The lastest update : 14 May 2026 09:28 am

Data From CMU MIS
2569 Evaluating metaverse-based library orientation with Roblox for first-year students

-

2568 Designing Gamified Virtual Reality Intervention Based on Experiential Learning to Enhance Social Reciprocity in Children with Autism Spectrum Disorder

-

2568 Enhancing textile heritage engagement through generative AI-based virtual assistants in virtual reality museums

-

2568 Immersive realities in museums: evaluating the impact of VR, VR360, and MR on visitor presence, engagement and motivation

-

2568 Toward Sustainable Digital Literacy: A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education

-

2568 Assessing learning outcomes in immersive virtual reality with and without generative AI-Powered virtual npcs: a comparative analysis in a museum context

-

2568 Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games

-

2568 Assisting Hearing and Physically Impaired Students in Navigating Immersive Virtual Reality for Library Orientation

-

2568 Designing and engaging students in library tours using mixed reality: a study on library anxiety, knowledge acquisition, and student engagement

-

2568 Virtual reality as a tool to alleviate library anxiety and promote service knowledge acquisition among visually impaired students

-

2568 Accessible virtual reality for library orientation: A user-centered approach for visually impaired learners in inclusive education

-

2568 Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games

2568 Assisting Hearing and Physically Impaired Students in Navigating Immersive Virtual Reality for Library Orientation

2567 Navigating Academic Horizons: The Role of Location-Based Games in Multidisciplinary University Transition.

2566 The effect of a location-based game for university transition: Comparing learning outcomes and intrinsic motivation of students in different disciplines

2564 Integrating the Webinar as a Tool to Support Adult Training: A Case Study on the Training for Entrepreneurs of SMEs in Thailand

2564 Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits

2564 Book Recommendation for Library Automation Use in School Libraries by Multi Features of Support Vector Machine

2562 Knowledge expert co-creation-based conceptual framework for educational game

2559 The Effect of Implementing Knowledge Management System in Supplier Selection Content to Improve Learning Performance of Online Travel Agencies Staff

2559 Systems thinking in online travel agency of supplier relationship management

The lastest update : 16 June 2026 09:55 am

Scopus
2026-04-01 Enabling Inclusive Access to Restricted Sacred Spaces: A Real-World Comparison of VR360 and AI-Driven Virtual Reality
2026-03-01 Voice, Text, or Embodied AI Avatar? Effects of Generative AI Interface Modalities in VR Museums
2026-01-01 Development of a Hexad-Driven Motivational E-Learning System With AI-Based Personalization: Enhancing Engagement and Digital Literacy Learning Outcomes
2026-01-01 School-Based Immersive Virtual Reality Learning to Enhance Pragmatic Language and Social Communication in Children with ASD and SCD
2026-01-01 Evaluating metaverse-based library orientation with Roblox for first-year students
2025-12-01 Enhancing textile heritage engagement through generative AI-based virtual assistants in virtual reality museums
2025-12-01 Integrating generative AI and the metaverse for cultural heritage: a case study on the preservation of Lamphun Brocade Fabric
2025-11-01 Assessing learning outcomes in immersive virtual reality with and without generative AI-Powered virtual npcs: a comparative analysis in a museum context
2025-09-01 Immersive realities in museums: evaluating the impact of VR, VR360, and MR on visitor presence, engagement and motivation
2025-09-01 Designing Gamified Virtual Reality Intervention Based on Experiential Learning to Enhance Social Reciprocity in Children with Autism Spectrum Disorder
2025-08-01 Toward Sustainable Digital Literacy: A Comparative Study of Gamified and Non-Gamified Digital Board Games in Higher Education
2025-04-28 Designing and engaging students in library tours using mixed reality: a study on library anxiety, knowledge acquisition, and student engagement
2025-04-01 Virtual reality as a tool to alleviate library anxiety and promote service knowledge acquisition among visually impaired students
2025-01-01 Accessible virtual reality for library orientation: A user-centered approach for visually impaired learners in inclusive education
2025-01-01 Digital literacy through gaming: A comparative study of knowledge acquisition, social presence, and emotional reactions in digital and non-digital board games
2025-01-01 Assisting Hearing and Physically Impaired Students in Navigating Immersive Virtual Reality for Library Orientation
2024-10-10 Navigating Academic Horizons: The Role of Location-Based Games in Multidisciplinary University Transition
2024-04-01 Comparing the Impact of Non-Gamified and Gamified Virtual Reality in Digital Twin Virtual Museum Environments: A Case Study of Wieng Yong House Museum, Thailand
2024-01-01 Effectiveness of an E-learning System for Emergency Signs and CPR Emergency Preparedness in Marathon Events: A Comparative Study
2023-01-01 Design and development of a mobile application for emergency medical assistance for running-related injuries in a marathon event
2023-01-01 The effect of a location-based game for university transition: Comparing learning outcomes and intrinsic motivation of students in different disciplines
2023-01-01 The Study of Customer Behavior through Buying Cosmetic Products for Designing the Knowledge Pack for Thai Cosmetic Sellers
2022-01-01 Development of a Mobile-Healthcare Application for Safety and Prevention in Emergency Assistance at Marathon Events: A Case Study in CMU Marathon
2022-01-01 Value Chain Analysis for Identifying Taobao Cross-Border E-Commerce Important Activities to Export Thai SMEs Products to China
2021-07-01 Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits
2021-01-01 Integrating the Webinar as a Tool to Support Adult Training: A Case Study on the Training for Entrepreneurs of SMEs in Thailand
2021-01-01 Book Recommendation for Library Automation Use in School Libraries by Multi Features of Support Vector Machine
2020-03-01 The Multi-Criteria Decision Model using ANP approach for selection ERP Software of SMEs in the Upper North Region of Thailand
2019-04-15 Knowledge expert co-creation-based conceptual framework for educational game
2016-01-01 Systems thinking in online travel agency of supplier relationship management

The lastest update : 14 May 2026 09:27 am

ข้อมูลจาก CMU MIS
2567 ERASMUS-EDU-2024-CBHE: Curriculum development for zero waste management in the hospitality and tourism sector

Co-Investigator

2558 Research Project for Application Presentation of Monument in Wat Umong (Suan Buddha Dhamma), Chiang Mai

Co-Investigator

2557 Investigate Student’s Effective Mobile Learning Practices Course in E-Tourism

Principal Investigator

2556 Logistics development model based on appropriate cost analysis: A case study of dried longan

Co-Investigator

2556 edge elicitation of Chiang Mai historical city plan using knowledge management by applied information technology to support tourism sector

Co-Investigator

The lastest update : 14 May 2026 09:27 am

Data From CMU MIS
2567 กิจกรรมอบรมโครงการ Alpha

หัวหน้าโครงการวิจัย

2567 โครงการ Alpha

หัวหน้าโครงการวิจัย

2566 E-Sports

หัวหน้าโครงการวิจัย

 

ข้อมูลปีการศึกษา 2568
  952891 Knowledge and Innovation Management Project
  952892 Knowledge and Innovation Management Seminar 1
  954230 Financial Tracking in Digital Business
  954374 Sales and Distribution for Digital Market
  954389 Job Training
  954484 Work Integrated Learning 1
  954485 Work Integrated Learning 2
  954491 Selected Topics in Modern Management and Information Technology
  954499 Independent Study