48 Methods 1. project design Figure1 Block diagram of 6-axis robotic arm control system. 2. The robotic arm design This project has chosen to use an existing robotic arm for testing purposes, due to its ease of use.It can be assembled into various parts as shown in the picture. Figure 2 Robotic arm design 3. circuit design Design circuit robotic arm Figure 3 circuit design 4. User interface design Design interface user by using LabVIEW Figure 4 User interface design 5. Determining the grasping region of the robotic arm 1. Calculate the distance between the handle and the object. 2. Input distance that can be found or used with a remote. 3. Press the Run button to start the robotic arm. 4. Press the Start button to activate/ deactivate the program. Results and Discussion 1. Rotation test of the servo motor by position From the table Rotation test of the servo motor robotic arm part and times ( Radius to percentage, 0 o -180o 0%-100%) 2. Holding Test From the table Test robot arm by carrying object with difference weight Conclusions According to the experimental results, it was found that the end effector of the robotic arm can be accurately controlled to reach the desired position. Although the test values for the lifting and rotating motions were similar, measurement errors from the instruments utilized for
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 49 controlling the robotic arm and other mechanical systems could have been responsible for the errors observed. During the lifting test, it was observed that the weight of the materials and equipment utilized in the design of the robotic arminfluenceditslifting force. Acknowledgments This research was financially supported by PrincessChulabhornScience High School Phitsanulok. The investigators would also like to expressoursincere thanks to Mr. Desrit Pararukchuchot, Mr.Phuwadon Boon-Um for their sound advice. References [1] Adurono. (not throughout the year of publication). Retrieved December 12, 2017, from p aiboondev.blogspot.com/p/arduino..html servo motor. (Not throughout thepublicationyear). Retrieved December 10,2017,fromwww.thaieasyelec.com/artic lewiki/review-product-article/บทความตวัอยา่ง การควบคุม-rc-servo-motor-ด้วยarduino.html [2] Dr. Mutita Songchan. (2015). Controlling robotsfrom robotic arms with learning to predict competition results atoptimal Analyze the date of motor application with inverse kinematics (pp.83-90).Phitsanulok: Department of Electrical and Computer Engineering, Faculty of Engineering. Naresuan University [3] Dechrit Maneetham. (2006). Robot (Robot). James Robot (ROBOT) (page 1-6). Bangkok: Petchkasem. [4] Piyawat Suksaen. (2015). Three-axis glyphs controlled by LabVIEW. Because GUI and LabVIEW (page 36-44). Chonburi: Department of Electrical Engineering Faculty of Engineering Burapha University [5] Pongsaen Pitakwatchara (2014). Inverse hydraulics of recognizable robots. Is it because of the cyber mechanics A robot like you (pp. 111-124). Bangkok:Chulalongkorn University Press. [6] Rangsidol Honghiranpan, follow up. (2014).Controlling a small robotic arm with an Arduino board computer. (page 31-35). Chonburi: Department of ElectricalEngineering. Faculty of Engineering Burapha University [7] Supachok Tantiwiwat (2012). 3-axis robotic armcontrol software. Denavit's play Hartenberg (page 7-8) Pathum Thani: Department of Mechanical Engineering. Faculty of Engineering Rajamangala University of Technology Thanyaburi. [8] Somruek Puchanakarn, next. (2012). Formatting a 3-axis robotic arm for material removal, hydraulics (page 2). Bangkok: Department of Production Engineering Faculty of Engineering King Mongkut's University of Technology Klao Phra Nakhon North [9] Warodom Tuchinda. (2016). Analysis and control of temperature control system. Forward and Forward Kinematics (Page51-83). Bangkok: Chulalongkorn University Press.
50 Supisara Sanguannam1 and Sutima Kanjanavanichkul1 Advisors: Suwimon Tanompol2 1,2 Princess Chulabhorn Science High School Trang,Bangrak, Muang, Trang, 92000, Thailand Abstract Teaching media about Wan wann land amazing thai dessert aims to inherit and preserve the wisdom of Thai desserts. By designing and producing learning materials in the form of a Metaverse room where students can learn freely according to their needs. Inside the Metaverse room, there are 3D models, educational posters, animated media and color cartoons to tell stories through Thai dessert characters. For example, the origin of dessert names, commonly confused names or traditions related to dessert, etc. which increases the interest of learners. Therefore, students can enjoy learning and make it easier for them to understand various contents. For the highlights are beautiful illustrations including animation voiceover and various knowledge in the story, are used for learning. Bringing people to interact with each other through the simulation of a character called "avatar". There are activities for students to respond during use. There is system that can review knowledge through various games, such as puzzle box game, give me the answer game and a guessing Thai dessert game. The organizer has successfully developed "Wan wann land amazing thai dessert" . Therefore, brought this teaching media to test in a sample Wan wann land amazing thai dessert group of 30 users, it was found that according to results of the satisfaction assessment, users are satisfied with the use in the highest level. Keywords: metaverse, Thai dessert, animation, avatar Introduction Nowadays, computer technology is used in many ways. Including the learning media that Metaverse The words of the future that we constantly hear have become popular and talked about all over the world. Is another world that allows people to interact together through the simulation of different characters, able to combine 3D models, and animation media Attractive colorful cartoons increase learners' interest in learning. Students therefore enjoy and have fun learning. makes it easier to understand various contents and presented in the form of a game Let the learners interact with what they are learning. Makes the content easy to memorize and makes learning no longer boring. The use of these media for learning is therefore more than just social media. But it opens up a new world of learning in the future. In addition, Western culture has come to have a great influence, causing some Thai wisdom to be lost. which includes the wisdom of Thai desserts Nowadays, no matter where you walk, you will find only bakery-type snacks. or readymade desserts to replace from the past to the present, it can be seen that Day by day, there are fewer and fewer people who know Thai desserts, and in the next 10 years, Thai desserts may disappear from Thailand, leaving only legends, which may cause new generations of children or some adults to not have the opportunity to know Thai desserts as well. again According to the survey in the year 2021, the Ministry of Culture of Suan Dusit Poll Suan Dusit University has foreseen this problem as well. that the government or related agencies should seriously conserve and carry on Thai desserts. Therefore, the organizers want to continue and preserve Thai desserts not to be lost with time. By designing and producing learning materials in the form of a Metaverse about Wan wann land,
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 51 exploring the country of Thai desserts. which has a combination of animation media There is interesting storytelling through the characters that the group has designed. Taking quizzes through a variety of games and the insertion of various knowledge into the subject used for learning Make it interesting and promote learning without limits. Materials and Methods Materials 1. computer 2. Metaverse website 3. Adobe animate CC program 4. Procreate application 6. Capcut application 7. Educaplay website 8. Wordwall website 9. Program 3ds Max 2023 10. Blender 3.3.1.0 Details of the developed program 1.Hardware Specifications - Connected Windows 7 or higher computer device with internet connection - Smartphone ( Android,iOS) with internet connection 2.Input/Output Specifications Input: Clicking an option or touching the screen. Output: Displays various media on the screen and audio through headphones or speakers. 3.Functional Specifications - There is a Metaverse system, a system that allows players to visit the Thai dessert exhibition of each region. and can talk or chat with other players through player-created avatars - There is animation that consists of text, images, sounds and animations. in presenting various lesson contents so that learners can learn the content with understanding -Dessert Training Lab system is a system that helps players learn how to make Thai desserts. where players can interact with the system This will allow players to experience Thai desserts through virtual hands-on activities. - There is knowledge review game system. So that listeners can review the knowledge gained from learning through the game system. in order to create a body of knowledge that is durable and permanent Methods Part 1 Story Board 1.start 2.main room 3.Characteristics of rooms in each region
52 4.Knowledge refresher games Results and Discussion Results After the development of the teaching materials on Wan wann land amazing thai dessert, the land of Thai desserts has been completed. The organizer has selected a sample from a group of 30 users to try out the program and complete a satisfaction questionnaire. The results are summarized as follows. Part 1 General information of respondents - 20 students in the school (M. 1-M. 6, 10 males / 10 females) - 5 teachers - 5 parents - Total 30 people Part 2 Information about the level of user satisfaction. Table 1: Shows the satisfaction of users towards the teaching materials about Wan wann land amazing thai dessert Assessment Items average S.D. Quality 1. Content 1.1 The clarity of the content 4.93 0.25 Excellent 1.2 Alignment with learning objectives 5.00 0.00 Excellent 1.3 concord of quizzes to lessons 4.97 0.18 Excellent 1.4 Media help to create more understanding of Thai dessert 4.83 0.45 Excellent 1.5 Appropriateness of the content to 4.97 0.18 Excellent the level of knowledge of the learners. 2. Language 2.1 The language presented is accurate and clear. meaning easy to understand 4.80 0.48 Excellent 2.2interesting tone of voice 4.76 0.56 Excellent 2.3The language used is suitable for learner 4.97 0.18 Excellent 3. Design 3.1 Font size is appropriate. 4.50 0.81 good 3.2 have an interesting pattern 4.86 0.43 Excellent 3.3 The layout of the components is easy to understand. 4.90 0.30 Excellent 3.4 The illustrations are beautiful. The meaning corresponds to the content. 4.83 0.45 Excellent 4. performance 4.1 Promote understanding of the lessons and put them into practice. 4.83 0.45 Excellent 4.2 Appropriateness of lesson activities 4.90 0.30 Excellent 4.3 Ease of access to learning materials 4.90 0.30 Excellent 4.4 Use of commands in activities is clear. 4.86 0.43 Excellent Total 4.86 0.37 Excellent
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 53 Part 3 example of work Conclusions From doing this project His work was successful as a teaching medium in the form of a Metaverse room about Thai desserts from 4 regions, covering all 16 types of Thai desserts, namely Northern Thai desserts, namely Khanom Tien, red sticky rice, Khao Pat, Khao Tan, and central Thai desserts, namely Khanom Ja Mongkut. Sanae Chan desserts, banana desserts, tan desserts, northeastern Thai desserts such as Khao Jee, Khao Tom Mud, Khao Pong, Kraya Sart, southern Thai desserts such as Jujun desserts, Kong Tueng desserts, La desserts, rice porridge wrapped in coconut leaves. Using Adobe Animate CC to create a baking lab, CapCut to edit the animation, Canva to create a poster, and Educaplay to create a guessing game. What Thai dessert? Use Wordwall to create a puzzle box and answer game. And use drawing applications in the iOS operating system to illustrate teaching materials. And when the teaching materials were used for trial among 30 samples and asked about their satisfaction, it was found that the overall satisfaction of the users was at a very good level (4.86 ± 0.37), with content satisfaction. most (4.94 ± 0. 21) , followed by efficiency ( 4. 87 ± 0. 37) , language (4.84 ± 0.41) and design (4.77 ± 0.50), respectively. Acknowledgments project teaching media Wan wann land amazing thai dessert, explore the land of Thai desserts Well done Due to the kindness of many people Thank you to the project advisor Suwimon Thanompol, including a computer professor Everyone who is a consultant to this project and providing advice on work until the project to develop teaching materials with the Thai dessert system is successful as well. Thank you parents for courtesy of the device. Place to work on the project And sacrifice time to help facilitate the project. Thank you friends at Chulabhorn Science Highschool, Trang, who have always supported and encouraged me. References 1. Naree Iamwiwatkit Churuangsuk. (2014). Jujun dessert an ancient dessert of the Southern people that is starting to fade away. [Online]. Retrieved from https://www.gotoknow.org/posts/274298. (8 January 2022) 2. Fine Arts Department. (2004). Thai dessert : Mongkol dessert. [Online]. Retrieved from https://www.finearts.go.th/nakhonphanomlibra ry/view/. (5 November 2022) 3. Rakbankerd. (2014). Making red sticky rice desserts. [Online]. Retrieved from https://www.rakbankerd.com/agriculture/print. php?id=6439&s=tblrice. (14 January 2023) 4. CC Tutorial : Familiarize yourself with the program and its components. [Video]. Retrieved from https://youtu.be/ZMWHsK-hTuE (7 November 2022) 5. Maew meow mochi. (2021). How to make "Kao Jee", an Isaan food dish that can be
54 made easily at home. [Online]. Retrieved fromhttps://www.wongnai.com/recipes/grille dstic ky-rice- with-eg (14 January 2023)
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 55 Sohara Mahamad1 and Areefen Rangsan1 Advisors: Wichai Buaniaw2 1,2 Princess Chulabhorn Science High School Satun, Chalung, Mueang, Satun, 91140, Thailand Abstract The face is one of the most important aspects of a human being. It is crucial to acknowledge the significance of maintaining healthy and fully functional facial muscles. Facial muscle weakness is a common condition that arises from nerve injuries. However, through proper and timely facial muscle exercises, these disorders can be treated effectively. Therefore, the project "FAPPTHY: Facial Muscle Exercise with Computer Vision" has captured the interest of the organizers. This project utilizes artificial intelligence to facilitate and engage patients in efficient facial muscle exercises. As the project progressed, it was discovered that the FAPPTHY program can effectively assist in exercising facial muscles and achieve the organizers' objectives. Keywords: Facial muscle weakness, Computer vision, Python and Facial muscle exercise. Introduction The face is considered one of the most important features for human life because it is the primary organ used to express emotions and convey thoughts. It is involved in the process of chewing food, which is the initial FAPPHY: Facial Muscles Exercises Using ComputerVision step in the digestive system. Additionally, it serves as a crucial visual representation that aids in building relationships and socializing among humans. Taking care of and maintaining the facial muscles to function normally and efficiently is therefore something that humans cannot afford to neglect. In the present time, there are numerous diseases and conditions that can impact the functionality of facial muscles. One of these conditions is "facial muscle weakness," which is both a disease and a frequent complication observed in patients with nerve damage, including those with facial paralysis, cancer and head diseases, Ramsay Hunt syndrome, or even stroke patients. In the medical field, facial muscle weakness is often treated with medication and physical therapy. Treating facial muscle weakness through facial muscle exercises is one of the most commonly used methods, as it is an easy technique that patients can perform on their own. However, for effective results, facial muscle exercises should be done correctly and consistently over an appropriate period of time. Otherwise, it may not lead to muscle recovery. Based on the previous discussion, the project "FAPPTHY: Facial Muscles Exercises Using Computer Vision" has piqued the interest of the developers. This project aims to apply artificial intelligence to facilitate and enhance facial muscle management, providing convenience, effectiveness, and adding vibrancy. Patients will be able to exercise their facial muscles correctly and efficiently, while also enjoying the process, making facial muscle management no longer tedious. Materials and Methods Materials Computers that use the Python language via Colab and the PyCharm program.
