Now showing items 1-8 of 8

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    Extending a Standard Tablet into an Ocarina Playing Gaming Platform with Projected Parallax Layers 

    Pisal Setthawong (2015-10)

    This paper describes the implementation of a clipon hardware extension to the standard tablet to create a gaming platform that can help people play the 4 hole variation of the ocarina musical instrument. A clip-on contraption was used to project the visual output into a physically layered parallax layer to create an interesting visual presentation. The proposed clipon contraption was designed and custom-made to fit a standard 10” tablet and a 3D Role Playing Game utilizing the 4 hole ocarina fingering scheme as input was developed as a ...
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    Extending the Socio-Economic Status (SES) Prediction System Based on the Thailand Marketing Research Society (TMRS) Standardized SES Classification for Thai Upcountry Urban Subjects 

    Jirayut Poomontre; Pisal Setthawong (2016)

    This research proposes an extension to the prediction system of socio-economic status (SES) by using asset ownership data, that the authors proposed previously on subjects based in Bangkok, to include Thai upcountry urban subjects. The prediction system is based on the standardized SES classification that is proposed by the Thailand Marketing Research Society (TMRS) and widely adopted by marketing research firms in Thailand. The paper describes the TMRS SES classification briefly, proposes a prediction system for Thai upcountry urban subjects ...
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    Measuring Player's Perceptions of Mobile Games from Gameplay Data -- A Case Study from Mobile Game Offerings from Playlab 

    Pisal Setthawong; Saranpat Thanadsornsarn (2016-01)

    In measuring player’s perception of computer games, there are many approaches that could be utilized. The usage of questionnaires, player observation, abstract models, and other approaches have been utilized over the years in this problem domain. Though the traditional approaches have been used quite effectively, there is room for improvement. Due to better Internet infrastructure, many players are online which allows game developers to develop games that can collect gameplay data. With this gameplay data, it is possible to analyze the gameplay ...
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    Measuring Player's Perceptions of Mobile Games from Gameplay Data -- A Case Study from Mobile Game Offerings from Playlab 

    Pisal Setthawong; Saranpat Thanadsornsarn (2016-01)

    In measuring player’s perception of computer games, there are many approaches that could be utilized. The usage of questionnaires, player observation, abstract models, and other approaches have been utilized over the years in this problem domain. Though the traditional approaches have been used quite effectively, there is room for improvement. Due to better Internet infrastructure, many players are online which allows game developers to develop games that can collect gameplay data. With this gameplay data, it is possible to analyze the gameplay ...
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    Optimizing Player Throughput for Interactive Motion Based Kiosk Games – A Case Study from the PTT Technobots Campaign 

    Pisal Setthawong (2015)

    Maintaining booths that are attractive to exhibition attendees is one of the main goals of exhibitors. One of the popular tactics to attract attention is to utilize new and emerging technology to create fresh new types of interactive booths, in which motion-based kiosk games are gaining popularity in this domain. However motion-based kiosk games are usually designed using conventional computer game design principles and are not optimized for exhibitions which results in a low player throughput. This paper examines the issues behind conventional ...
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    Potential Z-Fighting Conflict Detection System in 3D Level Design Tools 

    Pisal Setthawong (2015)

    Z-Fighting is an effect that happens in 3D scenes when two co-planar surfaces share similar values in the z-buffer which leads to flicking and visual artifacts during the rendering process due to conflicting order of rendering the surface. However in 3D level design, scenes created by the tools can be complex, in which level designers can inadvertently place co-planar surfaces that would be susceptible to z-fighting. Level designers typically notice the z-fighting artifact through visual inspection through the usage of a 3D walkthrough ...
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    A Prediction System Based on the TMRS Standardized Socio-Economic Status (SES) Classification of Bangkok and Metropolian Subjects 

    Jirayut Poomontre; Pisal Setthawong (2015-01)

    The paper proposes a prediction system for socio-economic status (SES) classification of Bangkok and metropolitan subjects. The SES classification is based on the standardized SES classification that was proposed by the Thailand Marketing Research Society (TMRS) with the support of the National Statistical Office (NSO), and widely adopted by local marketing research firms. Extending the author’s previous work on the standardized TMRS SES classification, the paper describes a prediction system that was developed to classify Bangkok and ...
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    A System for Popular Thai Slang Extraction from Social Media Content with N-Gram Based Tokenization (KST 2016) 

    Rachsuda Jiamthapthaksin; Pisal Setthawong; Nitipan Ratanasawetwad (2016-02)

    With increased penetration of smart devices and internet connectivity, many Thais are more readily engaged in social media, online forums, and chat groups. As there is an increased consumption of social media content, there is a shift from the consumption of traditional medias in which formal language are used regularly such as broadcast and traditional print medias. Social media posts are a reflection of the trend, where posts usually made by younger generations usually involve communication in slang and non-formal language which is not typically ...