จำนวน Repository ( 5 )
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).
การผลิตสื่อประชาสัมพันธ์มหาวิทยาลัยเทคโนโลยีราชมงคลพระนคร ในรูปแบบเสมือนจริง 3 มิติ
The objectives of the study were to produce 3D virtual reality media production for public relations of Rajamangla University of Technology Phra Nakhon and to study the satisfaction of the 3D virtual reality Media. This research was research and development. The data was collected from a sample of 400 samples. Data was analyzed by mean and standard deviation (S.D.). The results showed as follows: the sample group had the satisfaction to 3D Virtual Reality Media for Public Relations of Rajamangla University of Technology Phra Nakhon was at a high level.
เรือโบราณเพชรบุรีเบรเมน ในรูปแบบสื่อเสมือนจริง
The objective of this study is to create 360 degrees of virtual environment in the sinking of the Phetchaburi Bremen. In the form of virtual reality media and studying satisfaction with the virtual reality media of the sinking Phetchaburi Bremen by using sample groups of 50 people who tried the virtual reality media of the sinking Phetchaburi Bremen. The statistics used for data analysis were average standard deviation and percentage. The results showed that the ancient Phetchaburi Bremen in the form of virtual reality media and the sample groups were satisfied with the virtual reality media of the sinking of the Phetchaburi Bremen. The over-all of the media is at the highest level with an average of 4.72
การสร้างสื่อเสมือนจริงเพื่อส่งเสริมการท่องเที่ยว เกาะพะงัน
This quantitative research aimed to promote 360 degree virtual Reality tourism of Ko Pha Ngan Surat Thani province. The research is presented virtual reality 360 degree with moving the camera 360 degree and still the camera to study the satisfaction of tourists to 360 degree virtual reality tourism media. The informants were male and female tourists who have never travelled to Koh Phangan between the ages of 15 - 45 years and living in Bangkok 400 people. The data were collected by using quantitative research. The sorting data collection search from documents study of the results of promoting tourism in Koh Phangan by using Virtual Reality to collect data and using tools such as structured interviews and surveys.
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