56 Methods Part 1 Storyboard Figure 1. Storyboard of FAPPTHY Part 2 The principles and techniques used 1. Computer vision is a branch of artificial intelligence (AI) that involves training computers and systems to understand and respond to visual data. 2. TensorFlow is a library for developing machine learning models that is open source and written in Python. It was developed by Google, who released TensorFlow as an open-source library for machine learning. 3. OpenCV2 is a programming library primarily focused on real-time computer vision tasks. It is a cross-platform library and is used for free under the BSD Open-Source License. 4. Pygame is a Python module designed for video game development. It consists of computer graphics and sound libraries designed to be used with the Python programming language for game development." 5. The facial muscle exercises used in the project are recommended by the Faculty of Medicine, Chiang Mai University. The recommendations were provided by Dr. Chonada Wongekachonkoon, a specialist in Physical Medicine and RehabilitationThe publication date was November 24, 2558. The topic was 'Facial Muscle Management in Patients with Bell's Palsy. 6. FER is a computer vision task aimed at identifying and categorizing emotional expressions depicted on a human face. Input/Output Specification 1. Input: Facial data of the user captured through a webcam. 2. Display animation according to the program's steps. Functional Specification 1. The Program can track the user's face from a webcam. 2. Display an animation demonstrating facial recognition. 3. Display a cartoon animation running continuously according to facial expressions. 4. Display the interface when facial recognition is completed. Part 3 Software structure (Design) The system starts the program when the user opens the application, using OpenCV2 to capture image data from the user's webcam. It then processes the data using face tracking algorithms, utilizing certain principles and modules from TensorFlow and MediaPipe. After that, it outputs an animation demonstrating facial recognition, including displaying various interfaces. The animation and interface components are designed using modules from Pygame. Figure 2. Software structure design Part 4 Game manual 1. Press the Start Button on the Home Screen. 2. Players are required to perform facial muscle exercises as specified by the game. A commendation will be given to the player based on the completeness of their performance. If they receive a Perfect commendation, they will earn 100 points. If they receive a Good commendation, they will earn 50 points. If they receive an Okay commendation, they will earn 25 points. 3. In each game session, facial muscle exercises will be randomly generated, consisting
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 57 of a total of 50 exercises. The percentage of completion, located in the upper left corner of the Play screen, will indicate the player's success in the game. For example, if it shows 50% completion on the 25th exercise, it means the player has achieved a 50% completion rate. 4. There are two ways to exit the Play Screen: 4.1) Completing all the facial muscle exercises or achieving a 100% completion rate will trigger an animation of crossing the finish line. The game will then automatically take the player to the Score Screen to display their achievement percentage and cumulative score for that game session. 4.2) Pressing the Exit button on the Play Screen will immediately exit the game. In this case, the Play Screen will not show the animation of crossing the finish line but will directly take the player to the Score Screen to display their achievement percentage and cumulative score for that game session. Results and Discussion During the program testing, it was found that the FAPPTHY application can be effectively used for facial muscle management. Furthermore, it can provide entertainment to the users, enabling them to manage their facial muscles effectively, correctly, and efficiently, thereby achieving the intended objectives of its development. Conclusions "FAPPTHY" is an application designed to assist in facial muscle exercises, specifically tailored to meet the needs of users. It targets individuals who have issues with their facial muscles, but it is not limited to them. Anyone interested in facial muscle exercises can also benefit from the app. Moreover, this application not only promotes effective facial muscle management but also provides an enjoyable and pleasant experience for users. Acknowledgments The project FAPPTHY: Facial Muscles Exercises Using Computer Vision has been successfully completed with the support and funding from the National Science and Technology Development Agency, which provided grants for the software development competition in Thailand, the 25th edition, under the applied program category. I would like to express my gratitude to Mr. Wicchai Buaniao, who served as the project advisor and provided guidance in various aspects of the project. Lastly, I would like to sincerely thank my parents, family members, and friends for their encouragement and support throughout the development of this project References [1]Aesthetics By Galderma Thailand. (16 July 2020). Face-exercise by Aesthetics By Galderma, a game for facial muscle management. [Video]. Retrieved from https://www.youtube.com/watch?v=V_puzqMmNO w. [ 2] Augmented Startups. ( 22 June 2021) . Face Landmark Detection in 5 minutes: REAL-TIME using OpenCVPython | TensorFlow ( 2021) . [ Video] . Retrieved from https://www.youtube.com/watch?v=FMaNNXgB_5c . [3]Murtaza's Workshop - Robotics and AI. (10 April 2021). Build a Personal AI Trainer | OpenCV Python |Computer Vision. [ Video] . Retrieved from https://www.youtube.com/watch?v=5kaX3ta398w. [4]MediaPipe. (2023). Live ML anywhere. [Online]. Retrieved from https: / / www. mediapipe. dev/ . ( 5 December 2023). [5]OpenCV. (2023). Three secrets to a $100k AI job!. [ Online] . Retrieved from https: / / opencv. org/ . ( 5 December 2023). [ 6] Pysource. ( 14 May 2021) . Facial Landmarks Detection | with Opencv, Mediapipe and Python. [ Video] . Retrieved from https://www.youtube.com/watch?v=LF7Lgz4_lus. [ 7] Sriphat Medical Center. ( 2023) . Facial muscle management in patients with Bell's palsy (7th cranial nerve palsy) . [ Online] . Retrieved from https://sriphat.med.cmu.ac.th/th/knowledge80?fbclid= IwAR3HnHpFjnxvmyA6RXf111nOggxLwhc0ZKM SlGZckjf865cL2jwyK_6LIJc. (5 December 2023). [ 8] TensorFlow. ( 2023) . An end-to- end machine learning platform. [ Online] . Retrieved from https://www.tensorflow.org/. (5 December 2023)
58 Nathapongthorn Siripan and Nitithorn Ketkaew1 Advisor: Thapanawat Chooklin2 Special Advisor: The game development team, Tao Of Chaos 3 1,2,3Princess Chulabhorn Science High School Nakhon Si Thammarat, Bangchak, Mueang Nakhon Si Thammarat, Nakhon Si Thammarat, 80330, Thailand Abstract Objectives of this project to develop games in the form MMORPG ( massively multiplayer online role- playing game) Open World. The program used to create the game is Core Engine, which is a program developed from Unreal Engine, making it a program that is easy to understand for beginners. In the game story, players will take the role of a half-dragon who lives in a human city without knowing who he is. and decided to become an adventurer to earn a living traveled to different cities There are many quests. Until the middle of the game will be the beginning of the main story. Which is related to one of the theoretical physics that the authors are interested in is the Time Paradox Theory. After this period, the story becomes more complicated. And there are many puzzles to solve about the character's identity. Based on the theory from Tim Maudlin, a philosopher from New York University. which was written about physics and philosophy in its earliest versions. Keywords: MMORPG Open World Combining Scientific Theories in MMORPG Open World Game Using Core Engine (Dragon’s Ends) Introduction Currently, technology plays a crucial role in our daily lives, both in our work and in providing entertainment. In today's highly competitive environment, businesses have to make efforts to improve and develop their products in order to stay in the market and remain popular. Kulthida Thammawipat (2538: 3-10) explains electronic media as a form of media that creates enjoyment and relaxation, often referred to as "game media." The term "Time Paradox" does not translate to "Parallel Universe," but rather signifies a conflict in time. Some people have attempted to resolve this conflict by explaining that when we travel back in time, it creates a new universe where everything is the same as the original universe up to the point where we traveled back. This concept is known as the "Parallel Universe." Tim Maudlin, a philosopher from New York University who writes about physics and philosophy, suggests that some people try to argue that time travel is impossible due to various paradoxical reasons. However, for him, these reasons do not necessarily mean that time travel is impossible. Based on the aforementioned study, the project aims to develop a massively multiplayer online role-playing game (MMORPG) in an openworld format. The chosen software for game development is the Core Engine, which is a program developed from the Unreal Engine. This makes it a user-friendly option, especially for beginners. In the game's narrative, players take on the role of a half-dragon character living in a human city without knowledge of their true identity. They decide to become adventurers to earn a living, embarking on journeys to different cities, completing numerous quests. When they reach the midpoint of the game, the main storyline, intertwined with a physics theory of interest called the Time Paradox, starts to unfold, introducing complexity and various mysteries related to the characters' identities, referencing Tim Maudlin's Time Paradox theory.
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 59 Materials and Methods 1. Create a Storyboard and the Main Game Plot 2. Click "Create" to initiate a new Project 3. Open the Community Content window and search for fundamental assets for RPG game development. Once selected, click "Import" 4. Build the primary scenes and locations as per the Storyboard, and then create additional locations 5. Develop the main quests that are linked to the established plot and create sub-quests for players to complete alongside the main quests 6. Create monsters in various locations. When players defeat monsters, they earn XP that can be used to level up. As characters level up, they become stronger 7. Design and create weapons for combat and quest progression. Establish shops and blacksmiths for upgrading weapons 8. Design, create, and enhance the User Interface (UI) to be visually appealing. Import basic UI elements from the Community Content 9. Playtest within the Preview system and address any in-game errors or issues 10. Publish the game for players to try out 11. Create a satisfaction survey for 100 players to gather feedback Results and Discussion Tables From the analysis and design of the Dragon's Ends game, an MMORPG Open World game developed using the Core Engine, once the game was completed, data on player satisfaction was collected through a survey involving 100 participants who had played the game. The collected information is as follows: List Percentage of Opinion Level Level High Mid Low System stability 95 5 0 High Graphics 70 30 0 High Plot development 45 55 0 Mid Satisfaction of product 90 5 5 High Result The table indicates a strong satisfaction level among assessors (75.0%) for "Dragon’s Ends," considering various aspects. Analyzing specific points, assessors exhibit high satisfaction and positive opinions regarding system stability, graphics, and product satisfaction. In terms of plot development, assessors hold moderate satisfaction and opinions (23.75%). However, satisfaction and opinions for plot development are notably low (1.25%) This picture represents additional player feedback and reviews. Conclusions In summary, it can be concluded that our project has successfully achieved its objectives, which are centered around creating an MMORPG Open World game that integrates scientific theories. The primary theory within the game's narrative is the Time Paradox, and there are various other scientific theories interwoven throughout different aspects of the storyline. This project has received positive feedback from players. Acknowledgments The project " Combining Scientific Theories in MMORPG Open World Game Using Core Engine ( Dragon’ s Ends) " was supported by Thapanawat Chooklin. We would like to express our gratitude to The game development team, Tao Of Chaos for their invaluable assistance and guidance, which greatly contributed to the successful completion of this project. We extend our thanks to everyone who provided encouragement and support in various aspects, without which this project would not have been possible. Our sincere thanks to all.
