Section B: Games and Virtual Reality
Games and Virtual Reality
40
Real Time Robot Control by Motion Capture
Arin Suvun1, Tanuson Deachaboonchana1
Advisors: Phanuwat Thongwol1, Thapanawat Chooklin1
1Princess Chulabhorn Science High School Nakhon Si Thammarat
Abstract
The Real Time Robot Control by Motion Capture project aims to develop a robotic system
that uses Motion Capture to control movement and to create robot with structure and joints
that move similarly to human. To build this robot control system, the important steps are 1.
Motion Capture using MediaPipe to coordinate body parts and to calculate angle value to
send angle value to servo. 2. Sending angle value to servo by using Pyfirmata library to
command Arduino Uno R3 to control servo rotation. When testing, Motion Capture was
found to be able to locate points on the body and measure the exact angle of the desired point.
But the rotation of servo is still stuck a little bit. Due to the real-time processing, the data
cannot be processed in time according to the operator's movements. Another reason is that
Motion Capture's mis-prediction of organ coordinates affects the angle and rotation of the
servo. However, if this project can be developed further and can be applied to various things,
it will make the robot control more convenient and everyone can access to the robot control.
Keywords: Real Time, Motion Capture, Robot control system, Pyfirmata, MediaPipe
42
Developing a Prototype Remotely Artificial hand
Thanat Varasajja1, Pongsapuk Meekuson1, Vichien Donram1
1Princess Chulabhorn Science High School Chonburi
Abstract
Developing a Prototype Remotely Artificial hand Project is intended to be used as a
prototype to build remotely controlled mechanical hands. For use in medical or other fields,
the mechanical hand will have an anatomical appearance like a human hand. To make it
possible to use and feel close to the real hand, the prosthetic hand can move from a distance.
Through the control of the movement of the user's hand at the computer screen. To pick up
objects that are cylindrical and spherical from the experimental results, it was found that the
spherical object picking test by the mechanical prototype can be seen that out of a total of
100 picking tests, the mechanical prototype was able to successfully pick up a spherical
object 58 times and fail 42 times. To figure out the efficiency, it can be seen that the picking
efficiency of the cylindrical object of the mechanical prototype is 58%, and the hand-holding
test of the cylindrical object by the mechanical prototype can be seen that out of a total of
100 picking tests, the prototype The mechanical hand was able to successfully pick up a
cylindrical object 80 times and fail another 20 times. Taking this data into the calculation of
efficiency, the handling efficiency of the mechanical hand prototype was 80%.
Keywords: Artificial hand, Remote control
43
Signlent: Sign Language Translator
Rujrada Lourith1, Pethcharat Taweeratthanandorn1
Advisor: Peera Bunchalad1
1Princess Chulabhorn Science High School Buriram
Abstract
Nowadays, there are approximately 388 thousand people with hearing and interpretive
disabilities in Thailand and the trend is increasing continuously. On the other hand, the
number of sign language interpreters in Thailand is insufficient to a critical level. Therefore,
communicating with others for these people is much more difficult because they cannot
communicate by talking or receiving messages by listening. Thus, the project organizers are
interested in developing a sign language translator program that can detect and classify sign
language gestures in Real-time. Starting from 23 sign language gestures that are frequently
used in daily life, we collected data from 5 student volunteers, then apply the data to labeling
objects, data augmentation, and finally, the data was used to train the YOLOv4-tiny 256
models in CiRA CORE. When each model was tested for accuracy, we found that the
accuracy of YOLOv4-tiny 256 is 78.478% ±29.834%.
Keywords: Hearing and interpretive disabilities, Sign Language, Translator, Yolov4-tiny 256
44
Development of Game to Improve Socialize Skill for Children with Autism
Kawinpob Pattankul1, Tharinya Jongko1
Advisors: Weerayuth Ninlaor 1, Kittisak Keawninprasert1
1Saparachinee Trang School
Abstract
The objectives of this project are 1) to promote the evolution of sociable skills in children
with autism to interact with people more and 2) to facilitate teachers and increase teaching
efficiency. In the implementation of this project, we have researched autistic spectrum
disorder (ASDs), symptoms and treatments of autism, appropriate game for autism, and
game programming for development. This information is used to develop a game to
encourage sociable skills in autistic children. The result of a study, Unity and Procreate were
chosen to be the programs for designing a game, since they coincide with objectives of the
project and are suitable for children with autism. The game was designed for players who
are usable together in pairs doing missions in the game, which there are instructions and
sequences of playing, in for to prevent misunderstanding and stress in children. In an
experiment on the efficiency of a game, it was tested by observing the behavior of children
with autism who were from a special education center, Regional 4, before and after playing
the game. Beside, the project team also created an activity for children with autism to work
together as well. In conclusion, the games developed by Unity and Procreate are able to
encourage the development of sociable skills in children with autism and also increase the
efficiency of activities.
