Kitti Puritat

Orcid: 0000-0003-0681-3064

According to our database1, Kitti Puritat authored at least 30 papers between 2014 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
Inclusive library services through virtual reality: Enhancing access and reducing anxiety for hearing and physically impaired students.
J. Libr. Inf. Sci., 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

Designing Augmented Reality Games for the Future of Cultural Heritage Tourism: The Case of Wua-Lai Communities.
Proceedings of the Product Lifecycle Management. Integrating Digital Technologies for Sustainability and Innovation, 2024

Virtual Voyages: Enhancing Cultural Heritage Tourism Through VR360 Experiences of Wat Sri Suphan.
Proceedings of the Product Lifecycle Management. Integrating Digital Technologies for Sustainability and Innovation, 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

Design of Gamified Crowdsourcing for Tourism Participatory of Urban Problem the Management of Smart City Initiatives.
J. Mobile Multimedia, 2023

2022
Camt-Run: Gamified Fun Run Events for Promoting Physical Activity.
Int. J. Interact. Mob. Technol., October, 2022

Development of a Mobile-Healthcare Application for Safety and Prevention in Emergency Assistance at Marathon Events: A Case Study in CMU Marathon.
Int. J. Online Biomed. Eng., May, 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

Designing a gamified e-learning environment for teaching undergraduate ERP course based on big five personality traits.
Educ. Inf. Technol., 2021

2019
A Gamified Mobile-Based Approach with Web Monitoring for a Crowdsourcing Framework Designed for Urban Problems Related Smart Government: A Case Study of Chiang Mai, Thailand.
Int. J. Interact. Mob. Technol., 2019

Enhanced Knowledge and Engagement of Students Through the Gamification Concept of Game Elements.
Int. J. Eng. Pedagog., 2019

2017
Massive Open Online Course Related Learning Style and Technology Usage Patterns of Thai Tourism Professionals.
Int. J. Emerg. Technol. Learn., 2017

2016
Enhancing user performance and engagement through gamification: Case study of aqua republica.
Proceedings of the 10th International Conference on Software, 2016

2014
A New Coin Segmentation and Graph-Based Identification Method for Numismatic Application.
Proceedings of the Advances in Visual Computing - 10th International Symposium, 2014


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