จำนวน Repository ( 2 )

เกมมอนสเตอร์เวิลด์ความจริงเสมือน
เกมมอนสเตอร์เวิลด์ความจริงเสมือน

The objectives of this study were 1) produced a virtual reality monster game 2) Evaluate the suitability of the virtual reality monster’s world game and 3) Evaluate the player satisfaction of the virtual reality monsters World game using. There were two groups of samples the first were a group of 3 qualified experts divided into VR experts character design and print media. The second sample was a group of virtual reality Monster World game players aged 18-39 years. People who like VR games fear that people who have never played VR games such as those over 40 may have motion sickness or severe dizziness. The age limit for people who had never played VR and the recognition of people with shock due to heart disease were obtained using a specific method of a questionnaire. Analyzing the data for mean and standard deviation. The results showed that the overall assessment result was at the appropriate level (𝒙̅ =3.85 S.D.=0.56) and the printed media assessment result was at the high level with a bad value (𝒙̅ = 4.38 S.D.=0.47) result. Of the players who were satisfied with the Monster World game the evaluation results were in the appropriate level (𝒙̅=4.38 S.D.=0.56).

2566
ความรู้บนโลกออนไลน์ เพื่อฝ่าวิกฤติ COVID-19 ผ่านเทคโนโลยีเสมือนจริง
ความรู้บนโลกออนไลน์ เพื่อฝ่าวิกฤติ COVID-19 ผ่านเทคโนโลยีเสมือนจริง

Augmented reality or often called for short that AR is technology that exhibits a virtual image in the real world. Currently this technology has been widely applied to the education domain and responded to the development of essential skills to survive in the twenty-first century. AR is used to promote self-learning according to the constructivist theory which believes that learning is a process arising within the learner. Furthermore the COVID-19 pandemic has conducted to the new way of life which is called the “new normal” in which people avoid seeing each other as well as minimize congestion at all places and contact. Therefore this research aims to study the transfer of processes and technologies used for development. About the COVID-19 situation through the virtual world able to transfer knowledge processes to the public Being aware of the COVID-19 situation and promoting lifelong learning

2566