Keywords: Improve Socialize, Game for Autistic children
45
THE DEVELOPMENT OF DIGITAL BOARD GAME
TO ENHANCED DIGITAL CITIZENSHIP
Pheerawit Talikan1, Thitichaya Panphrom1, Nanthakran Pinpech1
Advisors: Wachirawit Eiamwilai1, Jirapha Chotchun1
1Srinagarindra the princess mother school, Lopburi
Abstract
This project had the following objectives: (1) to develop a digital board game to enhance
digital citizenship; and (2) to study the results of using a digital board game. The first phase
to develop a digital board game form Tabletopia. The quality was inspected by three
specialists to evaluate educational technology and three specialists to evaluate in content
were tested on five representatives of the sample group and observed behavior. The second
phase of the study was the result of using the digital board game. The sample group of Grade
Seven students at Srinagarindra the Princess Mother School, Lopburi by simple random
sampling. The project instruments in this study consisted of (1) Digital board game to
enhance digital citizenship (2) Digital board game Assessment (3) Digital Citizenship
Assessment; and (4) Observation form. The data were analyzed by using arithmetical mean,
standard deviation (SD), comparison of digital citizenship using a dependent t-test, a
dependent sample and content analysis. The project findings were as follows: (1) an
inspection of quality found the appropriateness of developing a digital board game to
enhance digital citizenship, the students found the level of appropriateness to be “very high”;
and (2) the results of using the digital board game to enhance digital citizenship had a
significantly higher level of digital citizenship than before the trial at a level of .05.
Keywords: Digital board game, Digital Citizenship
46
A Game for finding personal working aptitude
by Myers–Briggs Type Indicator (MBTI)
Thiwat Thajumpu1, Pattanit Buatip1, Chanokpon Jantapoon1
Advisors: Manatchanok Tamwong1, Satit Thamkhanta1, Nilubon Kurubanjerdjit2
1Princess Chulabhorn Science High School Chiang Rai
2School of Information Technology, Mae Fah Luang University
Abstract
In current society, people do not understand the differences in the personality of others,
resulting in misunderstandings and confusion in the way of other life. Furthermore, some
people are unable to realize which areas of work they have the most outstanding potential.
As a result, they choose a career that is not suitable for their own aptitude. Therefore, it is a
need for a tool for guiding them to know their outstanding potential and select the right
career. The objectives of this project were 1) to develop a game based on the Myers-Briggs
Type Indicator (MBTI) for assessing people's identity, thoughts, and decisions to recommend
a suitable career and 2) to evaluate the satisfaction of gamers. The sample group used in this
study was 24 students in grade 10 of Princess Chulabhorn Science High School Chiang Rai
in the academic year 2021. The mean and standard deviation measures are used to assess
game satisfaction. The results indicated that the score of satisfaction with the game content,
the game system, and the usefulness of the game are 84.61, 77.69, and 90.00 respectively.
This game is helpful in making career decisions and understanding the personality diversity
of others.
Keywords: Myers–Briggs Type Indicator (MBTI), Career
47
Teaching Basic Programming with Online Game through HTML5 Website
Titi Tiyachaipanich1
Advisors: Phana Sarayam1, Usanee Noisree1
1Princess Chulabhorn Science High School Lopburi
Abstract
This project is made to solve the many problems that came with online classes. By creating an
educational videogame, makes the participants have an enjoyable experience learning basic
computer programming by simulating Algorithm and Logic based programming. The product
can be access easily by any electronic device with html5 browser support, increasing ease of
access to participants. Created with the game engine, GDevelop5. This project helps the
participants in understanding basic programming lesson. The enjoyment and accessibility help
increase self-sufficient and determination on learning of each participant.