60 References 1. Arntzenius, Frank and Tim Maudlin. 2005. Time Travel and Modern Physics. In Edward N. Zalta (ed.). The Stanford Encyclopedia of Philosophy.(2005) 2. Earman, John. 1995. Recent Work on Time Travel. In Steven F. Savitt, ed. Time’s Arrows Today: Recent Physical and Philosophical Work on the Direction of Time, pp. 268-310. Cambridge: Cambridge University Press.(1995) 3. Gödel, Kurt. 1949. An Example of n New Type of Cosmological Solution to Einstein’s Field Equations of Gravitation. Reviews of Modern Physics 21: 447-450.(1949) 4. Hawking, Stephen. 1992. Chronology Protection Conjecture. Physical Review D 46: 603-611.(1992)
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 61 Supamongkol Saisombut1 and Panita Sidaphan1 Advisors: Theerawut Chantapan2 1,2Princess Chulabhorn Science High School Mukdahan, Bangsaiyai, Mukdahan, 49000, Thailand Abstract The current crime rate is on the rise, and Latent Fingerprints are a vital piece of evidence that frequently surfaces at each scene. Each fingerprint has a particular distinguishing trait. As a result, it might be used to evaluate and identify offenders so that they can be prosecuted in accordance with the law. However, there is a shortage of forensic personnel in Thailand, as well as insufficient forensic equipment and technology due to the costly AFIS system. This study aims to 1) design and develop an algorithm to detect minutiae of latent fingerprints using image processing, and 2) apply the Algorithm in forensic Science using high- precision computer analysis and remembering capabilities to increase the efficiency of investigations and forensics to be accurate, fast, and comfortable in the initial investigation and reduce current limitations through Algorithm image processing to analyze the latent fingerprint. The result revealed that there are 5 kinds of minutiae generally on fingerprints due to 3 times evaluation resulting in the mean of the number of minutiae being 81.67 points and having a standard deviation of 1. 53 points and having a coefficient of variation of 0. 0187. In terms of application in forensic science, the algorithm was able to match the minutiae of obtained latent database from 21 individuals at 100 percent accurate. The algorithm is able to match the Algorithm to Detect Minutiae on Latent Fingerprint and Apply in Forensic Science minutiae of obtained latent fingerprint from some part of the fingerprint. It has an accuracy of 94.365 percent. Keywords: Latent fingerprint, Minutiae point, AFIS Introduction At present, many problems arise in society. Whether it is an economic crisis, political problems, education, including modern technology. All of which increase the tendency for crime to occur. With each crime committed, important pieces of evidence are left behind. That is, latent fingerprints in the area of the crime scene. It is extremely important for forensic personnel to use it to carry out their investigations. Can be linked to identifying perpetrators. Because the fingerprints of each person will have different minutiae. It retains its original appearance from birth and does not change until death. From the limitations of forensic science personnel, Equipment, and technology therefore need to use technology with the analysis. To help and reduce the limitations of insufficient examiner and increase the efficiency of forensics work by using the ability to analyze which is high accuracy and remember better than humans. We has realized the importance of the forensic work mentioned above. Therefore, we has studied and developed Algorithm image processing to help analyze latent fingerprints and be used as a guideline for further software development. Methods Design and develop algorithms for use in detecting special characteristics. on latent fingerprint marks using Image processing
62 1. Design a flowchart of Image Processing. 2. Use the fingerprint database obtained from the collection of latent fingerprints from 21 individuals as a database for application in forensic science. 3. Perform matching of the latent fingerprint print on the latent fingerprint print image. To determine the compatibility between latent fingerprints stored as templates from one individual with all 21 latent fingerprints in the database. Results and Discussion From experiments in detecting the minutiae 3 times, there were a total number of minutiae 8 3 , 8 2 , 80 points, respectively. The average number of minutiae was 8 1 . 6 7 , the standard deviation was 1.53, and the coefficient of variation was 0.0187 From the first minutiae point detection experiment, there were a total of 83 points, divided into the following types: Ridge ending 40 points, Bifurcation 20 points, Enclosure 13 points, Ridge dot 7 points, and 3 point crossover. From the second experiment in detecting the minutiae points, there were a total of 82 minutiae points, divided into the following types: Ridge ending 41 points, Bifurcation 20 points, Enclosure 12 points, Ridge dot amount 5 points and 4 crossover points. From the third minutiae point detection experiment, there were a total of 80 minutiae points, separated into The types are as follows: Ridge ending 37 points, Bifurcation 19 points, Enclosure 14 points, Ridge dot 6 points, and crossover 4 points. Using an algorithm to analyze latent fingerprints obtained from 21 people for application in forensic science. From the experiment, it was found that the algorithm was able to match the minutiae points of latent fingerprints obtained from 21 people with the template fingerprints. It has 100 percent accuracy. From the experiment, it was found that the algorithm can match latent fingerprints. To find compatibility with fingerprint templates in the database, the accuracy was 94.365 percent. Table 1: Table of number of characteristic points From calculating the results 3 times, the mean, standard deviation, and coefficient of variation were determined.
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 63 Picture 1. Dataset of latent fingerprint images for use in comparing and matching Minutiae points. Conclusions From the experimental results of detecting the minutiae on latent fingerprint using image processing, it was found basic five types of minutiae, including the average number of minutiae. The results obtained from three repetition had a mean of 81.67 points, a standard deviation of 1.53, and a coefficient of variation of 0.0187 The algorithm is accurate in matching minutiae with 94.365% of the fingerprint database, which is due to orientation changes on fingerprinting, some types of minutiae do not appear. This makes the analysis of the algorithm less accurate than the analysis of full fingerprints. Acknowledgments This research project was accomplished. Due to the great support and support from many people who came to give advice that was very useful for the research project, I would like to thank Teacher Teerawut Chantaphan who kindly served as the project advisor and gave advice. Recommend, check, fix various errors. and provided assistance until this research project was successfully completed. I would like to thank Teacher Jinda Potana, Teacher Chawalit Buaphrom, and Teacher Patcharaporn Wichasan. to use the laboratory Explaining how to use and providing equipment for the experiment, making the research successful. Thank you, seniors and all friends who helped. It is an example of a database used in research. Complete the research project Finally, the organizer would like to thank all teachers for giving the opportunity to receive education, training and knowledge. Including those who have helped all those who have not been named here. References 1. J. R. Anglin and W. Ketterle, “Bose-Einstein Condensation of Atomic Gases”, Nature 476 (2002) 211. 2. R. Saito, G. Dresselhaus, and M. S Dresselhaus, “Physical Properties of Carbon Nanotubes”, London, Imperial College Press, 1998. 3. R. A. Bertlmann and A. Zeilinger (eds.), Quantum [Un]speakables, From Bell to Quantum Information, Berlin, SpringerVerlag, 2002.
64 Tanapong Poonsri1 and Natthaphat Sangsuwan1 Advisor: Supakit Rongam2 1,2KOSEN KMUTT, King Mongkut’s University of Technology Thonburi, Bangkhunthian, Bangkok, Thailand, 10150 Abstract The automatic planting system has been shown to improve efficiency, precision, and reduce cultivation costs. This project aims to develop a model of the automatic lettuce planting system for a block farm. The operating system is comprised of three main sections. The first one is the propulsion section performing the seeding and watering functions within two-dimensional (2D) plane. Secondly, the processing section process a signal from the sensing part to command the propulsion section. Lastly, the sensors, detecting soil humidity, lettuce’s height, and illuminance, transmit signals to the processing section. The model of the system was computationally simulated prior to the actual construction. The testing process includes (1) the humidity sensing capability test to determine optimal watering conditions, (2) the 2D movement accuracy of the propulsion section, and (3) the overall operation of the system according to the designed functions. The results shown that the optimum humidity conditions yielded the humidity percentage from the sensor at 82.9 ± 0.113% to 88.8 ± 0.127%. The propulsion section could accurately move from the original to the specified positions with the average moving time of 41.6 ± 1.352 seconds. The seeding, watering, and mulching functions A model of the automatic lettuce planting system for a block farm have been conducted at all unit areas by external commands, while the watering function has been triggered by detected humidity reduction and the system has been ceased by the detected befitting height of plant. This automatic lettuce planting system potentially steps in for completing laborious tasks while preserving precise decisions and efficient planting. Keywords: Automatic farm, Automatic plant growing, Cultivation technology Introduction At present, health trends are becoming popular among Thai people. Most people are beginning to pay more attention to their health through exercise and eating healthy foods such as vegetable salads. One of the popular vegetables is lettuce, especially lettuce with red leaves. It contains hemoglobin, which helps prevent anemia, and also has medicinal properties for relieving constipation [ 1]. On the other hand, farmers in agriculture have begun to grow more of these vegetables because they sell at a high price and are becoming a trend, while these vegetables require special care and attention. Lettuce is a vegetable that needs light and water in the right amounts. If the grower does not take care of them well, it may cause the lettuce to die. The most suitable soil for growing lettuce is loose soil, which can drain water and air within the soil well with an appropriate pH value of 6. 0– 6. 8. Additional factors include proper humidity and temperature. Lettuce must receive full sunlight, as it helps in the photosynthetic process of growing up a leaf. Lettuce grows well in cool weather, so the temperature should be between 25 and 28 degrees Celsius. The higher temperature of the environment will cause lettuce to have a bitter taste and quickly pierce the inflorescences, which are too old to be eaten. However, it has the advantage of being able to be grown all year [2]. With the advancement of technology, agriculture is beginning to rely more on technology. The government focuses on policies to increase the limits of trade competition by using innovation and technology to develop farmers'
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 65 potential. To prepare for Agriculture 4.0, farmers have begun to use technology on farms, such as drones to distribute pesticides and seeds [3], and sensors to detect plant growth, humidity, temperature, etc. These technologies are useful to help farmers take care of agricultural crops. Technology can improve agriculture completely and increase efficiency. Moreover, it can reduce the workload of farmers and help them take care of agricultural products thoroughly. From the information and reasons above, this project is interested in creating a model of the automatic lettuce planting system for a block farm. It is a small model that receives commands from the user only once, and the machine will operate itself to grow lettuce and also have a notification system when it's time to harvest. Materials and Methods Materials 1.Aluminium profile 2.Arcylic laser cutting machine 3.Bracket 4.T-nut 5.Screw 6.Lead Screw 7.Housing Bearing 8.Linear Actuator 9.Coupling 10.DC Motor 11.Stepper Motors 12.Servo Motor 13.Wood 14.Aluminium ball 15.Cloth 16.3D printer 17.Soil humidity sensors 18.IR sensor 19.Arduno board 20.Led 21.Wire 22.Water pump 23.Rubber tube 24.Rack and Pinion 25.Grinder Methods The humidity sensing capability test Different soil samples were placed in separate 49x49 cm containers, one for each of the five locations. Two humidity sensors were installed on the same plane, positioned 16 cm apart from each other. Soil humidity levels were then measured, and data on soil humidity values was systematically collected as part of the study. The 2D movement accuracy of the propulsion section The experiment began by activating the machine through the initiation of the start button. Subsequently, the propulsion section was directed to traverse to nine designated points and then return to its initial position. The duration of the propulsion section's movement was carefully timed, and this process was reiterated ten times, maintaining consistency with step ( 2) for a comprehensive evaluation of its 2D movement accuracy. Operation system Commencing the process entailed pressing a button to initiate the operation. The seeding and watering component was propelled to its designated target using a stepper motor. Subsequently, a servo motor facilitated the precise release of seeds into the soil, while a water pump supplied water for irrigation. After the seeding and watering were completed, a DC motor was activated to adjust the shading cloth for plant coverage. The DC motor was turned on to expose the plants to light at a prearranged time. Step 2 of the procedure was then carried out repeatedly until the deadline was met. To activate the watering component in the event that there was insufficient humidity, soil humidity sensors continuously measured the amount of humidity in the soil. Furthermore, an LED was signaled to illuminate when a sensor sensed the plants' height, and it was ready for harvest. The operation if system can conclude as flow chart in Fig.1. Construction design The design process started with a handdrawn model, materials were chosen after analysis, aluminum profiles were used for the
66 structure, and stepper motors drove the propulsion section with X and Y-axis movement. A 3D model was printed to support equipment placement. The machine designed is shown in Fig.2. Figure 1. Flow chart of machine operation. Figure 2. 3D model of machine by using SolidWorks software. Results and Discussion Results The automatic lettuce planting block farm machine has been designed for seeding, watering, mulching, and notifying effectively by a small size of model with Arduino control. The results of the testing are as follows: The humidity sensing of soils From measuring the soil humidity of soil from five agricultural areas by using soil humidity sensor. The result as shown in Table 1. Table 1: Humidity percentage of sample soil from different areas. Area Humidity percentage [%] 1 st 2 nd 3 rd Average 1 88.87 88.66 88.89 88.80 ± 0.127 2 83.71 84.18 83.36 83.75 ± 0.411 3 82.99 83.00 82.80 82.90 ± 0.113 4 85.14 84.88 85.04 85.02 ± 0.131 5 86.91 86.37 86.62 86.63 ± 0.270 From table 1, the result shows that soil from area-3 has the lowest humidity percentage ( 82. 90 ± 0. 113) while soil from area- 1 has the highest humidity percentage (88.80 ± 0.127). For these reasons, the optimum humidity condition in this project yielded a humidity percentage from the sensor of 82.9 ± 0.113% to 88.8 ± 0.127%. The accuracy of propulsion section The accuracy was defined by the average time duration of the movement of the driving part from the start point through nine points and returning to the original point. The result is shown in Table 2. Table 2: Movement average time of driving part. Time Duration time (sec) 1 42.1 2 41.6 3 41.7 4 40.3 5 42.9 6 40.8 7 40.5 8 43.2 9 39.7 10 43.8 Avg. 41.6 ± 1.352 From table 2, the result found that the minimum duration time is 40.2 seconds while the maximum duration time is 42.9 seconds, so the propulsion section could accurately move from
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 67 the original to the specified positions with an average moving time of 41.6 ± 1.352 seconds. Conclusions The development of a model of the automatic lettuce planting system for a block farm uses an appropriate humidity percentage of 82.9 ± 0.113% to 88.8 ± 0.127% for lettuce growing. The machine has an average moving time of 41.6 ± 1. 352 seconds for seeding and watering. Moreover, the operation of the machine can be controlled by an Arduino controller, which operates the entire process. Acknowledgments Researchers want to thank my advisor, Mr. Supakit Rongam, for his guidance and support throughout this project. Our gratitude also goes to team members for their contributions. Thanks to KOSEN KMUTT for supporting many things. Finally, I appreciate the indirect support from many others involved in this project. References [11] Arisara Phasuk. 2019. Growth, Nitrate Accumulation and Reduction of Lettuce in DRFT. Master of Science (Agricultural Technology). Mahasarakham University. [12] Sakniran Koedcharoen. 2022. Development of Control and Monitoring Systemof Planting Lettuce with Internet of Things. Master of Engineering (Electrical and Computer Engineering). Rangsit University. [13] Thongchai Wajasuwan and Jedsada Wongsansukcharoen. 2022. Acceptance of Technology and Innovation Affecting The Intention of Using Drone for Agriculture in The Agriculture Industry, Panyapiwat Journal, 14(1), p.144-145.
