A Photographic series that expresses the abstract states of myself, towards the question of existence that results from being surrounded by expectations of both surrender and freedom of expression, this series focuses on my own subjectivities in order to bring back memories of almost forgotten feelings and make them clear once more.
การที่เติบโตมาจากครอบครัวที่คาดหวังในตัวเรา ที่สมาชิกคาดหวังในตัวเราไม่เหมือนกัน ถ้าเราทำแบบใดแบบหนึ่งที่คนใดคนหนึ่งต้องการอีกคนจะไม่พอใจ จนเราเกิดสงสัยว่าเราต้องเป็นแบบไหน เมื่อเข้ามาอยู่ในสังคมใหม่ทำให้เราตั้งคำถามกับตนเองเมื่อเข้าหาผู้คนว่าเราต้องเป็นไปแบบที่เขาต้องการหรือเปล่าเราถึงจะเข้าถึงเขาได้ ทำให้เราสับสนกับตัวเองและต้องสร้างตัวตนใหม่ไปตามที่คนคนนั้นพอใจ จนเราเองเริ่มเกิดคำถามว่าจริงๆแล้วตัวตนของเราจริงๆเป็นแบบไหน

คณะครุศาสตร์อุตสาหกรรมและเทคโนโลยี
This study aims to develop a board game on mushrooms production with cooperative learning and to examine its effects on the learning achievement of third-year vocational certificate students in the mushroom production course. The research instruments included a board game designed using the Educational Boardgame Design Canvas framework, comprising 60 cards (7 main cards, 24 secondary cards, and 29 additional cards). The board game was implemented alongside the Learning Together (LT) cooperative learning approach, following the ASSURE Model for instructional media design. Pre- and post-tests, along with a satisfaction questionnaire, were used to assess student performance and engagement. The findings revealed a statistically significant improvement at the .05 level in students' learning achievement before and after using the board game. At Ratchaburi College of Agriculture and Technology, the post-test mean score was 16.00, compared to a pre-test mean score of 12.50. Student satisfaction with the learning approach was at the highest level, with an average satisfaction score of 4.69. To further refine and expand the study, the board game was also implemented at the Uthai Thani College of Agriculture and Technology, where similar improvements were observed. The post-test mean score increased to 11.21, compared to a pre-test mean score of 7.48, confirming the research hypothesis. Student satisfaction at Uthai Thani College of Agriculture and Technology was also high, with an average satisfaction score of 4.39. These results suggest that integrating board games with cooperative learning effectively enhances student achievement and engagement in agricultural education.

คณะวิศวกรรมศาสตร์
This cooperative education project aims to enhance the efficiency of Hydrogen Manufacturing Unit 2 (HMU-2) and Pressure Swing Adsorption 3 (PSA-3) by using AVEVA Pro/II process modeling and a Machine Learning model for process simulation. The study found that the AVEVA Pro/II model predicted outcomes with deviations ranging from 0–35%, including a hydrogen flow rate deviation from the PSA unit of 12%, exceeding the company’s acceptable limit of 10%. To address this, a Machine Learning model based on the Random Forest algorithm was developed with hyperparameter tuning. The Machine Learning model demonstrated high accuracy, achieving Mean Squared Errors (MSE) of 8.48 and 0.18 for process and laboratory data, respectively, and R-squared values of 0.98 and 0.88 for the same datasets. It outperformed the AVEVA Pro/II model in predicting all variables and reduced the hydrogen flow rate deviation to 4.75% and 1.35% for production rates of 180 and 220 tons per day, respectively. Optimization using the model provided recommendations for process adjustments, increasing hydrogen production by 7.8 tons per day and generating an additional annual profit of 850,966.23 Baht.

คณะวิทยาศาสตร์
This research will begin with a review of literature and related studies to examine existing technologies and methods for hand gesture recognition and their applications in controlling electronic devices such as drones, robots, and gaming systems. Subsequently, a hand gesture recognition system will be designed and developed using machine learning and computer vision techniques, with a focus on creating an algorithm that operates quickly and accurately, making it suitable for real-time control. The developed system will be tested and refined using various simulated scenarios to evaluate its efficiency and accuracy in diverse environments. Additionally, a user-friendly interface will be developed to ensure accessibility for all user groups. The research will also incorporate qualitative studies to gather feedback from both novice users and experts, which will contribute to further system improvements, ensuring it effectively meets user needs. Ultimately, the findings of this research will lead to the development of a functional prototype for gesture-based control, which can be applied in industries and entertainment. This will contribute to advancements in innovation and new technologies in the future.