Keywords: Covid19, Programming, Algorithm and Logic, Video Game
48
The sign-language translator glove for helping people with hearing disabilities
Thanat Ayarangsaridkul1, Phudis Tansakul1
Advisor: Wattana Rumma-ed1
1Princess Chulabhorn Science High School Pathum Thani
Abstract
Currently, there are 391,785 hearing-impaired people in Thailand, representing 18.87% of all
disabled people in Thailand. It is another group of people with communication disabilities,
which is a foundation ability that is important for everyday life in society because the hearing
impaired need to use sign language to communicate with others. In contrast, the language that
people commonly use is spoken language. Consequently, it is difficult for the average person
to communicate with a hearing-impaired person resulting in considerable difficulty in contact
and assistance. Appropriately, people with disabilities receive information from others to be
deprived of various opportunities in life, including some rights that should be received, and
may not be granted. The authors, therefore, have an idea to apply hand position detection
technology alongside the Hidden Markov Model algorithm to translate sign language into
spoken language. The results of the translation will be displayed in the application on the
computer for smooth sign language translation. It can also be worn in everyday life, leading to
applications to facilitate communication with the hearing impaired, resulting in the hearing-
impaired access to more information and to be able to talk and communicate effectively in
daily life with an 81.67% words translation accuracy and 58% sentence translation accuracy.
Much more development is needed for the glove to make the glove with high precision that can
be used in everyday life.
Keywords: Hearing impaired person, Translator glove, Hidden Marcov Model, IMU sensor
49
One-Handed Joystick
Nateepat Kamkong1, Nipitpon Nunthana1
Advisors: Aut Kongthong1, Thummaros Rugthum1
1Princess Chulabhorn Science High School Mukdahan
Abstract
Video games are one of the important entertainment mediums. There are many devices to use
to play video games. One of them is a joystick. Generally, joysticks are designed to be used
with two hands. As a result, it cannot be operated with one hand to its full potential. Therefore,
a joystick operated with just one hand was invented. The purpose of this project was to 1) test
the efficiency of one-handed joysticks and 2) study the satisfaction of using one-handed
joysticks among the volunteers. The operation was divided into two parts as follows: Part 1)
Invent a joystick. It will have a one-handed joystick in the shape of a box, with 12 switch
buttons arranged in 3 rows, with two-wheel buttons on the left and under the box, and some
legs help to balance at the back. The primary material is ABS plastic, mainly coded from the
library Gamepad.h. Part 2) Testing the joystick's performance and satisfaction, it was found
that the joystick had an average delay time of about 35.97 ms. with a standard deviation of
2.58, a mean accuracy of 100 percent, and overall average satisfaction on all sides of about
4.33, or is in a good range, with a standard deviation of 0.52. Most volunteers who tested the
joystick said that the device's size is fixed, so people with a hand that does not fit the device
cannot use a joystick to its full potential. In addition, the device is designed to be suitable for
use with the right hand. It makes people who primarily use their left hand not good at it.
Nevertheless, it is generally said to be practical, and if taken seriously, it can be used almost
identically to a two-handed joystick.
Keywords: Joystick, Video game
50
Game-based computer aided assistant for learning the Celestial Sphere VR
Kongphop Kongkiatjaroen1, Phurinut Sangob1, Adisorn Parama1
Advisors: Manatchanok Tamwong1, Sunee Yamee1, Pimphaphon Boonsanga1
Nut Kortakulsin1
1Princess Chulabhorn Science High School Chiang Rai
Abstract
The objectives of the study were to develop a game-based computer-aided assistant for learning
the celestial sphere by using unity and visual studio programs. we applying the game and test
on computer. Learners can interact with in-game functions by using VR. The game was then
tested to compare the pre- and post-learning achievement and to study learner satisfaction. The
samples of this study consisted of 30 students from the 10th grade of Chulabhorn Science High
School Chiang Rai in the academic year 2021 who were selected by purposive sampling. Data
were collected through a game-based computer-aided assistant for learning the celestial sphere,
a pre- and post-learning achievement test, and a satisfaction questionnaire. The statistics used
in analysing the data were mean, standard deviation, and z-test. The results showed that the
scores after being learned by the game-based computer-aided assistant were overall
significantly different at the statistical level of .05. The learners’ satisfaction toward the content
of learning was at a high level ( ̅ = 4.00), in the aspect of the control system was at a moderate
level ( ̅ = 3.87) and in the aspect of applying was at a high level ( ̅ = 4.13). It was revealed
that a game-based computer-aided assistant for learning the celestial sphere can help both
students and teachers understand each component in the celestial sphere easily.
