<?xml version="1.0" encoding="UTF-8"?>
<feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/">
  <title>DSpace Collection: Faculty of Architecture, Art and Design</title>
  <link rel="alternate" href="http://nuir.lib.nu.ac.th/dspace/handle/123456789/4477" />
  <subtitle>Faculty of Architecture, Art and Design</subtitle>
  <id>http://nuir.lib.nu.ac.th/dspace/handle/123456789/4477</id>
  <updated>2026-04-07T12:51:23Z</updated>
  <dc:date>2026-04-07T12:51:23Z</dc:date>
  <entry>
    <title>INTERACTIVE ANIMATION DESIGN TO PROMOTE TRADITIONAL CULTURE LEARNING SKILLS OF CHINESE PRESCHOOL STUDENTS</title>
    <link rel="alternate" href="http://nuir.lib.nu.ac.th/dspace/handle/123456789/6896" />
    <author>
      <name>Jingyue Zhang</name>
    </author>
    <id>http://nuir.lib.nu.ac.th/dspace/handle/123456789/6896</id>
    <updated>2026-02-23T08:10:15Z</updated>
    <published>2025-01-01T00:00:00Z</published>
    <summary type="text">Title: INTERACTIVE ANIMATION DESIGN TO PROMOTE TRADITIONAL CULTURE LEARNING SKILLS OF CHINESE PRESCHOOL STUDENTS
Authors: Jingyue Zhang
Abstract: Using interactive animation technology to enhance the traditional culture learning&#xD;
skills of Chinese preschool students is considered an innovative teaching technique.&#xD;
This study used "Mixed Methods Research (MMR)". The research objectives were:(a)&#xD;
To investigate the design elements of interactive animation appropriate for the cognitive&#xD;
development of preschool children. (b) To explore the key factors influencing the&#xD;
enhancement of their skills to learn traditional Chinese culture, thereby promoting the&#xD;
development of their comprehension and creativity. (c)To design interactive animations&#xD;
aimed at improving preschool children’s skills to learn traditional Chinese culture.&#xD;
(d)To evaluate the effectiveness of interactive animations and knowledge for interactive&#xD;
animation designer.&#xD;
The research methods were divided into the following four phases: (1) Researching&#xD;
interactive animation design elements suitable for preschool students and child&#xD;
cognitive development mechanisms. (2) Selecting traditional Chinese culture content&#xD;
suitable for preschool students to enhance preschool students' comprehension and&#xD;
creativity skills. (3) Interactive animations were designed to enhance preschool students'&#xD;
skills in learning traditional culture. (4) Evaluate the learning effectiveness of&#xD;
interactive animations for preschool students and the satisfaction of relevant personnel&#xD;
with interactive animation design and knowledge for the designer.&#xD;
The results of the study show that:&#xD;
• Interactive animation design elements: (1) Characters with exaggerated&#xD;
movements can easily draw children into the plot. (2) Children are more inclined to&#xD;
cartoon characters with high color saturation, and they like animal characters more thanD&#xD;
human characters, especially animals with big eyes and oval shapes, which they feel&#xD;
more familiar with. (3) Children are more sensitive to upbeat rhythm accompanying&#xD;
increase children's interactivity. (4) When interacting, children prefer simple click and&#xD;
drag touch buttons.&#xD;
• Traditional Chinese culture: (1) For students aged 3-4, with an emphasis on&#xD;
language input and comprehension; for students aged 5-6, to develop their creative&#xD;
expression. (2) Traditional cultural festivals are suitable for guiding children's interests&#xD;
through task-based interactive experiences. (3) In character design, using cartoon&#xD;