68 Pataranan Sethpakdee Supagan Leeyavanit and Nontpawit Uthaisang1 Advisor: Atthaphon Lorphan1 1Chitralada School, Suan Chitralada , Dusit, Bangkok, 10303, Thailand Abstract The aims of the Artificial Intelligence for Drum Note Translations are as follows: 1) To create AI Software that can translate audio files into drum notes and help beginners practice drums more efficiently 2) To compare the efficiency of our created models: A model trained using frequency along with loudness and a model trained using only frequency. In this work, two models of software were created using different methods. Next, the procedures for building the AI Software by using the Audio Classification technique were: firstly, Preprocessing by converting audio files into spectrograms, and secondly, making each model learn the variations of spectrograms on the Tensorflow framework using Sequential model. The loss function was calculated by Sparse Categorical Cross Entropy Loss function. Then, to improve the accuracy of each model,ADAM optimizer was used. The accuracy of the AI software tested with the actual drum sounds shows that Model B has an accuracy of 85% which is more efficient than that of Model A with an accuracy of 75%. Keywords: Artificial Intelligence, Drum Note Translations, Audio Classification, Spectrogram Artificial Intelligence for Drum Note Translations Introduction A drum kit is a popular musical instrument. However, it is an instrument with many complications different from other instruments in terms of range of notes and rhythms. Besides, finding drum sheets online is also difficult. Translating drum notes is a challenge and can cause beginners to struggle with note translation. This is what led to the idea of creating the Artificial Intelligence for Drum Note Translations, using the principle of audio recognition in co- development with the TensorFlow framework. These technologies will enable the newly created AI to precisely translate drum notes, then plot these latter into musical brackets. This would also help beginners on practicing drums and translate notes efficiently. Methodology and Results Making dataset of audio files The 14,700 audio files using the online drum machine from www.onemotion.com were created, and then categorized into 25 classes of drum notes containing 588 files each. Preprocessing data into spectrograms Preprocessing is done by translating the audio files into waveforms, using Python packages Librosa and then into Spectrograms, using STFT (Short-Time Fourier Transform) to prepare for the training of the models. Two sets of spectrograms are randomly selected ; 80% of which are used as Train Set and 20% as Validation Set. Figure 1. An example of Preprocessing data Model Training (To create audio recognition)
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 69 Sequential model is trained on Tensorflow framework with the use of Train Set and optimized with Validation Set using Sparse Categorial Cross Entropy Loss function and the ADAM optimizer. The training is done for 10 epochs. Finally, two models are created: 1) Model A trained with frequency and loudness 2) Model B trained with only frequency. After that, the two models were tested with Test Set which is the actual drum. The results show that our created AI software can translate audio files into drum notes. Model A has an accuracy of 75%, which is lesser than Model B of 85%. Therefore, Model B is chosen to be deployed. Figure 2. Flow chart of the model’s training process Deployment After we get an efficient model, Model B. We build a program using Python package Gradio to translate audio files into drum sheets through Model B algorithm and deploy into Huggingface website for public use. The process inside the program cuts the audio into single notes for the Model to classify. The calculations will be done by calculating the clip duration after cutting the quiet part with the BPM value or time signature of the song. Figure 3. An example of the Interface Discussion and conclusion From the creation of AI software for translating drum notes, two models are obtained: Model A with an accuracy of 75% and Model B with an accuracy of 85%. This reveals that Model B is more efficient than Model A. Also, the deployment of Model B along with our program in Huggingface can be a useful tool for people to use and for further development. Therefore, it can be concluded that frequency is the key factor that should be taken into account when creating an AI software for translating drum notes. Acknowledgments We would like to express our gratitude to our advisors, Mr. Atthaphon Lorphan and Mr. Art-ong Mukngoen for their invaluable advice. Our gratitude also goes to Assistant Professor Yuvadee Nakapadungrat, Ph.D. and Associate Professor Arunee Intasorn for their advice on improving this report and experiment. This project would not have been possible without their substantial help. Translations
70 References Chitpong Kittinaradorn. ( 2021). Neural Network Vanishing Gradients Problem. Retrieved June 22, 2023, from https://guopai.github.io/ml-blog16.html Dalya Gartzman. (2019). Getting to Know the Mel Spectrogram. Retrieved June 22, 2023, from https://towardsdatascience.com/gettingto-know-the-mel-spectrogram-31bca3e2d9d0 Noppawat Tantisiriwat. (2021). Thai Music Generation ( Ranat Ek) with Variational AutoEncoder. Retrieved June 22, 2023, from https://noppawat-tan.medium.com/thai-musicgeneration- ranat- ek- with- variationalautoencoder-753e69f0b323 Pakawat Nakwijit. ( 2020). ท า ค ว า ม เ ข้ า ใ จ Optimizer. Retrieved June 22, 2023, from https://medium.com/@chameleontk/ท าค วาม เข้าใจ-optimizer-a44455615c32 Sanparith Marukatat. (2017). สนุกกับ Neural Network. Retrieved 5 June, 2023, from https: / /sanparithmarukatat.medium. com/สนุกกับ - neural-network-657fa293c4d1 Teerapath Kaewsri. (2020). สรุปแบบย่อยกชิดจว้งแทง กา รเลื อ กใ ช้Loss Function. Retrieved June 22, 2023, from https:// kingjxnior.medium. com/ สรุปแบบย่อยกชิดจ้วงแทง-การเลื อกใช้-lossfunction-ed3f62b1ddc0
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 71 Aphiwat Pikoengam,Vatanya Boonchangma and Charinrat Mueanklang1 Advisiors: Nucharee Changain and Chontawat Meedee2 Special Advisor: Pattranuch Pongsuk3 1, 2Nonghinwittayakom School, Nonghin, Loei, 42190, Thailand. 3Loei Rajabhat University, Loei, 42000, Thailand Abstract The endpoint and equivalence point of the chemical titration are usually based on visual observation of the color change of the acid-base indicators, which occurs within a narrow range of pH values. These may cause the quantitative analysis to be inaccurate. Therefore, the software was created to measure the change of Bromothymol blue; an acid-base indicators by the Pictoblox program. Three measuring methods were conducted for make the warning software accuracy: 1) the volumes of the titrant solutions, 2) the similarity index of the color at an equivalent point from the Pictoblox software, and 3) the pH values of the solutions after the titration. This software also can warn the experimenters by voices and message. Keywords: Titration Equivalent Point, The Pictoblox program, Chemistry Software Introduction The uncertainty of the titration technique has been mentioned for a long time [1][2][3][4] . One of the causes of that uncertainty occurs from the Development of Titration Equivalence Point Warning Software by Measuring the Colors of the Acid-base Indicator Solutions visual observation of experimenters; in addition, the color change of the acid-base indicators often occurs within a narrow range of pH values. Therefore, the warning software has been developed to solve this problem by the Pictoblox program. It can be applied for multiple functions depending on users' objectives. In this research, it also has been used for chemistry. Materials and Methods Materials 1. The Pictoblox program 2. Computer laptop 3. Camera 4. Burette (50.00 mL) 5. Pipette (10.00 mL) 6. Burette clamp 7. Base and stand 8. Erlenmeyer flasks (250 mL) 9. Standard solution of 0.1 M sodium hydroxide (NaOH) 10.Standard solution of 0.1 M hydrochloric acid (HCl) 11.Standard solution of 2 M sodium hydroxide (NaOH) 12.Nitric acid (HNO3) as an unknown 13.Bromothymol blue solution (pH indicator) 14.White papers 15.Paper box Methods Part I Design the Codes The Pictoblox program was studied how to use. The code generated the command blocks by setting a suitable color that fits the color changing of the pH indicator. This case is bromothymol blue; it consists of three colors: blue, green, and yellow. Green is our target, the suitable color for an equivalent point between a strong acid and a strong base. We set the camera to detect those colors. It will capture the colors to match what we have already trained. The percentage of similarity from
72 the software will be shown on the screen, and there will be a sound notification to the experimenter. Part II Testing the Warning Program This study was designed for testing in two experiments. Experiment 1 Standard solution. 1. Fill 50.00 mL of the standard solution of 0.1 M hydrochloric acid into the burette. 2. Pipette 10. 00 mL of the standard solution of 0. 1 M sodium hydroxide using a pipette, then release it into an Erlenmeyer flask size 250 mL. Fill five drops of bromothymol blue into the flask. The color of the solution should be blue. Bring this flask and put it on the base under the burette. 3. Use the camera of the Pictoblox program to detect the color of the solution in the flak. Note the percentage of similarity of the colors from the Pictoblox software screen. 4. Begin the titration by dropping a solution from the burette into the Erlenmeyer flask drop by drop. 5. Observe the color change in the flask 6. Observe the warning from the screen and the laptop speaker. 7. Replete two times. Experiment 2 Unknown solution 1. Fill 50.00 mL of nitric acid, an unknown concentration, into the burette. 2. Pipette 10. 00 mL of the standard solution of 2. 0 M sodium hydroxide using a pipette, then release into an Erlenmeyer flask size 250 mL. Fill five drops of bromothymol blue into the flask. The color of the solution should be blue. Bring this flask and put it on the base under the burette. 3. Use the camera of the Pictoblox program to detect the color of the solution in the flak. Note the percentage of similarity of the colors from the Pictoblox software screen. 4. Begin the titration by dropping a solution from the burette into the Erlenmeyer flask drop by drop. 5. Observe the color change in the flask 6. Observe the warning from the screen and the laptop speaker. 7. Replete two times. Results and Discussion This study tried to qualify the developed warning software by three measuring methods: (1) the volumes of the titrant solutions, ( 2) the similarity index of the color at an equivalent point from the Pictoblox software, and (3) the pH values of the solutions after the titration. The results are shown in Table 1 and Table 2. As shown in Table 1, the standard solution of 0.1 M sodium hydroxide (NaOH) was used as the titrant, and the standard solution of 0. 1 M hydrochloric (HCl) acid was used as the titrant for the chemical titration. Both are strong basic and acidic solutions that are completely ionized or completely dissociated[5] . Typically, a strong base and a strong acid with the same concentrations (this case is 0.1 and 0.1 M.) would be used as the same volume (should be 10.00 mL for both basic and acidic solution). However, the average volume of an acidic solution in this experiment was 10.20 mL, more than the theoretical value. It could be calculated that the percent error was 2.00% [(10.20- 10.00)/10.00×100]. In addition, the color changes of a solution could be measured by the Pictoblox software via a camera. The solution of the Titrand of this experiment is NaOH, a basic solution. It is colorless but will change to blue if it is dropped by bromothymol blue (it is blue above pH 7.6 and would be attended to yellow below 6. 0). The equivalent point of this experiment should be at pH= 7. 00 with the green color that is the shade between blue and yellow. We found that the average percentage of similarity of the green color from the Pictoblox software is 96. 33% (see the above table). It could be calculated that the percent error was 3.67% [(100-96.33)/100×100]. Thirdly, the pH values of the solution after titration between a strong base and a strong acid should be 7.00. However, the average pH value of this experiment was measured as 6.81, less than the theoretical value. It could be calculated that the percent error was 2.71% [(7.00-6.81)/7.00×100].