Keywords: Game, Celestial sphere, Z-test, VR
51
The project on Computer Games for Developing Perspectives and Educating About
Depression for General People (KEEP)
Thanakon Raksawong1, Rakphumthai Chaiton1, Kan Jaroansook1
Advisors: Manatchamok Tamwong1, Teanjit Sutthaluang2
1Princess Chulabhorn Science High School Chiang Rai
2School of Information Technology, Mae Fah Luang University
Abstract
The purpose of this study is to develop a computer game for developing perspectives and
educating about depression for general people (KEEP), to compare the pre and post learning
achievement and to study the learner satisfaction. The study sample consisted of 24 students
from 11th grade class 2 of Chulabhorn Science High School Chiang Rai in the academic year
2021 who were selected by purposive sampling. data are obtained through a computer game
for developing perspectives and educating about depression for general people (KEEP), a pre
and post learning achievement test and a satisfaction questionnaire. The statistics used in
analyzing the data were mean, standard deviation and T-test. The results show that: 1) the
comparative results of the learners’ learning achievement scores after being learnt by the
computer game for developing perspectives and educating about depression for general people
(KEEP) were overall significantly different at the statistical level of .05. The learners’
satisfaction toward the content of learning was at a very high level (X = 4.4), in aspect of the
control system was at a very high level (X = 4.48) and in aspect of applying was at a very high
level (X = 4.42). It showed that the learners understood and had knowledge of depression. It
could also develop perspectives on depression and patients’ depression.
Keywords: Depression, Computer games
52
Computer Game for Introducing Dangers and Methods
for Preventing The Covid-19 (THE COVID TALE)
Nawaphol Tunprasert1, Poramud Ponya1, Pattarapon Srisombat1
Advisors: Manatchanok Tamwong1, Satit Thamkhanta1, Nontawat Thongsibsong2
1Princess Chulabhorn Science High School Chiang Rai
2School of Information Technology, Mae Fah Luang University
Abstract
The goal of this study is to create a computer game that introduces dangers and methods for
preventing the Covid-19 (THE COVID TALE). The study's objectives were as follows: 1) to
create a game that informs players on the dangers of the Covid-19 virus and how to avoid it. 2)
to look into the effectiveness of THE COVID TALE game. In this study, 22 samples were
drawn at random from the PCCCR 6/1 class. The percentage and average from the performance
test and the Covid-19 test were used in the data analysis. The study results revealed that our
game's performance was Good, with an average score of 4.23. Furthermore, the test taker's
scores on the Covid-19 knowledge test increased by 54% compared to the previous test. Lastly,
THE COVID TALE, a computer game that introduces Covid-19 dangers and prevention
methods, has potential and can teach its users about Covid-19.
Keywords: Covid-19, Pestilence, Computer game, Top-Down RTS game
53
Application for caring for babies up to 1 year old
Chamaiporn Aiadrat1, Buntita Tuntisivakul1
Advisors: Taweewat Sesuwan1, Sisira Janchanapon1
1Princess Chulabhorn Science High School Nakhon Si Thammarat
Abstract
There are many delicate steps in caring for babies. New parents may not be able to take care
of their children entirely. For example, managing the time needed to care for the baby, such
as eating time and bedtime, is essential in the early stages for the baby to grow into a healthy
child. Therefore, the organisers invented and created an application to help schedule planning
for baby care by bringing information about the baby's daily routine in general. A collection
of developmental photographs and recommendations, including the number of vaccinations
required under the age of 1, are included in the application by bringing the information to
the Glide app website and organising the window of information on child care to be
appropriate, clear, and beautiful to use for ease of use and easy to save data.