animals combined with cultural props enhances approachability; (4) “Signature action”&#xD;
help strengthen emotional expression and enhance character recognition.&#xD;
• Cognitive Development in Children: (1) “animism” promoted the development&#xD;
of children’s imagination and creativity; (2) Intentional attention pays more attention to&#xD;
design details and refinement than unintentional attention. (3) Preschool students'&#xD;
thinking skills tend to be exaggerated visually, voice and animation guidance methods&#xD;
are easier for children to accept and understand.&#xD;
• Preschool students scored an average compared with pre-test [M=27.14, SD:4.8]&#xD;
and post-test [M=31.35, SD:5.1], a significant overall improvement [MD=4.21, SE:&#xD;
1.11]. A significant difference between the pre- and post-assessment grades [T=6.47],&#xD;
proving that students' traditional culture learning skills improved significantly through&#xD;
the use of interactive animation [p:3.35 × 10⁻⁶, significant, p&lt;0.05].&#xD;
The interactive animation design demonstrated high levels of practicality and&#xD;
effectiveness, as evidenced by the consistently high satisfaction reported by&#xD;
participating preschool students, parents, and teachers during the instructional sessions.&#xD;
The average student satisfaction score was [x̄ = 4.32, SD: 0.49]; the average parent&#xD;
satisfaction score was [x̄ = 4.10, SD: 0.51]; and the average teacher satisfaction score&#xD;
was [x̄ = 4.09, SD: 0.49]. The data analysis shows that interactive animation has great&#xD;
application potential and that the design framework is practical and effective.&#xD;
Keywords: Interactive Animation, Preschool Students, Traditional Chinese&#xD;
Culture, Learning Skills
Description: Ph.D. Applied Arts Program Degree Thesis in&#xD;
Art and Design</summary>
    <dc:date>2025-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>THE REORGANIZATION OF COLOR SYSTEM BASED ON MOGAO CAVE MURAL PAINTINGS</title>
    <link rel="alternate" href="http://nuir.lib.nu.ac.th/dspace/handle/123456789/6893" />
    <author>
      <name>Yi Zhang</name>
    </author>
    <id>http://nuir.lib.nu.ac.th/dspace/handle/123456789/6893</id>
    <updated>2026-02-23T07:42:11Z</updated>
    <published>2025-01-01T00:00:00Z</published>
    <summary type="text">Title: THE REORGANIZATION OF COLOR SYSTEM BASED ON MOGAO CAVE MURAL PAINTINGS
Authors: Yi Zhang
Abstract: The color of Mogao Cave murals has gradually been paid attention to in artistic&#xD;
creation and design with the development of the times. In the past, researchers' study of&#xD;
the color of Mogao Cave murals was limited to a particular aspect of color, such as&#xD;
technique and pigment, without forming a complete theoretical system of murals' color.&#xD;
Although the standard color system is whole, it is not fully applicable to the study of&#xD;
Mogao Cave mural color because of the different theoretical foundations and the&#xD;
differences of the times, which leads to the use of Mogao Cave mural color in art and&#xD;
design works is very singular and lacks systematicity and innovation. Therefore, the&#xD;
purpose of this paper is to collect and analyze data on many aspects of Mogao Cave&#xD;
mural painting color in the Northern Dynasties and the Tang Dynasty and to use methods&#xD;
such as the mixed research method, the documentary method, and the comparative&#xD;
method to formulate a new system of color in Mogao Cave mural paintings, and to&#xD;