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 73 In summary, the developed warning software has a 2.00 percent error for the volumes of the titrant solutions, 3. 67% for the similarity index of the color at an equivalent point from the Pictoblox software, and 2.71% for the pH values of the solutions after the titration. All three errors are less than 5%, which can be accepted. However, to make the warning software more accurate, experiment 2 was conducted by using one unknown substance. At the same time, one is a standard solution (both substances in experiment 1 were standard solutions). The results are shown in Table 2. As shown in Table 2, the standard solution of 2 M sodium hydroxide (NaOH) was used as the titrant, and hydrochloric (HCl) acid was used as the unknown solution. The findings show that the average volume of an acidic solution was 3.07 mL. However, this would not be calculated to the percent error because a theoretical value could not be predicted. In addition, the Pictoblox software could measure the color changes of a solution via a camera. It showed 95.00 % of the green color as an average. It could be calculated that the percent error was 5.00% [(100-95.00)/100×100]. Thirdly, the equivalent point of this experiment should be at pH= 7. 00 with a green color, the same as in experiment 1. The average pH value was measured as 6.62, less than the theoretical value. It could be calculated that the percent error was 5.43% [(7.00-6.62)/7.00×100]. In summary, the developed warning software has 5.00% for the similarity index of the color at an equivalent point from the Pictoblox software and 5. 43% for the pH values of the solutions after the titration. Conclusions The warning program for the chemical titration of this study was developed via the Pictoblox program to detect the suitable colors of the pH indicator. It can warn the experimenters by the sound notification through the laptop speaker. The efficiency of this program has been made by showing the percent errors of three measures; the values shown are 2.71-5.43%. Acknowledgments We would like to sincerely thank the Faculty of Science and Technology, Loei Rajabhat University to provide the standard solutions. References 1. L. Liv, “ Measurement uncertainty evaluation for titrimetric determination of benzoic acid purity” , Journal of Chemical Metrology 15 (2021) 38-51. 2. D. A. A. Forigua and J. Meija, “Titration endpoint challenge” , Analytical and Bioanalytical Chemistry 411 (2019), 1-2. 3. P. Dehouck et al, “ Determination of uncertainty in analytical measurements fromcollaborative study results on the analysis of a phenoxymethylpenicillin sample”, Analytica Chimica Acta 481 (2003), 261-272. 4. L. M. Schwartz, “Uncertainty of a titration equivalence point: A graphical method using spreadsheets to predict values and detect systematic errors” , Journal of Chemical Education 69 (1992) 898. 5. S. S. Zumdahl and D. J. DeCoste, “ Introductory Chemistry A Foundation” , Sixth Edition, New York, Houghton Mifflin, 2008.
74 Autsanee Lapluksanee And Phiphat Wannaphum1 Advisors: Noppadol Bootlak2 1Nongyaisiriworrawatwittaya School , That, Nongyai, Chonburi, 20190, Thailand Abstract This project is made with the objective of developing a home automation cooling system using a Kidbright board. The home automation cooling system using the Kidbright board has the following characteristics: When the roof is hot, the sensor will work and will cause the water pump to work by spraying water into the roof until the roof is cool. Makes the temperature inside the house feel cooler and cooler. Test results show that the home automation cooling system using Kidbright board can work very well. The temperature after using the home automation cooling system using the Kidbright board is reduced by 20%, the house is cooler. accomplished the objectives set. Keywords: Kidbright board, automation cooling system, sensor Introduction KidBright is an embedded board that can run according to a set of instructions. where students can create Instruction set via KidBright IDEprogram on computer easy to use Just use drag and drop command blocks to put them together (Drag and Drop), reducing the worry about typing the wrong command set. The command set was created as Home automation cooling system using kidbright board such. will be sent to the KidBrightboard to work as programmed, such as watering the plants according to the specified humidity level or turning on-off the lights at the specified time, etc. And nowadays, technology plays a role in our lives of humans more than ever before. which uses the internet network Whether it is communication, education, searching for information, etc. , until the Internet network is common in today's society. and with the development of technology widely Therefore, the kidbright IoT concept was initiated to link all technologies together. Materials and Methods Materials 1. KidBright board 2. iKB-1 board 3. Motor 4. MicroUSB 5. LED light 6. Glue gun 7. Cutter and ruler 8. Solar panels 9. Future Board 10. Wire 11. Hot glue Methods 1. Study from actual problems 2. Study from reference documents Social media and television media 3. Educational issues - How do heat symptoms occur? - How to solve the problem of hot weather affecting residents Operation 1. Design and determine program topics 2. Coding the work of the KidBright board Figure 1. Coding a KidBright Board
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 75 Results and Discussion Study results and discussion are as follows 1.Objectives of the study 2. Summary of study results 3. Benefits received from the project 4. Suggestions Objectives of the study 1. To study how to make use of the kidbright board. 2. To help cool down during the day or in the afternoon when the weather is hot. 3. To develop an automatic home cooling system using a Kidbright board. Summary of study results From the fact that the organizing team has created a project for an automatic home cooling system using the Kidbright board, it can be summarized as follows. An automatic home cooling system using a Kidbright board can work very well. The temperature after using the home's automatic cooling system using the Kidbright board decreased by 20%. The inside of the house became cooler. Accomplished according to the set objectives. Benefits received from the project 1. The automatic home cooling system using Kidbright board is very suitable for cooling the home paddles. It is comfortable to live in. 2. Reduce the cost of using electrical energy and can be used for further development. Suggestions From studying the project Home automatic cooling system using the Kidbright board. I want it to be able to be further developed and developed further. You should add a higher quality board or motor. Conclusions An automatic home cooling system using a Kidbright board can work very well. The temperature after using the home's automatic cooling system using the Kidbright board decreased by 20%. The inside of the house became cooler. Accomplished according to the set objectives. Acknowledgments This project was successfully completed. And would like to thank Dr. Rungtawee Phanna, Director of Nong Yai Siri Worawat Witthaya School. Forproviding support and encouragement throughout the project, I would like to thank Mr. Noppadon Butlak. Project consultant for knowledge Valuable help, advice and feedback. which greatly contributes to the development of the project I sincerely hope that this project report will be useful to those who wish to study further and explore this topic. References [14] https://www.nectec.or.th/innovation/innov ation-hardware-electronics/kid-bright.html [15] https://www.artronshop.co.th/article/87
76 Ikrom Chedueramae1 and Fais Samae1 Adviser : Adlee Duerasor2 1,2Tanyongmat school, Tanyongmat, Rangae, Narathiwat, 96130, Thailand Abstract This project aims to comparatively study the finding of horizontal distances of objects by using The trigonometry distance calculator machine. To study and compare the height of an object using trigonometry. To comparatively study of finding a simple land area. The results of the experiment : compare distance and height measurements found to the distance to door actual distance of 2 metres by using machine , the average measurement was 1. 97 metres with an average error of 1.11 %. Measure the height of the door from the actual height of 2 metres by using a machine, the average measurement was 2.02 m with an average error of 0. 55 % . Measure the average area of a rectangular area by using a machine was 4. 94 square meters. Measure the average depth of the dry well was determined by using a machine was 2.47 meters. Keywords: The trigonometry distance calculator machine, height of an object, The distance of an object, Average area, Average depth. Introduction In our lives and surroundings, we could use many tools for measuring quantities and length of things; such as, using ruler to measure the length of a pen, using meter stick to measure the height The trigonometry distance calculator machine of the pole, using the tape measure to measure the distance, etc. Therefore, the measuring tools can make humans to know the value number of the length or the height of an object. But using the common tools for finding the trees’ height or the mountain’ s length are cumbersome and difficultly . It also is complicated and requires a lot of time . Therefore, the project organizers agree to make a new calculating machine which could be used easily, convenient and doesn't take a lot of time. Also, it gives a value number close the correct one when finding distances and heights of objects. Materials and Methods Materials 1. 2 protractors 2. 2 square steel sheets 3. 2 square billets 4. Measuring tape 5. 2 laser torches 6. hot glue 7. Nuts and screws 8. Glass 9. Small stainless steel stick 10. Glue gun 11. Laptop computer components of the project It has 2 part of this project for distance and height measurements Part 1 The machine Part 2 The program The machine components Figure 1 . Shape of propellerPart of object height measurement 1 2
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 77 Figure 2 . Shape of propellerPart of object distance measurement 1. Protractor for measuring vertical angles to find object height. 2. Laser flashlight pointing to the coordinates of the object from the machine. 3. Protractor for measuring the angle of incidence to find object distance. 4. Mirror for distance measurement. 5. Laser flashlight pointing to the mirror. The program component Methods Part 1 Measuring the distance of the door. 1. Use a tape measure (measuring tape) to measure the distance of 2 meters from the object to the machine. 2. Use the distance laser flashlight of the machine for finding distance angle, then record the experimental results. 3. Calculate the door distance by using the laptop 4. Repeat the experiment 2 more times to find the mean distance and mean error. Part 2 Measuring the Height of the door. 1. Use a tape measure (measuring tape) to find the door height. It has height of 2.00 metres. 2. Use the height laser flashlight of the machine to find the height angle. Then record the experimental results. 3. Calculate the door height by using the laptop 4. Repeat the experiment 2 more times to find the mean height and mean error. Part 3 Measuring the square area of the floor. 1. Place the machine at one corners of the square. 2. Use the distance laser flashlight of the machine to find the wide distance angle, then record the experimental results. 3. Use the distance laser flashlight of the machine to find the long distance angle, then record the experimental results. 4. Calculate the square area by using the laptop 5. Repeat the experiment 2 more times to find the mean distance and mean error. Part 4 Measuring the depth of dry wells 1. Place the distance meter on one edge of a dry well. 2. Use the height laser flashlight of the machine to find the top angle of the well, then record the experimental results. 3. Use the height laser flashlight of the machine to find the bottom angle of the well, then record the experimental results. 4. Calculate the square areaby using the laptop 5. Repeat the experiment 2 more times to find the mean distance and mean error. Results and Discussion Results 1. Table 1 : Shows the results of distance measurements using the machine. Experiment Distance measurement results Angle (Degree) Distance ( metre ) Error ( % ) 1 24.1 2.00 0.00 2 23.9 1.97 1.00 3 23.6 1.93 2.33 Mean 23.87 1.97 1.11 3 5 4
78 From the door distance was 2 m. The results of distance measurements by using the machine averaged 1.97 m with an average error of 1.11%. Figure 3. Shows the experiment of distance of objects measured. 2. Table 2 : Shows the results of height measurements by using the machine. Experiment Height measurement results Angle (Degree) Distance ( metre ) Error ( % ) 1 22.8 1.97 1.00 2 23.1 1.99 0.33 3 23.2 1.99 0.33 Mean 26.96 2.02 0.55 The door height was 2 metres. The results of height measurements by using the machine averaged 2.02 m with an average error of 0.55 %. Figure 4. Shows the experiment of height of objects measured. 3. Table 3 : Shows the results of square area measurements using the machine. Experi ment Area measurement results Wide angle (Degree) Long angle (Degree) Area (metre2 ) 1 16.4 33.5 4.65 2 16.8 34 5.04 3 16.8 34.2 5.14 Mean 16.67 33.9 4.94 The results of square area measurements by using the machine averaged 4.94 metres. Figure 5. Shows the experiment of square area measured. 4. Table 4 : Shows the results of depth measurements by using the machine. Experi ment Height measurement results Top angle (Degree) Bottom angle (Degree) Area (metre2 ) 1 29.30 25.20 2.37 2 31.20 26.30 2.56 3 30.20 25.60 2.48 Mean 26.96 2.02 0.55 The results of depth measurements by using the machine averaged 4.94 metre2 . Figure 6 . Shows the experiment of depth well measured.
