
The capture of a target spacecraft by a chaser is an on-orbit docking operation that requires an accurate, reliable, and robust object recognition algorithm. Vision-based guided spacecraft relative motion during close-proximity maneuvers has been consecutively applied using dynamic modeling as a spacecraft on-orbit service system. This research constructs a vision-based pose estimation model that performs image processing via a deep convolutional neural network. The pose estimation model was constructed by repurposing a modified pretrained GoogLeNet model with the available Unreal Engine 4 rendered dataset of the Soyuz spacecraft. In the implementation, the convolutional neural network learns from the data samples to create correlations between the images and the spacecraft’s six degrees-of-freedom parameters. The experiment has compared an exponential-based loss function and a weighted Euclidean-based loss function. Using the weighted Euclidean-based loss function, the implemented pose estimation model achieved moderately high performance with a position accuracy of 92.53 percent and an error of 1.2 m. The in-attitude prediction accuracy can reach 87.93 percent, and the errors in the three Euler angles do not exceed 7.6 degrees. This research can contribute to spacecraft detection and tracking problems. Although the finished vision-based model is specific to the environment of synthetic dataset, the model could be trained further to address actual docking operations in the future.
In one, docking is defined as “when one incoming spacecraft rendezvous with another spacecraft and flies a controlled collision trajectory in such a manner to align and mesh the interface mechanisms”, and defined docking as an on-orbital service to connect two free-flying man-made space objects. The service should be supported by an accurate, reliable, and robust positioning and orientation (pose) estimation system. Therefore, pose estimation is an essential process in an on-orbit spacecraft docking operation. The position estimation can be obtained by the most well-known cooperative measurement, a Global Positioning System (GPS), while the spacecraft attitude can be measured by an installed Inertial Measurement Unit (IMU). However, these methods are not applicable to non-cooperative targets. Many studies and missions have been performed by focusing on mutually cooperative satellites. However, the demand for non-cooperative satellites may increase in the future. Therefore, determining the attitude of non-cooperative spacecrafts is a challenging technological research problem that can improve spacecraft docking operations. One traditional method, which is based on spacecraft control principles, is to estimate the position and attitude of a spacecraft using the equations of motion, which are a function of time. However, the prediction using a spacecraft equation of motion needs support from the sensor fusion to achieve the highest accuracy of the state estimation algorithm. For non-cooperative spacecraft, a vision-based pose estimator is currently developing for space application with a faster and more powerful computational resource.

คณะศิลปศาสตร์
Board games are becoming a popular way to connect people, especially in cafés and social spaces. Meanwhile, Thailand’s diverse tourism—rich in nature, culture, and regional charm—attracts visitors worldwide. We combine the thrill of travel with board games to showcase hidden gems in a fun and educational way, leading to the creation of “C(4)ulture Adventure Board Game.”

คณะวิศวกรรมศาสตร์
Designing advanced printed circuit boards for industrial applications involves a variety of steps and methods depending on each company. From what I have learned, I have used Cadence Allegro to design printed circuit boards. This internship was designed on a variety of boards with varying levels of difficulty. Learning in this internship could not be learned in detail within the university. I had to work with many departments within Analog Devices (Thailand) Company. This design was assisted by a mentor who took care of and taught me the work, allowing me to complete the co-operative successfully.

คณะสถาปัตยกรรม ศิลปะและการออกแบบ
In the world of blood donation, there are 2 types of people: those who donate blood and those who don't. Most campaigners emphasize how to persuade more people to donate blood and recruit more new blood donors. We believe that even though such focus is important, there're more critical aspects that might have been neglected, which is: for those who have already made up their minds to be blood doners, will they be successful in donating when the time comes? According to our studies, only 63 % of attempted doners are successful. Regrettably, 37 % has to go home disappointed as their bodies are not fit for the conditions required by Red Cross medical staff at blood donation centers (which include some most basic preparations such as low-fat food intake and 8-hours sleep on the night before). Our campaign, ‘Blood in Need, Buddy Indeed’, focuses on 2 aspects. Firstly, to persuade more people to donate blood. Secondly, for those who have made up their minds to donate blood, we will provide necessary support (both body and mind) so that they are fully prepared and successful in donating blood when the time comes via networks of systems, staffs and the newly designed and prototype of the application ‘Blood D’. Our campaign covers the whole ‘before/during/after’ experience of users (as blood doners). Support includes assessment of their current condition whether they are within the requirement of Red Cross Blood Bank. ‘Blood D’ will also provide relevant information on blood donating events, such as locations, and time booking. Once sign-up, the application “Blood D” will sent friendly reminder and clear infographic on how to prepare their bodies as daily notifications during the 7 days countdown. This is to ensure that the users’ blood will be ‘D’ (homophone of the Thai word ‘ดี’ which mean ‘good’ and at the same time playing on the word ‘ Buddy’) or be the ‘good blood’ that can save lives for those in need. After organizing 4 blood donation events both within and outside the KMITL. The numbers of successful blood doners have increased from 63 % to 78 % (this number is the average of 4 events, with the most successful event of 89%). The campaign has won the first runner up in national blood donation campaign competition. It is highly anticipated that once the application “Blood D” is fully launched, it will help increase the amount of blood collected up to 15% with the same numbers of existing doners.