produce outputs in the form of a book, which will be provided to art practitioners to be&#xD;
used in their artistic creations and designs. This systematic, clear, and practical approach&#xD;
to research provides a new system for using Mogao Cave mural painting color elements&#xD;
in artwork and design.</summary>
    <dc:date>2025-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>THE UTILIZATION GUIDELINE OF DIGITAL MEDIA INTERVENTION TECHNIQUES IN MUSEUM EXHIBITION DESIGN FOR MOTIVATING VISITORS’ INTEREST AND INTERACTION: A CASE STUDY OF SIX SELECTED MUSEUMS IN CHINA</title>
    <link rel="alternate" href="http://nuir.lib.nu.ac.th/dspace/handle/123456789/6876" />
    <author>
      <name>Lu Ai</name>
    </author>
    <id>http://nuir.lib.nu.ac.th/dspace/handle/123456789/6876</id>
    <updated>2026-02-20T03:04:16Z</updated>
    <published>2025-01-01T00:00:00Z</published>
    <summary type="text">Title: THE UTILIZATION GUIDELINE OF DIGITAL MEDIA INTERVENTION TECHNIQUES IN MUSEUM EXHIBITION DESIGN FOR MOTIVATING VISITORS’ INTEREST AND INTERACTION: A CASE STUDY OF SIX SELECTED MUSEUMS IN CHINA
Authors: Lu Ai
Abstract: Extensive research has emphasized that heritage digital interpretation and&#xD;
presentation technologies enhance visitor experiences and communication of heritage&#xD;
culture. The exhibition practice did not achieve the desired effect. And, few studies&#xD;
have explored how the attraction of digital interpretation is within one of its key&#xD;
scenarios: the museum exhibition environment. Therefore, the research question&#xD;
arises: Under the intervention of digital technology, what factors in the museum&#xD;
exhibition environment will affect the interest and interaction of visitors? How to&#xD;
propose a utilization guideline that can use digital technology to enhance the interest&#xD;
and engagement of different visitors?&#xD;
The key points of this research include: first, to find out the factors that affect&#xD;
visitors' interest and interaction in museum exhibitions composed of digital technology&#xD;
by using the literature method and the analytic hierarchy process (AHP). The research&#xD;
shows that the top ten factors affecting visitors' interest and interaction are visual&#xD;
language style, the narrative type, color contrast, interactive form, and clear theme in&#xD;
design factors; digital exhibit location and layout in environmental factors; and&#xD;
cognitive characteristics, physical characteristics, number of museum-visiting per year&#xD;
of visitors, and identity characteristics in visitor factors. Secondly, through studying the&#xD;
physical environments of China's popular museums and evaluating their alignment with&#xD;
key factors, we conducted assessments using an exhibition walk-through, scenarioE&#xD;
visits, and visitor interviews. Identified issues included: lack of specific tour information&#xD;
or improper placement of digital media in exhibition spaces; obstacles in main corridors;&#xD;
overcrowding that reduced visit efficiency; and poorly understandable exhibits coupled&#xD;
with subpar environmental ambiance, which further diminished the appeal of digital&#xD;
exhibits. The third part involves the study of museum visitors, which utilizes behavioral&#xD;
observation and visitor questionnaire surveys to further determine the behavioral&#xD;
preferences and needs of visitors, as well as their relationships with key factors.&#xD;
Research indicates that high-appeal digital exhibits and interactive displays share these&#xD;
key characteristics: environmental harmony, clear thematic focus, engaging&#xD;