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 79 Conclusions The machine can be used to find distances and heights of objects, find area and depth of an area. The distance measurement was close to the actual distance and had an average error of 1.11 percent. The height measurement was close to the actual height and had an error of 0.55 percent. Acknowledgments I would like to express my special gratitude to my director and teacher for always being there and encouraging me throughout this project. I would also like to thank my classmates for their encouragement. I wouldn’t have done this without them. References 1. Mathematical Intelligence, Grade 2, “เครื่องมือ ที่ใช้วัดความยาว”, Retrieved from : https://sites.google.com/site/krumiw/bth-thi-3-karwad-khwamyaw/2-kheruxng-mux-thi-chi-wadkhwamyaw. Retrieved on June 30, 2020 .. 2. Chaijaroen Tech Co., Ltd.“กฎการสะท้อน ของแสง”, Retrieved from : https://www.chi.co.th/article/article-1016/ . Retrieved on 30 June 2020 . 3. Sumiol igile technology, “เครื่องมือวัด”, Retrieved from : http://www.sumipol.com/measuring tools. Retrieved on June 30, 2020 .R. A. Bertlmann and A. Zeilinger (eds.), Quantum [Un]speakables, From Bell to Quantum Information, Berlin, SpringerVerlag, 2002.
80 Yui Murakami1 , Hiroki Tomoda1 1National Institute Technology (KOSEN), Akashi College, Akashi, Hyogo, 674-8501 Japan Abstract This project aims to develop a new conversation tool and to study feedback from users of the tool. This tool is designed to help people learn unfamiliar languages by themselves: Bocchi means alone or by oneself in Japanese. When we use existing conversation tools, we get nervous and feel we must respond quickly to the person behind the screen. But if we use Bocchi Talk, you can talk at your own pace without being overlyconcerned about the person. Don't you want to try it? Then, ChatGPT is a very hot topic as it is futuristic and useful these days. So, we also use ChatGPT in this tool. With ChatGPT, this tool becomes a versatile language-learning tool. It is more unconventional than existing language learning tools. You can converse as you want and can speak any language in the world if it is supported by ChatGPT. Finally, we asked our college students to use this tool and conducted a feedback survey. Due to school regulations, we could not allow many people to use our applications. However, we were able to get some friends to help us as test users. As a result, we found that they were satisfied with the applications we created. Keywords: Web application, ChatGPT, Communication Bocchi Talk: A New Conversation Tool with ChatGPT Introduction Japanese people's English proficiency is said to be low even by global standards, and a survey conducted by IIBC (the organization that administers TOEIC) in 2022 showed results in Fig. 1. It is said that Japanese people's English proficiency is low because they are not exposed to English on a regular basis compared to other countries. We Japanese need to be exposed to English more often. That is why study abroad and English study (online) are chosen. Figure 1: TOEIC L&R Average Score by Country/Region (2022) It is very nerve-wracking to speak to others in a language with which you are unfamiliar. When you were unsure of how to communicate, you irritated the native speaker on the other end of the line. Have you ever had such an experience? Recently, services that users can talk to an AI have appeared, but they are very expensive. To solve these problems, we developed a new talking service with ease using. Materials and Methods Materials Bocchi Talk is supported by the following technologies shown in Fig. 2.
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 81 Figure 2: Technology used in app 1. React: JavaScript library that makes it easy to write app UI as components. 2. Next.js: React framework for efficient app development. The other technologies are basically based on Next.js, the core technology of Bocchi Talk. 3. Chakra UI: Multiple UI components required for an app are provided so that the app's UI can be developed at once. 4. Recoil: Libraries to help manage login, language settings, and other states within the app. 5. OpenAI API: API for Artificial Intelligence provided by OpenAI, the company that develops ChatGPT. 6. Firebase: Services with various back-end functions such as databases and user authentication. 7. NextAuth.js: Library for easy implementation of user authentication. 8. PWA: Enable web apps to be used like mobile apps. And the following tools are used for development. 1. GitHub: Platform for team development. Used for task management, code review, discussion of new features, etc. 2. Figma: Powerful design tools for checking prototypes. We used it to design application screens and icons and to make posters. 3. Notion: Used for general task management, such as travel planning and long-term development planning. Since GitHub is public, I used it to write down information that I wanted to share only with those involved. 4. Canva: Comprehensive design tools available online. Used to create presentation slides and introductory videos for internal judging and posters for soliciting feedback. 5. Google Form: Google tools to easily create forms. Used for app feedback, and inquiries. Methods A feedback survey to determine the level of satisfaction with the application was conducted using Google Forms. The questions are as follows. 1. Are you uncomfortable with the English language? 2. Do you feel your English skills improve using the app? 3. Is the app easy to use? 4. Tell me how satisfied you are with the app. We collected feedback in the following way. Way: 1. Explain directly to friends who are willing to help you collect personal information and use the application. 2. Collect feedback using Google Forms. Results and Discussion About app Figure 3: Proofread texts user inputs
82 Figure 4: Translate sentences Figure 5: Select chat’s options Bocchi Talk offers the following features to enhance learning. 1. Proofreading shown in Fig. 3: Checks the spelling of the text you enter and suggests more appropriate expressions. If you prefer to enjoy your conversations without worrying about proofreading, you can optionally disable it. 2. Powerful translation function shown in Fig.4: Not only does it translate the text you enter, it also explains the parts of speech and presents example sentences. 3. Choice of chat modes shown in Fig. 5: Three chat situations are available: debate, roleplaying, and free talk. The following are features that are not currently implemented but will be added in the future. 1. Full Voice Talk: A realistic conversation feature where the AI reads your message out loud. 2. Phrase saving: You can save and review your favorite words and phrases. 3. Motivation Management: Learning to speak a new language requires continuous practice. We are considering features to motivate you to learn so that you do not fall behind in your language learning. Results from Survey The results of the feedback survey are shown in Fig. 7, Fig. 8, Fig. 9, and Fig. 10.. Figure 7: Are you uncomfortable with the English language? Figure 8: Do you feel your English skills improve using the app? Figure 9: Is the app easy to use?
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 83 Figure 10: Tell me how satisfied you are with the app. Discussion We were only able to obtain feedback from six people, but the results showed that they were generally satisfied. However, we did not get good feedback on the question of whether their own English skills had improved. We consider that the function was not sufficient to improve their English language skills. Some of the additional features we considered are shown in the following list. 1. Teach English-like feedback to users' replies. 2. Increase the variety of role-plays. We were not able to obtain a sufficient number of data in this survey. The following solutions were proposed: first, we should have been informed in detail about the feedback collection method before starting the development, and they should have confirmed that it would be feasible to implement it; second, we should be encouraged to use the following method to collect conversation history instead of a google account so that personal information would not be collected; (1) Storing the conversation history on the user's device (2) Have the user set an arbitrary ID and PASS, and use them to register. However, (1) is inconvenient because it does not allow users to share data when using the application on multiple devices. Also, method (2) is less secure than using OAuth. As we plan to continue to operate Bocchi Talk and promote research and development, we would like to continue to think about user registration methods. Conclusions We developed an app called Bocce Talk within about four months. We released the app to our friends who helped us and used it. As a result, we found two things: first, they are satisfied with the app; second, they do not feel that their English has improved using the app. We found that the app is not powerful enough to improve their English language skills. Acknowledgments We would like to thank Minamikawa Kenjiro for his support in management and technology. We are grateful to our teacher, Dr. Hirota Atsushi, for his assistance. And to Akashi College students who cooperated with us, we appreciate their support. References Survey from this site viewed on Oct 31 2023. https://www.iibcglobal.org/iibc/press/2023/p222.html Links Figure 11: GitHub repository
84 Kohei Shiomi1 , Tobatsu Shinjo1 1 National Institute of Technology (KOSEN), Akashi College, Hyogo, Japan Abstract This product has been developed to provide guidance to individuals who may be inadvertently heading in the wrong direction. The product's name, " TIGER BEETLE," is derived from the fact that a species of beetle known as Cicindela japonica, which inhabits the Japanese archipelago, is colloquially referred to as the "road sign" due to its habit of repeatedly turning around as it progresses, as if it were offering directional advice. This system aims to prevent reverse driving, which occurs approximately once every two days on Japan's expressways. With this purpose in mind, development has progressed, and as of October 2023, the fundamental features of a web application that displays the orientation of the smartphone on the screen have been completed. Keywords: Magnetic sensor, Expressway Introduction On Japan's expressways, there is an alarming frequency of approximately 200 incidents involving vehicles reversing each year, resulting in traffic accidents, or compromising vehicle safety. Notably, the ratio of severe accidents, encompassing injuries and fatalities, attributed to reversing on expressways is significantly higher than that of overall expressway TIGER BEETLE accidents, standing at approximately four times the norm, and an astonishing 36 times the rate of fatal accidents. Consequently, reversing on expressways has garnered considerable attention as a pressing societal issue in recent years. In response to this challenge, six major Japanese expressway companies, namely NEXCO East Japan, NEXCO Central Japan, NEXCO West Japan, JB Honshi-Kosoku, Metropolitan Expressway, and Hanshin Expressway, have taken proactive measures to address the issue. These measures encompass both visual interventions, such as prominent arrow signs, and physical deterrents, like Uturn prevention rubber poles, implemented at 33 locations across Japan with a history of recurrent reversing incidents since fiscal year 2014. Since fiscal year 2015, the effectiveness of these measures has been subject to rigorous assessment, leading to refinements and their extension to other locations as well. 2) Despite these concerted efforts by both the national government and expressway companies, a significant challenge persists. In a previous experiment employing a driving simulator, it was observed that some participants failed to detect reversing incidents, even when they were directly exposed to countermeasures against reversing. This raises concerns about the potential limitations of existing countermeasures in effectively mitigating the issue. 3) Additionally, the number of reversing incidents remains largely unchanged from year to year, indicating that the current policy focused on addressing incidents as they occur has inherent limitations in deterring the recurrence of reversing events. Hence, there is a compelling need for innovative countermeasures to supplement existing approaches. Moreover, a significant proportion of these reversing incidents, approximately 60% , occur at interchange ramps (ICs) and junctions (JCTs). Furthermore, it is common for drivers to be uncertain about how to handle these situations, often persisting in the wrong direction and continuing to merge onto the main expressway, even when aware of their misalignment (Figure 1). Figure 1. Location of reverse running 4)
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 85 In light of these challenges and informed by experimental findings that indicate the effectiveness of sound notifications from in- car equipment in alerting drivers to reversing incidents, a novel countermeasure application has been developed utilizing smartphones. This innovative system operates as follows: Each IC or JCT is characterized by a unique set of angular momentum instructions, specifying turns and adjustments, such as "turn 120° to the east and then 20° to the west. " The system records and matches these angular momentum parameters for each IC, JCT, and destination with the angular momentum data of the smartphone fixed within the vehicle. This serves as a real-time monitoring mechanism, enabling the system to alert the driver if the vehicle deviates from the prescribed course. The primary objective of this system is to prevent the occurrence of severe accidents resulting from reversing incidents on expressways. In developing the reverse running detection application, various methods were considered. Two of these methods are described below. The first method is to use dedicated shortrange communications (DSRC) for inter-vehicle communication to detect reverse driving. DSRC is the technology used in the electronic toll collection(ETC)system on Japanese expressways, and since expressways have many one- way sections, we thought it best suited for this development. However, the development of a device using DSRC by an individual who is not a company was abandoned due to the lack of information available on the Internet and the difficulty of utilizing it in a situation where the individual is inexperienced in developing both hardware and software. It is a pity because this technology is suited to our theme. The next method considered was to use the Bluetooth 5.1 direction detection function. Newly added in Bluetooth 5.1, the ability to identify the direction of the Bluetooth signal based on the receiving and transmitting angles detects the direction of each car and alerts drivers of cars that are moving differently from the flow of other cars. We had many other ideas besides these two, but considering our technical capabilities, the development period of less than half a year, and extracurricular activities outside of TJ-SSF, we decided to produce application software that uses magnetic sensors in smartphones to detect cars driving in reverse. Materials and Methods Software development preparation Faced with uncertainties in software development, I embarked on a quest for relevant information through web browsing, accumulating diverse resources along the way. During this process, I encountered a resource akin to Reference [5] (provided in Japanese, translation may be required) and chose to rely on its guidance. The initial challenge entailed the creation of an HTTPS environment safeguarded by the SSL protocol for the purpose of programming a magnetic sensor on a smartphone. My initial attempt involved setting up a server with the assistance of a certificate generated via "mkcert," following the instructions from the aforementioned resource. Unfortunately, this approach proved ineffective. Subsequently, upon a friend's recommendation, I integrated an extension named " Live Server" within Visual Studio Code. Regrettably, the magnetic sensor remained non- operational, primarily due to the constraints posed by the HTTP environment.Then GitHub appeared like a savior. What is GitHub? What is GitHub that rescued me? I know that some of the TJ-SSF participants are more skilled in the field of information engineering than I am, but I will describe it in my own interpretation, so please forgive me for the details. GitHub is a software development platform for source code version control. Many developers want to know how their writing has changed in the past. To satisfy this desire, they need to store the differences themselves, and GitHub is a tool that allows them to do so with a simple command entry. Although unreliable, it must be directed by many world citizens, with over 100 million users according to Wikipedia. I wrote earlier that GitHub is a "savior" because I discovered that I could build an HTTPS environment simply by pushing source code to GitHub with a command entry. How wonderful. I spent about a month building an HTTPS environment using mksert certificates, but with GitHub it only takes a few minutes. This may not