Keywords: Babies, Application
54
Providing a Comfortable Environment for Pets:
Pet Ownership Simulation Using AR Technology
Shutaro Watanabe1, Ryo Sugiura1, Ryoma Sato1, Yuta Komori1, Jintaro Yagi1, Yuta Arai1
Advisor: Chika Kondo1
1 Tokyo Tech High School of Science and Technology
Abstract
In Japan, a current disturbing issue is the killing of many pets due to an increasing number
of owners who decide to give up their pets. This is occurring because some owners are unable
to take care of their pets throughout their lifespan due to unavoidable circumstances, and also
because some people obtain their pets to relieve themselves from loneliness due to causes
such as the COVID-19 pandemic, without understanding what is required as a pet owner. To
solve this problem, we propose an application that enables users to experience a simulation
of owning a pet, using XR (cross reality), artificial intelligence, and web-based AR
technology. In this project, we focus on cats, which are particularly the targets that are being
killed. The AR process displays a virtual cat and simulates the troubles that a cat can make,
such as knocking over flowerpots or tampering with human food. Then, a pop-up window
displays the appropriate responses that should be taken by the owner. Through this
simulation, people can understand the important points of actually taking care of a cat, and
can prepare for owning a cat with a firm resolve. The effectiveness of this application will
be evaluated by people who have experience in owning cats. We hope that this pet ownership
simulation will provide sufficient understanding of owning and taking care of a cat in
advance, and will encourage people to raise their pets with responsibility.
Keywords: AR Technology, XR, Artificial Intelligence, Simulation, Pets
55
Rehabilitative tool for muscle weakness in arms.
Anothai Thammakultheerakij1, Punyaporn Pannoi1, Srisuda Wongon1
Advisors: Suthut Bhutchanon1, Pathapong Pongpatrakant1
1Princess Chulabhorn Science High School Loei
Abstract
Amyotrophic Lateral Sclerosis is a symptom of muscle weakness where the patient is unable
to control the movements of the body or other organs as much. At present, there is no cure
for this disease. One of the initial relief and treatment of this symptom is physical therapy.
Therefore, this project aims to design and create tools that will assist in additional physical
therapy for patients with weak arm muscles by using 3D design and printing technology. The
operations are as follows, 1. Design the structure of the equipment and various parts with
Tinkercad 3D design program and design acrylic sheets that have to cut with the RDWork
program. 2. Print finished items with a Fused Deposition Modeling 3D printer and cut acrylic
sheets with the Carbon dioxide Laser Cutting machine. 3. Assemble all parts and acrylic
sheets with ball bearing and servo motor. 4. Place the circuit board and upload the instruction
set to Arduino to control the servo motor, the motor controls the rotation of the hand pad
through a gear. 5. Evaluate the servo capability through trial and timing, then test the tool
with ourselves. It was found that the rehabilitative tool for muscle weakness in arms can be
created with a 3D design and printing program. It supports the arm of weakness muscle
patient quite well. Gears are support each other very well, allows the hand pad to rotate
easily. And the tool can help perform additional physical therapy as designed.
Keywords: Amyotrophic Lateral Sclerosis, 3D design and printing technology, Rotation; physical therapy,
Muscle weakness in arms
56
Influence of the human skin color on the temperature distribution of the human eye
during the Intense pulsed light (IPL) therapy: Computer simulation
Kunyarat Torsuwan1, Rachadhorn Ungpakorn1
Advisor: Wutipong Preechapolakul1
1KOSEN-KMITL, King Mongkut’s Institute of Technology Ladkrabang, HM building, School of Engineering
Abstract
Evaporative dry eye disease is decreased tear production or increased tear evaporation
because of meibomian gland dysfunction (MGD), the sebaceous gland under the eyelid.
Severe dry eyes can substantially lead to eye infection and inflammation, abrasion of the
corneal surface, cataracts, and even vision loss. Traditional treatments, such as artificial tears,
warm compresses, and medications, have many limitations. Intense pulsed light (IPL)
therapy is a new treatment for evaporative dry eye disease patients. IPL exposes the light
energy to the eyelid, and the light energy will be absorbed and converted to heat generation
in the specific area. A suitable amount of heat energy will help the function of the meibomian
glands. In the treatment process, the skin color affects the light absorbable, affecting the
treatment's effectiveness. However, the eye is a complex and sensitive organ, experimental-
based studies are complicated and very limited. Therefore, numerical simulation studies are
necessary to determine the optimal condition of treatment. This study developed a numerical
model of dry eye treatment with IPL. The mathematical model was developed based on the
bioheat equation and determined the heat from IPL by Beer lambert law. The coupled
nonlinear set of these equations is solved using the finite element method (FEM). The
influence of skin color intensity will be the parameters in this study that will present the
temperature distribution during the treatment process. The results of this study can be used
as fundamental knowledge of the dry eye treatment with IPL and guidelines for practical
treatment design.