presentation, innovative use of new media technologies, and the application of color&#xD;
visual language through 3D graphics to demonstrate internal structures or workflows.&#xD;
These exhibits are strategically positioned along main exhibition routes or within&#xD;
dedicated digital spaces. Fourth, the application guidelines were finally proposed&#xD;
through a summary and discussion. Through an image simulation questionnaire, it was&#xD;
proven that the design guidelines using the seven principles of universal design (7UD)&#xD;
could be used to improve visitors' interest and engagement.&#xD;
This study is the first to disentangle the association between environmental&#xD;
conditions (design and environmental factors) of digital technology and attraction, and&#xD;
to determine whether visitor factors mediate this association. Based on factor analysis&#xD;
results, the research developed a post-occupancy evaluation (POE) framework&#xD;
integrating the stimulus-organism-response (S-O-R) model and attention value model.&#xD;
This framework not only covers design elements of digital interpretation and&#xD;
interaction as well as environmental dimensions, but also incorporates dimensions of&#xD;
attraction power (AP) and visitor experiential aspects. The findings confirm that this&#xD;
evaluation framework can be applied to assess the effectiveness of museum&#xD;
exhibitions. The results of the study reveal how the environmental characteristics in&#xD;
museum exhibitions affect the attractiveness of digital interpretation to different types&#xD;
of visitors, providing a utilization guideline and suggestions of digital media&#xD;
intervention techniques in museum exhibition design for motivating visitors’ interest&#xD;
and interaction that focuses on the communication of cultural heritage.</summary>
    <dc:date>2025-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>การพัฒนาผลิตภัณฑ์ชุมชนด้วยวิธีคิดเชิงออกแบบ เชื่อมโยงกับการท่องเที่ยวบนฐานมรดกวัฒนธรรม จังหวัดกำแพงเพชร</title>
    <link rel="alternate" href="http://nuir.lib.nu.ac.th/dspace/handle/123456789/6253" />
    <author>
      <name />
    </author>
    <id>http://nuir.lib.nu.ac.th/dspace/handle/123456789/6253</id>
    <updated>2024-09-25T02:23:25Z</updated>
    <published>2567-01-01T00:00:00Z</published>
    <summary type="text">Title: การพัฒนาผลิตภัณฑ์ชุมชนด้วยวิธีคิดเชิงออกแบบ เชื่อมโยงกับการท่องเที่ยวบนฐานมรดกวัฒนธรรม จังหวัดกำแพงเพชร; The Community product development through design thinking  linked to tourism based on cultural heritage of Kamphaeng Phet Province
Abstract: The objectives of this research are 1) to study community products in Kamphaeng Phet Province. To develop the potential of tourism products. 2) To develop community products using design thinking methods. using cultural heritage funds Kamphaeng Phet Province 3) to assess tourist satisfaction towards community products based on cultural heritage Kamphaeng Phet Province The research is divided into 3 phases: Phase 1 research studies community products in Kamphaeng Phet Province. Toward the development of product potential for tourism By studying the original cultural product design and development process of 3 cultural tourism communities in Kamphaeng Phet Province, it was found that the steps and processes of the communities included consideration of 1) the potential of the community that the community has 2) cultural heritage. within the community and 3) tourism products that the community can produce Until being able to create a CCT