86 be the primary use of GitHub, but it is a great thing. In honor of this, I am inserting the GitHub icon below (Figure 2). Figure 2. GitHub icon Principles of magnetic sensors 6) 7) The magnetic sensor implemented in the smartphone is used in DeviceOrientationEvent, an event that controls device orientation information. DeviceOrientationEvent can display the device position by acquiring the device coordinate frame, but this is not enough to display the orientation. Therefore, after acquiring three rotation angles (alpha rotation angle centered on the z-axis, beta rotation angle centered on the x-axis, and gamma rotation angle centered on the y-axis), we decided to convert them to absolute earth coordinates and display them(Figure 3). Figure 3. Smartphone coordinates and angles The alpha rotation angle acquired by the smartphone's magnetic sensor changes in tandem with the movement of the device, so the beta and gamma rotation angles must be used to compensate for this. The rotation matrices for each rotation angle are multiplied by the alphabetical order of the Greek letters from the right, and finally by the body coordinate system vector (0, 0, -1) from the right, to derive the vector V in the earth coordinate system. Note, however, that the values of alpha, beta, and gamma obtained with this device are based on the degree measure, while α, β, and γ in the following equations are based on the radian measure. = ( cos − sin 0 sin cos 0 0 0 1 )( 1 0 0 0 cos − sin 0 sin cos ) × ( cos 0 − sin 0 1 0 sin 0 cos ) ( 0 0 −1 ) … (1) Calculating (1), the first and second columns of matrix V are derived Vx as and Vy in (2) and (3) below, respectively. = − cos α sin γ − sin α sin β cos γ … (2) = − sin α sin γ + cos α sin β cos γ … (3) From this, the angle θ in the earth coordinate system is expressed by the following (4). θ = tan−1 … (4) This operation allows a more accurate heading to be output to the smartphone terminal. Results Application software has been developed to visualize angular information obtained from a smartphone in a manner reminiscent of a compass (Figure 4). Figure 4. Compass app display screen
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 87 Conclusions The objective of this study, "prevention of reverse driving on one- way streets," could be achieved by combining various existing devices and systems. We hope for your anticipation of our on-site presentation. References [1] “Incidents of reverse driving”, Ministry of Land, Infrastructure, Transport and Tourism, https:// www. mlit. go. jp/ road/ / ir/ ircouncil/ reverse_run/ pdf06/ 04. pdf, viewed on 2023.10.30 [2] “ Incidence of Reverse Driving on Expressways and Future Countermeasures” , NEXCO East Japan, https:// www. enexco.co.jp/pressroom/head_office/2014/0910/000 06638.html, viewed on 2023.10.30 [3] “The analysis of the features of wrong way driver’s eye movements by the experiment of driving simulation https://www.jstage.jst.go.jp/article/jste/6/26_B_29/ _pdf/-char/ja, viewed on 2023.10.30 [4] “Beware of driving in the wrong direction -Eliminate reverse driving -”, NEXCO East Japan, https://www.driveplaza.com/safetydrive/happenin g/reverse.html [5] “ Create a compass in Javascript to determine which direction Android and iPhone are facing”, One IT Thing, 2020.10.13, https://oneit-thing.com/6555/, viewed on 2023.10.30. [6] “Orientation and motion data explained - Web APIs” , mdn web docs, 2023. 02. 20, https:// developer. mozilla. org/ enUS/docs/Web/API/Device_orientation_events/Ori entation_and_motion_data_explained, viewed on 2023.10.30 [7] “DeviceOrientation Event Specification”, W3C Editor’s Draft, 2023. 04. 21, https:// tripleunderscore. github. io/ deviceorientation- ja. html, viewed on 2023.10.31
88 Shun Yotsuya and Nattapat Napornram Advisors: Sopit Phetsang, Toshie Masuda National Institute of Technology (KOSEN), Nagaoka College, Niigata, Japan, 9408532 Abstract Mobile applications have become extremely popular due to the ongoing development of modern information technology. For learning languages, the applications allow learners access to a variety of knowledge, skills, and learning materials. This project aims to develop a mobile application for Thai and Japanese language learners and to study the forgetting curve theory. Because most foreign language learners have problems with vocabulary memory. We focused to create an application that is easy to use but can help learners to study effectively. The application was built using Flutter and forgetting curve theory was also applied to the content of the app. We have developed a flashcard app for this project. Regarding the application, it has an auto flashcard that can take photos and make flashcards automatically. Since flashcards are based on the concepts of rote and memorization, they have characteristics released with the forgetting curves theory; therefore, we use flashcards to be a function of our application. This application could help users to remember vocabulary more easily and efficiently. Keywords: Mobile application, Forgetting curve, Flashcards, Flatter, Foreign Language Development of Mobile Application for Learning Thai and Japanese for Learners Introduction Technologies play an important role in many aspects of modern society. Notably, mobile technology has been created and widely employed in various areas, including entertainment, commerce, communication, education, healthcare, and so on [1]. Nowadays, smartphones have been commonly used in daily life because they are very useful and provide users with access to several functions and applications. In terms of educational fields, an application for language learning, especially the study of a second language or foreign language, has become much more attention [2]. The mobile applications allow learners to access a variety of knowledge, skills, experiences, and learning materials. In this project, we focused on Thai and Japanese language. According to studying foreign languages, vocabulary is one of the most essential parts, and many learners faced problems with memorizing new words [2]. The issue is related to the theory of forgetting curves, that the memory retention experiences a decline over time [3]. The forgetting curve shows how information is lost over time when there is no attempt to retain it. A related concept is the strength of memory, which refers to the longevity of memory traces in the brain. The stronger the memory, the longer period that a person is able to recall it, as seen in Figure 1. Additionally, a typical forgetting curve illustrates that not only do humans tend to experience a decline in their memory of newly learned knowledge within a matter of days or weeks, but they also engage in conscious efforts to review the learned material [3]. The application called flashcard has been provided with a function in this project. As is well known, a flashcard is a card containing information on both sides that is designed for the purpose of assisting in the memorization process. Flashcards are frequently used as a tool for memorizing a wide range of subjects, including vocabulary, historical dates, formulas, or any subject matter that can be learned via a questionand-answer format. Moreover, many reports revealed that flashcards can help with
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 89 memorization. For the reason, the efficacy of the learning process is known to improve when a portion of the learning period is devoted to retrieving the information through testing with proper feedback, which is associated with flashcard concepts. Figure 1. The combating between spaced repetition and forgetting curves [3]. This project aims to create a mobile application for learning Thai and Japanese languages. Our application was developed based on the concept of forgetting curve theory using a flashcard app. The developed mobile application could help users remember vocabulary more easily and efficiently. Materials and Methods Materials Flutter program, computer, smartphone or tablet (android platform) Methods 1. Research the information In the first step, we researched the information and studied the theory related to the forgetting curves in order to use them as the main idea for developing an application. 2. Design an application. We have designed an application using flashcard concept. 3. Code program using flutter. 4. Test an application. The application was created based on the Android platform. The app has also been published on the Play Store for systematic testing. In this process, the app was distributed to the users and allowed them to use the app. Our application was operated using the flashcard concept which is helpful for studying languages. For creating flash cards, new vocabularies and their meanings can be input into the program by learners, and then the application will make flashcards automatically. The program can be used for creating the vocabulary into many categories. For example, if learners are studying about technology, they can add new words associated with the topic and create a new category as a technology group. Furthermore, our application has provided a scan mode. This function can be used to take a photo, and if the photo is scanned, all texts can come out of the photo. Lastly, our application can share information with the user community, where they can access many resources for learning. 5. Evaluate an application and conclusion. After testing the developed application, the information, including suggestions, comments, problems with application, or error corrections, was collected to improve the application for further work. Results and Discussion We have developed a language learning application that uses flash cards as a learning tool. The application has been published in the Play Store and is offered for the android platform. The icon of developed application is shown in Figure 2. Flashcard, a function that can help users to study, memorize and retain the information, is performed in the application. As the application can share information or resources with the user community, we can create our data and upload it, while we can also download flash cards from other users to use as well. The flash cards consist of a front-side and a back-side where learning vocabulary in Japanese is added on the front-side and the meaning in Thai language can be inserted on the back-side. For practicing, the word will show and if we do not know the word on flash
90 cards, we can click on it and then the result or answer will be illustrated. Figure 2. Application icon Functions of the proposed application are shown from Figure 3 to Figure 5. Figure 3 presents an application homepage. There are mains functions on the homepage, including exam, add, download, and scan. First, the “exam” button, this button is used for learning or practicing with a flashcard. Second is the “add” button; this button is used for making a new category of flashcard. Third, the “download” button is applied for downloading made-flashcard. The last is the “scan” button. This function is used for taking a photo and texts from the photo come out. Figure 3. Application homepage From Figure 4(A-C), exhibit the process for creating flashcards using the proposed application. The add button is used for making flashcards. When users click the add button, the flashcard categories page can be created by adding the category name and inserting the picture cover, as seen in Figure 4(A). Figure 4(B) represents the page that is used for inputting new words to make flashcards. Many words can be added to this page. After finishing adding the words, click “submit” at the bottom to complete the creating the flashcard as shown in Figure 4(C). The created flashcard can be downloaded by clicking the download button, and then the flashcard can be used for practicing when clicking on the exam button. As shown in Figure 5(A-C), there are two distinct sides: the front and the back in the context of flashcards. The front side allows users to input a word or any desired content, while the back side serves the crucial function of displaying the corresponding meaning or answer. This format facilitates effective learning and information retention. Furthermore, users can click on the flashcard for searching more details. Then, the flashcard reveals comprehensive results, linking to the website for more understanding. This approach enhances comprehension and encourages users to engage in the learning process, fostering more educational experiences. Figure 4. (A) Create flashcard category, (B) input words for making flashcard, and (C) submit flashcard. Figure 5. (A) front side, (B) back side of flashcard, and (C) searching result. (A) (B) (C) (A) (B) (C)
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 91 Conclusion The mobile application for learning Thai and Japanese languages has been successfully developed and could provide an optional medium for individuals who are interested in language learning. This tool not only assists users in studying and remembering vocabulary but can also be applied to various subjects. This developed application offers a variety of uses for learners, which can be adapted in different ways to learn using flashcards such as the memory game, the matching game, the question and answer game, etc. Using flashcards can be an extremely effective way to improve memory, and users can enhance their language skills effectively and conveniently. With its beneficial features, this application could be used as a resource for those passionate about learning foreign languages. Acknowledgments We would like to express my deepest appreciation to all those who provided us the possibility to complete this project. A special gratitude gives to National Institute of Technology (KOSEN), Nagaoka College, Japan. References [1] A. Bohr and K. Memarzadeh, “Chapter 2- The rise of artificial intelligence in healthcare applications”, Artificial Intelligence in Healthcare, (2020), pp. 25-60. [2] K-M. Chuah and M. K. Kabilan, “The development of mobile applications for language learning: a systematic review of theoretical frameworks”, International Journal of Learning, Teaching and 3 Educational Research, 21, (2022), pp. 253- 270 [3] The Mind Tools Content Team, Ebbinghaus’s Forgetting Curve, Mind tools, www.mindtools.com/a9wjrjw/ebbinghaussforgetting-curve [4] H. Ebbinghaus, “Memory: A contribution to experimental psychology”, (1885) New York: Dover. Available: web.archive.org/web/20050504104838/http:/ psy.ed.asu.edu/~classics/Ebbinghaus/index.ht m
