The majority of marathon deaths are caused by sudden cardia arrest which occurs in approximately 1 in 100,000 runners around the world. In such cases, sudden resuscitation of first aid, including an early use of automated external defibrillator (AED) on runners by medical staff is immediately necessary. However, in some cases patient information of the runner is required to support the clinical decision-making of the medical staff, including the admission to hospital with certain symptoms. To make marathon events safer, we developed a mobile-healthcare emergency assistance application for safety and prevention in marathon events. Our project covers three phases: registration, data analytics and running phases. In the registration phase, we designed and developed a form containing the runner’s electronic personal health record filled in during the registration of the runner at the event. For the analytics and running phases, we analyze the data from the registration phase in order to prepare the capacity of resource and medical staff necessary to prevent and treat injuries and accidents including a sufficient number of AED devices. Finally, for the running phase, we developed a mobile application Medic and Track based on the qr code scanning in BIB for patient information that allows to locate the runner's emergency aid point and bring the patient to that rescue point or hospital. We also tested the application on a large number of runners participating in the CMU marathon 2020 with 9721 runners. The results of this study suggest that the purpose of our application can be generally accepted for the medical staff, and it also proved to be a suitable technology to prevent serious accidents in future marathon events.
Locomotion methods are user interaction approaches that assist users in navigating the virtual environment when using virtual reality display device of HMDs (head-mounted displays). Most previous studies have been focused on the locomotion techniques with joystick and teleport in general and gaming context. However, there are lack study of locomotion techniques in virtual museum for context of culture heritage. In this study, this paper presents a comparative evaluation with sixty participants of the three locomotions: Joystick Controller, Point & Teleport and Arm Swinging to measure sickness, presence and flow state. In order to evaluate, this paper developed the virtual museum of Himmapan animals (https://angkaew.com/Hinmapan_vr/) which consisted of digital paint art, digitization objects, animation and digitization books. The results showed that Point & teleport less sickness of nausea than other techniques and Point & teleport also highest in perceived enjoyment than other techniques. However, we found no significant difference in presence. Finally, this paper suggested implementing Point & Teleport locomotion techniques in the application of virtual museums
The objective of this work is to assess the potential of the atmospheric water harvesting (AWH) by direct cooling under the climate of Thailand. The assessment was considered from water scarcity, meteorological data and engineering analysis, including moisture harvesting index (MHI), water capability and energy cost. The meteorological data between 2012-2021 were used as primary data for engineering analysis. The results showed that Thailand has the potential to supply freshwater by using AWH with direct cooling. The average MHI of Thailand is 0.548 which is comparable with high potential of global assessment. 71 cities from 77 cities in Thailand have MHI over 0.50, which is the favorable condition for AWH by direct cooling. From the calculation under Thailand conditions, the water harvesting rates by direct cooling could be in the range of 0.97-1.30 L/h with energy costs as low as 0.047 USD/L for 71 cities in Thailand.
This work proposes designing and implementing a method for the gamification application of Fun Run events in order to promote physical activity. The application transforms the standard Fun Run which is normally included as a side event called “The gaming Fun Run” to marathon events designed for people who are interested in either gamified applications or their health allowing them to playand run at the same time. The application was used during the event called “The Run Fest“ to celebrate the 15th anniversary of the opening of Chiang Mai University's College of Arts, Media, and Technology. Based on the results of satisfaction questionnaires, the 701 participants, including 339 males and 362 females, were pleased and motivated to engage in physical activities. In addition, it can be concluded that running newcomers, 380 people, or 54.20% of all participants, were attracted to attend the running event and were able to complete the route, indicating that it was a successful promotion that enhances physical activity and health among newcomers in running through the application of gamification.
With so many online information sources in recent years, it has become increasingly difficultto determine if the content is based on facts, half-truths, or lies. As a result, the goal of thisresearch is to propose a serious game design for learning to evaluate sources using the CRAAPtest. In the game, players take on the role of librarians who must evaluate news from socialmedia and newspapers, determine whether it is fake or true, and then inform the people ofthe city. During their efforts to make the correct decision, the players are able to observe andlearn about the impact of fake news on the community and the city as a result of their decisions.To evaluate the game, we did a randomized online field study, including quantitativeresearch based on pre-posttests involving 351 participants. The results revealed that using aserious game of “How to Spot Fake News” can improve the knowledge of information literacyneeded to evaluate online sources of information. Finally, we provide preliminary evidencethat gaming improves people’s ability to recognize and resist misinformation.
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