Keywords: Intense pulsed light, Meibomian gland dysfunction, Dryeye, Heattransfer, Numerical simulation
57
Creation And Research of Digital Makeup
SATO Rin1, ITO Momo1
Advisors: TSUZUKI Keita1, EGUCHI Keiko1
1National Institute of Technology, Toyota College
Abstract
" imake!" is a virtual experience project to promote interest in makeup regardless of gender.
Target users, including women as well as men, can discover the beauty of a made-up face by
checking make-up images onto their faces. To realize the make components in the ICT
system, we originally prepared, eyebrow, mascara, eye shadow and eyeliner in the RGBA
formatted png files. Those parts are arranged to the coordinates of facial feature points.
System provides suitable makeup image in different mode considering users requirement.
First, one of the main functions is the "Simple Mode," which allows the user to select a
makeup image from a typical makeup template. The second is the "Diagnostic Mode," which
uses image recognition and several questions to select the makeup image that best suits the
user. The diagnostic method was created by integrating image recognition and other
information in a unique way. Other modes include "Practice Mode," "Event Mode," and
"Custom Mode," which allow users to select and experience their favorite makeup from
multiple types for each makeup part. The final real-time image is presented on the screen of
laptop in real time after the makeup is applied. This allows each user to discover the
possibilities of enhancing their own facial beauty. We will also users actually use this system
and improve the functions based on their feedback.
Keywords: Makeup, Virtual experience, Regardless of gender, Image recognition, Real-time
58
Drone System for Exercise and Fun
SHIMIZU Yoshito1, UETA Sota1, IGAMI Shunji1
Advisors: TSUZUKI Keita1, HIRANO Manabu1, EGUCHI Keiko1
1National Institute of Technology, Toyota College
Abstract
“SEE-DRO FIGHT!" is a project for exercise using drones. The players will be split into two
roles. One will be the pilot who flies the drone, and one will exercise with the markers as the
escapees. The drone operates by following markers. Points are awarded by pressing a button
with markers in a certain area of the drone's field of view. The pilot gets points for pressing
a button while keeping the makers within range of the drone’s view. The player who earns
more points wins. The drone is controlled by transmitting information entered by the player
using an input device to the drone. Computer is acquired the video transmitted from the
drone. And computer checks if the makers are within the defined range of the drone's view.
Also, the player can operate the drone while viewing the video from the drone. Since real
drones are used in the competition, players and not players can enjoy feeling the power of
the drone in front of them. And we can see how escapees escape. So, who are not players in
the game can enjoy watching the game on-site.
Keywords: Drone, Exercise
59
Periodic Table Game
Supanat Kampapan1, Chayapat Kruthnim1
Advisor: Thapanawat Chooklin1
1Princess Chulabhorn Science High School Nakhon Si Thammarat
Abstract
Periodic Table Game is an educational game that promotes the learning of Chemistry courses
in a multimedia format. Idea of the game comes from a problem that is often found in
chemistry classes is forgetting the group of elements, so this game was develop for anybody
who want to learn and memorize chemical element symbols, atomic numbers, and atomic
masses playfully. This project is suitable for people of all ages. It was developed with Unity
Game Engine, the language used to create this game is C#. The way to play this game is very
simple. Initially, you have to select the element you want to answer. After that, you have to
choose the correct group, mass number and atomic number of that element and if your choice
is correct, your opponent will be attacked. If any part of the answer is wrong, it will show
the answer after that round. The game continues like this until one side has 0 Life Points.
The results recorded by our game testers show that most users enjoy the game and make the
periodic table more memorable for them. We also have some systems in development to
make the game even more different in the future.