Model in the second phase, develop community products using design thinking methods. using cultural heritage funds Kamphaeng Phet Province By linking the 5 steps of design thinking, namely 1) understanding step, 2) perspective setting step, 3) idea creation step, 4) prototype creation step, 5) testing step, and design thinking activities with the CCT Model of the community. product development From organizing design thinking activities and evaluating design thinking processes with community participation. By 3 experts in product design, the overall evaluation results were at a good level. The highest evaluation results in the perspective determination stage were at a very good level. This is an important step in defining and linking tourism based on cultural heritage with community products, and all 3 communities have designed and developed cultural products from the process of linking cultural heritage with the design thinking process, 3 products per community, which has results. Product evaluation by experts is at a good level. Phase 3 assesses tourist satisfaction. towards community products based on cultural heritage that have been developed with design thinking processes By 100 tourists, they evaluated 5 aspects, including connection with tourism. connection with cultural heritage Value based on identity and cultural heritage Marketing ability and product quality The overall evaluation results were at a good level. The evaluation results in connection with tourism were at a very good level.; การวิจัยครั้งนี้มีวัตถุประสงค์ คือ 1) เพื่อศึกษาผลิตภัณฑ์ชุมชนจังหวัดกำแพงเพชร สู่การพัฒนาศักยภาพผลิตภัณฑ์ท่องเที่ยว  2) เพื่อพัฒนาผลิตภัณฑ์ชุมชนด้วยวิธีการคิดเชิงออกแบบ โดยใช้ทุนทางมรดกวัฒนธรรม จังหวัดกำแพงเพชร 3) เพื่อประเมินความพึงพอใจของนักท่องเที่ยว ที่มีต่อผลิตภัณฑ์ชุมชนบนฐานมรดกวัฒนธรรม จังหวัดกำแพงเพชร การดำเนินการวิจัยแบ่งออกเป็น 3 ระยะ การวิจัยระยะที่ 1 ศึกษาผลิตภัณฑ์ชุมชนจังหวัดกำแพงเพชร สู่การพัฒนาศักยภาพผลิตภัณฑ์เพื่อการท่องเที่ยว โดยศึกษาจากกระบวนการออกแบบและพัฒนาผลิตภัณฑ์เชิงวัฒนธรรมเดิมของชุมชนท่องเที่ยวเชิงวัฒนธรรมของจังหวัดกำแพงเพชร 3 ชุมชน พบว่าขั้นตอนและกระบวนการของชุมชนประกอบไปด้วยการคำนึงถึงในด้าน 1) ศักยภาพของชุมชนที่ชุมชนมี 2) มรดกทางวัฒนธรรมภายในชุมชน และ 3) ผลิตภัณฑ์ท่องเที่ยวที่ชุมชนสามารถผลิตได้ จนสามารถสร้างเป็น CCT Model ขึ้นมา ในระยะที่ 2 พัฒนาผลิตภัณฑ์ชุมชนด้วยวิธีการคิดเชิงออกแบบ โดยใช้ทุนทางมรดกวัฒนธรรม จังหวัดกำแพงเพชร โดยการเชื่อมโยงการคิดเชิงออกแบบ 5 ขั้นตอน ได้แก่ 1) ขั้นทำความเข้าใจ 2) ขั้นกำหนดมุมมอง 3) ขั้นสร้างแนวคิด 4) ขั้นสร้างต้นแบบ 5) ขั้นทดสอบ และกิจกรรมการคิดเชิงออกแบบเข้ากับ CCT Model ของชุมชนในการพัฒนาผลิตภัณฑ์ จากการจัดกิจกรรมการคิดเชิงออกแบบและประเมินกระบวนการคิดเชิงออกแบบอย่างมีส่วนร่วมกับชุมชน มีผลการประเมินโดยรวมอยู่ในระดับดี โดยมีผลการประเมินในขั้นกำหนดมุมมองสูงที่สุดในระดับดีมาก ซึ่งเป็นขั้นตอนสำคัญในการกำหนดและเชื่อมโยงการท่องเที่ยวบนฐานมรดกทางวัฒนธรรมกับผลิตภัณฑ์ชุมชน และทั้ง 3 ชุมชนได้ออกแบบและพัฒนาผลิตภัณฑ์เชิงวัฒนธรรมจากกระบวนการเชื่อมโยงมรดกวัฒนธรรมกับกระบวนการคิดเชิงออกแบบชุมชนละ 3 ผลิตภัณฑ์ ซึ่งมีผลการประเมินผลิตภัณฑ์โดยผู้ทรงคุณวุฒิอยู่ในระดับดี ระยะที่ 3 ประเมินความพึงพอใจของนักท่องเที่ยว ที่มีต่อผลิตภัณฑ์ชุมชนบนฐานมรดกวัฒนธรรมที่ผ่านกระบวนการพัฒนาด้วยกระบวนการคิดเชิงออกแบบ โดยนักท่องเที่ยว 100 คน ประเมิน 5 ด้าน ได้แก่ ด้านความเชื่อมโยงกับการท่องเที่ยว ความเชื่อมโยงกับมรดกทางวัฒนธรรม คุณค่าตามอัตลักษณ์และมรดกทางวัฒนธรรม ความสามารถทางการตลาด และคุณภาพผลิตภัณฑ์ มีผลการประเมินโดยรวมอยู่ในระดับดี โดยมีผลการประเมินในด้านความเชื่อมโยงกับการท่องเที่ยวที่ระดับดีมาก</summary>
    <dc:date>2567-01-01T00:00:00Z</dc:date>
  </entry>
</feed>

