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Niyom Thai

Niyom Thai

Abstract

"Niyom Thai" represents health-centric footwear adorned with traditional Thai patterns, embodying an innovative approach to sustainable development tailored to the current needs of local communities. These shoes utilize natural materials to mitigate fatigue and integrate safety technologies, including location tracking via a mobile application and heart rate monitoring. This addresses the aspects of convenience and well-being in both daily life and travel

Objective

เนื่องจากปัจจัยผู้คนให้ความสนใจเรื่องสุขภาพมากขึ้นเเละรองเท้านับเป็นอีกหนึ่งเทรนด์สุขภาพที่กำลังได้รับความสนใจในยุคนี้ อีกทั้งผ้าไทยจัดเป็นศิลปะ ที่มีเอกลักษณ์เเละความสวยงาม คณะผู้จัดทำจึงมีเเนวคิดที่จะออกแบบลวดลายไทยให้เข้ากับยุคสมัยเเต่ยังคงความเป็นเป็นไทยและนำเทคโนโลยีมาผสมผสานเข้าด้วยกันให้เกิดนวัตกรรมรองเท้าเพื่อสุขภาพลายไทย

Other Innovations

Ride for life

คณะสถาปัตยกรรม ศิลปะและการออกแบบ

Ride for life

This work got the idea of bringing the car culture of Thai teenagers to present in a new way through our perspective. Create characters and bring various elements within the culture to combine with what we like. Whether it's stickers, posters and band shirts with acrylic paint techniques.

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The Development of a Card game to Enhance Learning about Urban Agriculture.

คณะเทคโนโลยีการเกษตร

The Development of a Card game to Enhance Learning about Urban Agriculture.

Currently, urban agriculture is gaining increasing attention as it helps enhance food security and expand green spaces in cities. However, some people remain uninterested in urban farming, possibly due to living in urban areas or having limited space, making them perceive agriculture as something distant from their daily lives. The development of an urban agriculture card game aims to promote learning about urban farming through an engaging and enjoyable gameplay experience.

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Augmented reality media integrated with metaverse to develop English Phonics

คณะครุศาสตร์อุตสาหกรรมและเทคโนโลยี

Augmented reality media integrated with metaverse to develop English Phonics

This aimed to 1) develop an effective augmented reality (AR) media integrated with the metaverse to enhance English phonics and communication skills. 2) To evaluate English pronunciation skills using augmented reality media integrated with the metaverse, and 3) To assess English communication skills through interactions within the metaverse. The sample group comprised 120 Grade 4 students from two classrooms in the first semester of the 2024 academic year, selected through cluster random sampling and divided into experimental and control groups. The research instruments included AR media sets, media quality assessment forms, phonics tests, and English communication skills assessment forms, administered before and after the learning intervention. Data analysis employed mean (x ̅), standard deviation (S), t-tests for independent samples, and one-way analysis of variance (Multivariate Analysis of Variance: One-Way MANOVA) to compare mean score differences between the experimental and control groups. Results indicated that the overall quality of the AR media kit with the metaverse was rated at a very high level (x ̅= 4.80, S.D. = 0.12). Evaluating specific aspects showed that the content quality was at the highest level (x ̅= 4.92, S.D. = 0.07), while the media production technique also rated highly (x ̅ = 4.70, S.D. = 0.17). Furthermore, the English pronunciation and communication skills of the Grade 4 students using the AR media with the metaverse were significantly higher after the intervention compared to before, the overall quality of the AR media integrated with the metaverse was rated at the highest level (x ̅= 4.80, S.D. = 0.12). For individual aspects, content quality was rated at the highest level (x ̅= 4.92, S.D. = 0.07), and media production techniques were also rated at the highest level (x ̅ = 4.70, S.D. = 0.17). Comparing the mean scores of English pronunciation and communication skills between the two groups, it was found that the experimental group using AR media integrated with the metaverse demonstrated significantly higher English pronunciation skills than the control group (F(1, 89) = 3261.422, p = 0.001, Partial η² = 0.98). Additionally, the experimental group exhibited significantly higher English communication skills than the control group (F(1, 89) = 4239.365, p = 0.001, Partial η² = 0.98). These results aligned with the research hypothesis that "Grade 4 students’ English pronunciation and communication skills post-learning with AR media integrated with the metaverse would significantly improve compared to their pre-learning levels at the .05 level of significance.

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