. Our presented tool for teaching and learning Thai dance is as a result from a collaboration research between researchers from performing arts and computer science. We measure the desirability of our tool with four Thai dance schools dispersedly located in the north and middle of Thailand, and we receive a promising feedback from them.


International Scholarly Research Notices | 2012

Personalized Recommendation in Interactive Visual Analysis of Stacked Graphs

Alejandro Toledo; Kingkarn Sookhanaphibarn; Ruck Thawonmas; Frank Rinaldo

We present a system which combines interactive visual analysis and recommender systems to support insight generation for the user. Our approach combines a stacked graph visualization with a content-based recommender algorithm, where promising views can be revealed to the user for further investigation. By exploiting both the current user navigational data and view properties, the system allows the user to focus on visual space in which she or he is interested. After testing with more than 30 users, we analyze the results and show that accurate user profiles can be generated based on user behavior and view property data.


ieee global conference on consumer electronics | 2015

Towards universal kinect interface for fighting games

Pujana Paliyawan; Kingkarn Sookhanaphibarn; Worawat Choensawat; Ruck Thawonmas

This paper presents an approach towards developing a universal Kinect interface supporting game-playing. The proposed interface is designed to be used with existing fighting games of any sort. Players can define their own postures and map them to keystrokes for sending input to a targeted game without the need of accessing game source code. We describe the overview of the interface system; including motion segmentation, posture feature extraction, and posture-to-key mapping.


Advanced Materials Research | 2014

Serious Game for Fire Safety Evacuation Plan

Akekachai Sacfung; Kingkarn Sookhanaphibarn; Worawat Choensawat

Virtual worlds are successfully used for training a personal skill in an emergency situation. In this paper, we present a serious game for fire evacuation training in any public places like office buildings, conventional centers, hotels, and universities. The goal of fire safety evacuation plan is to minimize the damage, i.e. the number of injured people and casualties. In this paper, we built a virtual environment where imitates a classroom building in Bangkok University. We described a design process and development approach for achieving the objectives of evacuation training. The user evaluation was also conducted, showing that the prototype can be used effectively for training a fire drill at other public places.


ieee global conference on consumer electronics | 2016

Virtual reality system for fire evacuation training in a 3D virtual world

Kingkarn Sookhanaphibarn; Worawat Choensawat; Pujana Paliyawan; Ruck Thawonmas

This paper presents a virtual reality (VR) system for fire evacuation training and a natural user interface via Kinect for imitating users movements, e.g. walking, running, step side way, turn and open/close a door, during the training. The incident is set in an realistic environment by imitating one campus building in Bangkok University, where there are robotic, computer, and research laboratories, lecture rooms, and staff offices. The fire starting can be randomly changed to let trainees learn the exit path through the building. The design decision for the system and motion controls are described in order to achieve the objectives of evacuation training.


international conference on social computing | 2015

User Modeling on Social Media for Art Museums and Galleries

Kingkarn Sookhanaphibarn; Utaiwan Chatuporn; Kodchakorn Na Nakornphanom

This paper shows the results of studying relevant factors for expanding an experience of museum visitors by using social media technology. The constructed questionnaire was used as a tool to elicit the opinion of members in the Facebook fan page of Southeast Asian Ceramics Museum, Bangkok University, Thailand. In this study, there were 222 respondents whose occupations were related to either arts and cultures (42.79 %), and not related to (57.21 %). The results indicated that the perceived usefulness of technology factors and perceived ease of use to technology were related to the expansion of museum visitors experience with social media applications at statistically significant level of 0.01.


Applied Mechanics and Materials | 2015

Android Antivirus Scanner by Analyzing Operation Codes

Komal Narang; Kingkarn Sookhanaphibarn; Prasong Praneetpolgrang

This research presents a model for malware detection on mobile operating system based on analyzing the operation codes. The research processes are as follows: (1) achieving of both malicious and benign codes on android operating system, (2) extracting features based on the distribution of n-grams frequency where the parameter n = 3 is used, and (3) constructing a model for classification the malicious codes using the extracted features for both malicious and benign codes. In the experiment, 304 malicious codes and 553 benign codes were using to construct the model. The experiment shows that the model achieved more than 85.52% accuracy. For the sensitivity and specificity, the model achieved 71.26% and 90.52%, respectively.

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Kittipat Savetratanakaree

King Mongkut's Institute of Technology Ladkrabang

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