6 research outputs found

    Design and Development of Interactive Media Installations, Experimental Prototype for U-Thong National Museum, Thailand*

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    This paper describes the design and the development process of interactive media installations atU-Thong National Museum in Thailand. This experimental prototype is attempted to design a model forrevitalizing historical displays and to explore ancient objects, stories, and environment creating an interactivemedia installation in the original physical space of the historical museum. The experimental resultsare part of the researcher’s PhD dissertation. This paper will describe the interactive installationthrough a tour of the entire design and development cycle of The Replay: U-Thong Sri Dvaravati exhibition.A key problem when working in the National Museum is the connection between two eras of oldand new by experimenting the techniques to use on ancient objects. Finally, this paper will includeincreasing understanding of the historical objects in the Museum, using interactive media and examiningits impact on the visitor’s understanding and enjoyment of the museum experience, reviews the methodologyemployed, and provides a summary of concluding findings

    Malaysia-Thailand, Beyond the New Ornamentalism in Contemporary Jewelry

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    Towards a new perspective of pedagogical approach and constructive criticism in art practice based education, the investigation is focusing on Malaysia-Thailand contemporary art & craft jewelry in academic area. From the traditions of national craft heritage the jewelry, silverware and metalwork is now a day almost lost its conservation to their modern people and its community. The Jewelry is representative of national artifact of high crafting. It passes through present where number of contemporary art objects and lifestyle design gadgets are already dominating new behavioral to society. From this perspective, the different between lifestyle and culture can shape up concept and identity of contemporary jewelry. Where the traditional elements can still remain in somewhere with us! Many academicians, designer makers are working and try to modernize these national prides which obtained the traditional implicit knowledge and local wisdoms. The art and design education also concerns this matter by raising many cultural topics involved into curriculum. It becomes a subject that students can reflect their role of preservation or expression on their cultural contents. The cross cultural perspective of rising perception of the author on contemporary jewelry education between Thailand and Malaysia has begun in 2008 by the invitation of Department of Fine Metal, Universiti Teknologi MARA (UiTM) Malaysia. The UiTM invited a staff (author ) of Department of Jewelry Design, Silpakorn University Thailand, as an external assessor for final year student assessment. The participatory research occasionally began from that point under the pedagogical framework. Observations, interviews, critics on student artworks, were the main activity process that both of students and staff of institution also interacted according to the process of assessment. Definitely, the differentiation between the students’ outcome of jewelry project in Malaysia and Thailand are obviously divergence. However, the traditional ornament of each country and cultural influences also be noticed that have been frequently inspired in students’ work. The constructive criticism was always the core discussion during the students’ assessment and exit meeting with UiTM department members. During year by year, there were number of improvements can be noticed not only on the students’ outcomes but also the academic relationship through collaboration activities that create among two institutions

    A New Automatic Watercolour Painting Algorithm Based on Dual Stream Image Segmentation Model with Colour Space Estimation

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    Image processing plays a crucial role in automatic watercolor painting by manipulating the digital image to achieve the desired watercolor effect. segmentation in automatic watercolor painting algorithms is essential for region-based processing, color mixing and blending, capturing brushwork and texture, and providing artistic control over the final result. It allows for more realistic and expressive watercolor-like paintings by processing different image regions individually and applying appropriate effects to each segment. Hence, this paper proposed an effective Dual Stream Exception Maximization (DSEM) for automatic image segmentation. DSEM combines both color and texture information to segment an image into meaningful regions. This approach begins by converting the image from the RGB color space to a perceptually-based color space, such as CIELAB, to account for variations in lighting conditions and human perception of color.  With the color space conversion, DSEM extracts relevant features from the image. Color features are computed based on the values of the color channels in the chosen color space, capturing the nuances of color distribution within the image. Simultaneously, texture features are derived by computing statistical measures such as local variance or co-occurrence matrices, capturing the textural characteristics of the image. Finally, the model is applied over the deep learning model for the classification of the color space in the painting. Simulation analysis is performed compared with conventional segmentation techniques such a CNN and RNN. The comparative analysis states that the proposed DSEM exhibits superior performance compared to conventional techniques in terms of color space estimation, texture analysis and region merging. The performance of classification with DSEM is ~12% higher than the conventional techniques

    A new model of instruction and learning in contemporary jewellery education

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    Paradigm Shift of New Building in Old Urban Districts: Case Study of Bangkok Chinatown Workshop

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    Architects and designers realize that new buildings cannot completely replace old buildings in the process of urbanization in the world. To establish a method of the new building and the old building coexist and to create the new paradigm of the new building construction in the old district is the responsibility faced by the contemporary architects. This paper first analyzes the old building renovation projects in Berlin and Paris in the 1980s and puts forward the symbiotic relationship between the old and the new buildings in the new era, thus obtaining the research objectives, trying to redefine new buildings and old districts, and creating the new paradigm of contemporary building construction in old districts. Using workshop as an exploration method, this paper conducts data research and sampling analyses on the Chinatown area in Bangkok, and explores the combination mode and paradigm transformation of new buildings and old districts in the city, aiming to seek solutions utilizing art exploration

    Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok’s Millennials With Depressive Symptoms: Interdisciplinary Game Development

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    BackgroundThere is serious concern over the annual increase in depressive symptoms among millennials in Bangkok, Thailand. Their daily routine revolves around the use of their smartphones for work and leisure. Although accessibility to mental health care is expanding, it cannot keep up with the demand for mental health treatment. Outside Thailand, multiple projects and studies have attempted to merge gamification mechanisms and cognitive behavioral therapy (CBT) to create mobile health intervention apps and serious games with positive feedback. This presents an opportunity to explore the same approach in Thailand. ObjectiveThis study investigated the development process of gamifying CBT techniques to support game mechanics in a visual narrative serious game, BlueLine. The primary target of this research is Bangkok’s millennials. In the game, players play as Blue, a Bangkok millennial who struggles to live through societal norms that influence his digital life and relationships. Through in-game scenarios, players will learn and understand how to lessen the impact of depressive symptoms via gamified interactions on their smartphones. MethodsFirst, this paper follows each development step of solidifying BlueLine’s game structure by integrating the Activating Events, Beliefs, Consequences, Disputation of Beliefs and Effective New Approaches (ABCDE) model and narrative in games. Second, the approach to select CBT and related therapeutic elements for gamification is based on suitability to the game structure. Throughout the process, CBT experts in Thailand have reviewed these scenarios. The approach forms the base of the player’s interactions throughout the scenarios in BlueLine, broken down into 4 types of gamified mechanisms: narrative, verbal interactions, physical interactions, and social media interactions. ResultsWith the game structure based on the ABCDE model, BlueLine scenarios implement gamified mechanisms in conjunction with the following CBT and related therapeutic elements: behavioral activation, self-monitoring, interpersonal skills, positive psychology, relaxation and mindful activities, and problem-solving. In each scenario, players guide Blue to overcome his triggered dysfunctional beliefs. During this process, players can learn and understand how to lessen the impact of depressive symptoms through gamified interactions. ConclusionsThis paper presents the development process of gamifying CBT and related therapeutic techniques in BlueLine game scenarios. A scenario can harbor multiple techniques, including behavioral activation, self-monitoring, interpersonal skills, positive psychology, relaxation and mindful activities, and problem-solving. BlueLine’s game structure does not limit the fact that the same combination of CBT elements ties each gamified mechanism
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