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 |