Kannikar Intawong

Orcid: 0000-0003-2704-9595

According to our database1, Kannikar Intawong authored at least 21 papers between 2013 and 2026.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

Book  In proceedings  Article  PhD thesis  Dataset  Other 

Links

On csauthors.net:

Bibliography

2026
Knowledge Organization of Buddhist Learning Resources for Tourism: Virtual Tour of Wat Phra Pathom Chedi.
Informatics, 2026

Can Location-Based Augmented Reality Support Cultural-Heritage Experience in Real-World Settings? Age-Related Engagement Patterns and a Field-Based Evaluation.
Informatics, 2026

Design and Evaluation of a Generative AI-Enhanced Serious Game for Digital Literacy: An AI-Driven NPC Approach.
Informatics, 2026

2025
Assessing learning outcomes in immersive virtual reality with and without generative AI-Powered virtual npcs: a comparative analysis in a museum context.
Educ. Inf. Technol., November, 2025

Immersive realities in museums: evaluating the impact of VR, VR360, and MR on visitor presence, engagement and motivation.
Virtual Real., September, 2025

Designing and engaging students in library tours using mixed reality: a study on library anxiety, knowledge acquisition, and student engagement.
Digit. Libr. Perspect., 2025

Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning.
Informatics, 2025

Exploring hand gesture-based tangible interactions in mixed reality for ancient fabric exhibits: A digital humanities approach to enhancing cultural heritage preservation and visitor engagement.
Digit. Appl. Archaeol. Cult. Heritage, 2025

The Lanna XR dance heritage: Exploring XR for the digitization and transmission of intangible culture.
Digit. Appl. Archaeol. Cult. Heritage, 2025

Enhancing textile heritage engagement through generative AI-based virtual assistants in virtual reality museums.
Comput. Educ. X Real., 2025

2024
The effect of a location-based game for university transition: Comparing learning outcomes and intrinsic motivation of students in different disciplines.
Educ. Inf. Technol., May, 2024

Effectiveness of an E-learning System for Emergency Signs and CPR Emergency Preparedness in Marathon Events: A Comparative Study.
Int. J. Online Biomed. Eng., 2024

Navigating Academic Horizons: The Role of Location-Based Games in Multidisciplinary University Transition.
Int. J. Eng. Pedagog., 2024

Digital Transformation for Non-communicable Disease Prevention and Control in Thailand by Using a Mixed Methods Approach.
Proceedings of the Product Lifecycle Management. Leveraging AI, Digital Twins, and Smart Technologies, 2024

2023
Enhancing Information Literacy for Spotting Fake News: A Study on the Efficacy of a Serious Game for M-Learning Across Different Age Groups.
Int. J. Interact. Mob. Technol., August, 2023

A gamified mobile application for first-year student orientation to promote library services.
J. Libr. Inf. Sci., March, 2023

2022
Digitalization of ancient fabric using virtual reality technology at the Wieng Yong House Museum: The FabricVR project.
Digit. Appl. Archaeol. Cult. Heritage, 2022

2021
A Framework of Developing Mobile Gamification to Improve User Engagement of Physical Activity: A Case Study of Location-Based Augmented Reality Mobile Game for Promoting Physical Health.
Int. J. Online Biomed. Eng., 2021

Integrating the Webinar as a Tool to Support Adult Training: A Case Study on the Training for Entrepreneurs of SMEs in Thailand.
Int. J. Emerg. Technol. Learn., 2021

2015
Detection of entry and exit zones in image sequences for automatic traffic analysis.
Proceedings of the 12th IEEE International Conference on Advanced Video and Signal Based Surveillance, 2015

2013
A New Pixel-Based Quality Measure for Segmentation Algorithms Integrating Precision, Recall and Specificity.
Proceedings of the Computer Analysis of Images and Patterns, 2013


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