92 Theerakarn Yooyen and Tomoya Hasegawa1 Advisors: Sopit Phetsang and Toshie Masuda2 1,2National Institute of Technology Nagaoka College, 888 Nishikatakaimachi, Nagaoka, Niigata, Japan, 940-0817 Abstract Nowadays, the number of people living with dementia in the world is constantly increasing, mainly among the elderly. Over 60% of them live in low-and middle-income countries. In this work, the design of an eliminated dementia camera was invented to provide an alternative way to assist those people. A program named “Arduino”, is performed for the processing in this project. According to our coding program, the designed camera was set to be able to capture a photo frequently, about 12 pictures per minute (or every 5 seconds) , which is sufficient for monitoring the daily activity routines of people over a day. In the situation that the patient forgets what they had done during the day, this camera would be able to remind them by looking back through the photos it took. The patient can also review the picture thing that has recently been done. With this proposed product, we hope it could be an alternative model for the construction of a camera to assist people with dementia during their daily lives. Keywords: Dementia, Camera, Photo, Reminder, Elderly Introduction Do you know, the number of elderly people is increasing every year, and the thing that comes with age is the deterioration of the body, which is Eliminate Dementia Camera for Assisting Dementia Patients a contributing factor to the cause of “dementia”. Dementia is not a specific disease but rather a general term for various neurodegenerative disorders that involve the impaired ability to remember, think, or make decisions that interfere in routine daily activities. There are approximately 50 million people worldwide suffering from dementia, and the number is estimated to double by 2035 [1]. Brain damage is a common factor in many cases of dementia and Alzheimer’s disease is the most common form of dementia among older adults. Certainly, when an individual is diagnosed with dementia, there are several signs and symptoms that the caregivers should be vigilant. For example, memory loss means situations where the patient’s plans or schedules gradually become blurred and are slowly forgotten. Difficulty performing familiar tasks means that the patient finds it challenging to complete familiar tasks or actions, even though they have done them before. Problems with language refer to confusion or difficulties in using their own language. Disorientation to time and place, which is being unable to remember locations and schedules. Poor or decreased judgment refers to an inability or delay in making decisions. Problems keeping track of things indicate issues in finding and managing belongings. Misplacing things suggests frequent losses or mistakes in locating objects. Withdrawal from work or social activities means refusing to engage in work or social events [2]. All these signs can gradually affect the patient’s life and can be a point of harm to their body. The specific symptoms and their progression can vary depending on the type and stage of dementia. As a result, the significance of providing care to individuals with dementia is increasing in social terms. The advancements in technology offer the potential for creating new innovative approaches to address the requirements of people living with dementia [ 3] . The solutions to assist or improve the quality of life of the patient or their caregivers are numerous. Recently, smart devices like smartphones or tablets have created mobile applications for engaging people in healthcare. Furthermore, video or photo capture offered a variety of advantages that could be used to
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 93 monitor the behavioral manifestations of dementia during a day [4]. In this project, a designed camera called “Eliminate Dementia Camera” was investigated. This fabricated device is expected to assist dementia patients or people who struggle with a memory problem by using photos to remind them of past situations. The camera can capture many pictures per day ( every 5 seconds or about 12 pictures per minute), which is sufficient to refer to the events over a day. In addition, this camera is simple to build using an unadvanced method, and the camera components can be commonly bought through the internet and spare part stores. Therefore, it is ensuring that the proposed solution is priced in a manner that makes it accessible to a wide range of individuals. Materials and Methods Materials Main camera: web camera/ ESP32 camera (Elecom UCAM-C820ABBK, full HD 1080p 30 FPS, 2 megapixels)Control: Arduino Power supply: lithiumion battery (DC, 3.7 V. 10500 mAh, rechargeable) and protection IC chip Memory: microSD card 512 GB Power button: Switch Visual: LOG and buzzer Code: using Arduino and C language Method (1) Circuit design Wiring with circuit design software. ( 2) Prepare materials ( board, wires, ESP32, camera, storage, power supply, battery, battery control circuit, charging cable, control circuit Arduino, buzzer, LED, etc.) (3) Tentative assembly (experiment) - Prepare a breadboard and assemble ESP32 and Arduino. -Connect the Arduino and the negative pole to the GND of the ESP32. - Connect the charging cable to complete the temporary assembly. -Connect the battery to the control circuit. (4) Coding Write the code to control the camera using the Arduino that the camera should take a picture every 5 seconds. - Set up other reactions such as LEDs when starting/stopping the camera. - Temporarily disassemble the camera and insulate unnecessary parts in the circuit. ( 5) Software design Create software for Windows. (6) Testing - Reflect the code from the temporary installation in the Arduino and connect it to the power supply. - Start the Arduino program from the power switch and verify for vary hours. (7) Process the data using the software. Results and Discussion 1. Analysis of camera shutter frequency In this project, a handmade camera was developed, and Arduino software was used to code the program in order to control the operation of the fabricated camera. At the beginning, the program was coded to capture pictures every five seconds, which is approximately 12 pictures per minute by calculation. We have studied the shutter frequency of the camera for 1 hour to confirm the accuracy of our operational system. The results showed that the shutter frequency of the camera exhibited consistency across different time intervals in the range of 1 minute to 60 minutes. As presented in Table 1, we observed a striking absence of errors in that the number of captured pictures from the experiment is equal to the estimation of the program. Table 1 a comprehensive summary of the camera shutter frequency test conducted over a 60-minute period. Time (min) Number of pictures Calculated result Experimental result Error (%) 1 12 12 ND 5 60 60 ND 10 120 120 ND 30 360 360 ND 60 720 720 ND ND: not detected 2. Direct Camera and Battery Integration The impact of the “Eliminate Dementia Camera” invention: Our designed “Eliminate Dementia Camera”, offers benefits to people with dementia by capturing external visual stimuli, which are subsequently processed to enhance their overall well-being across various situations. The camera component that we employed to capture photos in our experiments is shown in Figure 1. A web camera is mounted on a circuit ESP32-S3
94 board, and the system is powered by a lithium-ion battery. The on/off button was used to control the operation of the camera. The battery runs at an average 3.7 V with a capacity of 10500 mAh. The picture data is continuously recorded on a 512 GB microSD card at a rate of 5 pictures per second. However, the limitation of the constructed device was that the fabricated camera could not directly connect to the battery, resulting in fluctuations in electricity. This affected the ability to maintain a stable power supply while capturing pictures over a longer period of time, and it is still less convenient for practical use. In order to improve the quality of the proposed camera, several conditions will be investigated in future work. 3. Future work plan We aim to address these issues by establishing a direct connection between the camera and the battery, encapsulating them within a 3D-printed plastic casing. This configuration will allow users to carry the camera externally on their person, making it easily accessible for various daily activities. The battery will also be designed to provide stable power for up to 18 hours, aligning with the typical human lifestyle, excluding sleep hours. Component: The 3Dprinted camera case has been meticulously designed to be lightweight, compact, and easy to carry without causing any inconvenience to users. It is crafted to ensure safety and house all the necessary circuits within the protective plastic casing, minimizing potential hazards. The case also features an integrated LED light, which serves as an indicator when the camera is operational, in use, or experiencing issues. Additionally, there is a buzzer that activates when you initiate camera usage, close it, or when there is an operational problem. This ensures that users are promptly informed about the camera’s status and operation. Furthermore, a mobile application will be created, and the picture will be sent through the program process on the mobile phone. Those pictures would also be filtered to 100 and arranged in a set to be able to remind the dementia patients. Figure 1. The fabricated camera component. Conclusions In accordance with our innovative approach, a camera has been designed to assist those with dementia or those who have memory issues. We have been successful in creating code for the camera operations. This developed camera could capture photographs at five-second intervals until the timer is set to stop. For future work, various conditions, including studying an accuracy of coding program and running experiments, studying battery life, improving the quality of a camera, and so on, will be investigated. Furthermore, an application will be developed to transmit the pictures to a mobile phone, where a program could automatically select 100 images for storage, aiding in the reminiscing process for the patients. Acknowledgments This work was supported by the national institute of technology ( KOSEN) , Nagaoka college. We would like to extend our heartfelt gratitude to all those who have been instrumental in the realization of our camera innovation designed to assist dementia patients. we appreciate your contributions in achieving this work. References 1. V. Sriram, C. Jenkinson, and M. Peters, “Carers’ experience of using assistive technology for dementia care at home: a qualitative study”, BMJ Open, 10, (2020) pp.1-15. 2. G. Goodall, K. Taraldsen, and J. A. Serrano, “The use of technology in creating individualized, meaningful
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 95 activities for people living with dementia: A systematic review”, Dementia, 20, (2021), pp. 1442-1469. 3. www.alzint.org Alzheimer’s Disease International 4. J. T. Matthews, J. H. Lingler, G. B. Campbell, A. E. Hunsaker, L. Hu, B. R. Pires, M. Hebert, and R. Schulz, “Usability of a wearable camera systems for dementia family caregivers”, Journal of Healthcare Engineering, 6, (2015), pp. 213-238.
96 Midori Taniguchi and Haruka Fujisawa 1 Advisors: Kazuki Ashida 2 1,2 National Institute of Technology (KOSEN) Nagano College, 716 Tokuma, Nagano, Japan E-mail: [email protected], [email protected] Abstract We are developing a device that can quickly and easily obtain the measurement results of standing on one leg with eyes open, which is a kind of physical fitness measurement for the elderly. In this physical fitness test, there are a total of 6 types, including a 6-minute walk, grip strength measurement, and seated forward bend stretch. These physical fitness measurements are performed to measure the effect of exercise that is being carried out to extend healthy life expectancy. The eye-opening one-leg standing test that a measurer is involved in is a measurement of how many seconds the measured person can stand on one leg with his eyes open and his hands on his hips. During measurement, if a measured person does any of the following: 1: remove his hand from his waist, 2: touch the floor with his floating foot, or 3: shift his foot on the ground, the timing will stop. Up to 120 seconds, if less than 120 seconds, measure again. This device has a touch panel, push switches, an NFC reader, and an antenna. Eachthe NFC reader to identify up to three subjects. The measurer operates the touch panel and measures the time the subject stands on one leg. When the measurer presses the push switch during measurement, the clock the subject is stopped. A second measurement is taken if any subject has Measurement Support System for One Leg with Eyes Open less than 120 seconds of recording. In addition, if there is some kind of measurement error, the person measured can correct the timing result by operating the touch panel after the measurement is completed. Measurement results can be quickly aggregated by being sent to headquarters via wireless communication. This allows measurer to quickly since the results can be provided to the elderly, and motivation for exercise can be improved. Keywords : Health Education, IoT Introduction In this age of super-aging society, we were thinking about what we can do for the elderly. Then, we learned that there was some research that we had inherited from my predecessors, so we decided to get involved. Framework We are developing a device that can quickly and easily obtain the results of measuring one leg with the eyes open, which is a type of physical fitness measurement for elderly people. Figure 2: Framework As shown in Figure 1, this physical fitness test includes a total of 6 types, including a 6- minute walk, a grip strength test, and a forward bending stretch while seated. This physical fitness test is done to measure the effectiveness of
Thailand – Japan Student Science Fair 2023 “Seeding Innovations through Fostering Thailand – Japan Youth Friendship” 97 TW ELI TE Capacitor RTC To sw itchestheexercise you are doing to maintain your health. Extend your healthy lifespan. By aggregating measurement results to the headquarters via wireless communication, measurements can be performed more easily than before. A wireless communication module called TWELITE, shown in Figure 2, is used to aggregate the measurement results Figure 1: TWELITE The one leg with eyes open that we are involved in is a measurement of how many seconds you can stand on one leg with your eyes open and your hands on your hips, as shown in ผิ ด พ ล า ด ! ไ ม่ พ บ แ ห ล่ ง ก า ร อ้ า ง อิ ง . During measurement, if you do any of the following: 1: remove your hand from your waist, 2: touch the floor with your floating foot, or 3: shift your foot on the ground, the timing willstop. Figure 2: One leg with eyes open shows a print circuit board and Figure 3 shows a circuit diagram of the measuring device. We installed a real-time clock (called RTC) so that the clock would not stop while the power was turned off, and a 1.0F capacitor as a backup power source. A wireless communication module called TWELITE was installed to communicate wirelessly with headquarter. We also installed an AND gate so that you can reset either the download cable, Raspberry Pi, or the board. The red switch on the board is the reset switch. Figure 2: Print circuit board Figure 3: Circuit diagram This device developing us has a touch panel, push switch, and NFC reader as shown in Figure 4. As shown in Figure 5, each elderly subject holds an identification card over the NFC reader to identify up to three subjects The measurer operates the touch panel and measures the time the subject stands on one leg. When the subject presses the push switch during measurement, the clock the subject is stopped. A second measurement is taken if any subject has less than 120 seconds of recording. In addition, if there is some kind of measurement error, you can correct the timing result by operating the touch panel after the measurement is completed.