Keywords: Periodic Table, Chemistry, Element Symbol, Atomic Number, Mass Number
60
Development of real-time projected makeup system
ITO Yuta1, ASAKURA Yui1
Advisors: TSUZUKI Keita1, EGUCHI Keiko1
1National Institute of Technology, Toyota College
Abstract
We are developing a system called "iMake!" that allows users to easily apply makeup by
projecting an image of the makeup onto their faces using a projector. One of the functions of
this system is to project the makeup image of an event onto the face. There are few
opportunities to wear special makeup such as Japanese Kabuki, but this project allows anyone
to feel like a Kabuki actor by projecting that makeup on their face, and thus experiencing a
variety of cultures. The system consists of a DepthAI camera, a physical button, a Jetson Nano,
and a small projector, and can be easily installed using these small pieces of equipment. The
projection is done by creating a Delaunay diagram from the face images acquired by the
camera, performing an affine transformation on the corresponding face positions, and pasting
it onto the projector. The face coordinates used to create the Delaunay diagram are obtained
from an ML solution called Media Pipe provided by Google. The system also has a high degree
of freedom, cleverly handling the HSV color space and implementing a mechanism to change
the color of the makeup. We also plan to make functional improvements based on user
feedback. The results of these improvements will be reported, including a demonstration at the
event.
Keywords: Makeup, Projection mapping, Kabuki make, Delaunay diagram
61
Strategy for Holey LightsOut Games: A Quest for Finding the Optimal Solution
Rui Nishii1, Kyosuke Neishi1, Shotaro Kubo1, Yuya Tokunaga1,
Otoya Murakami1, Tatsunori Murakami1
Advisor: Yusuke Shogimen1
1Hiroshima University High School
Abstract
LightsOut is a puzzle game in which you try to turn off all the switches, or “lights”, that are
arranged in an n×n grid. The rule is that when you click on a cell, the cell along with each of
its immediate neighbors switch from “on” to “off”, or “off” to “on”. The goal of our study is
to establish a method to find the optimal solution (with the smallest number of moves) to any
LightsOut game, especially ones with some lights erased from the beginning, or “Holey
LightsOut.” To achieve this goal, we first devised a method to determine whether a LightsOut
game is soluble. Examination of invariants in soluble and insoluble games proved that if the
number of “on” switches placed in specific cells on a 4×4 or 5×5 grid is the determinant; if it
is an even number, the game is soluble, and if it is an odd number, the game is insoluble. Our
present challenges is to generalize this solubility test to games of n×n grids or to those of Holey
LightsOut with a view to establishing a method to find the optimal solution.
Keywords: LightsOut, Holey LightsOut, Invariants
62
The Effect of the Transition Between Reality and Virtual Reality on Recall Accuracy
Miyu Hirota1
Advisors: Takato Mizuho2, Kurato Tominaga1, Takuji Narumi2
1Ichikawa Senior High School
2Graduate School of Information Science and Technology, The University of Tokyo
Abstract
Virtual reality is gaining popularity, particularly in education and business fields. However,
transition between reality and virtual reality might impair users' recall accuracy, which makes
us doubt using VR would improve our learning or job efficiency. Our study aims to determine
whether the transition impacts users' memory and to discover techniques to better this
transition. 36 students from Ichikawa Senior High School during the 2022 academic year
participated. Three experiments were conducted in which subjects memorized a series of
words. Each time, subjects were later separated into groups, and changes in the rate of correct
responses from the time the experiment was done under the same conditions were compared.
The first experiment was for verifying the effect of transition on memory accuracy. Conditions
made a small effect on the participants’ scores. The second experiment was for narrowing down
which part of the transition caused the effect. Conditions made a medium effect on the
participants’ scores, and scores taken when divided by conditions were significantly lower than
scores from the baseline experiment. This suggests that VR goggles alone do not cause
significant effects on memory accuracy. The third experiment was for investigating which of
the three transition methods (how the screen switches when putting on and taking off VR
goggles, which were Cut, Fade, or Wipe) had the smallest impact. Conditions made a small
effect on the participants’ scores. These results can help determine where to improve VR
equipment and its content, and can contribute to further social utilizations of VR.
Keywords: Virtual Reality, Memory, Environmental context-dependency
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Robots improve language and communication development in children with autism
Bunyaporn Seephathing1, Tanapat Namsomboon1
Advisors: Suthut Budchanon1, Daranee Chaiveij1, Pathapong Pongpatrakant2
1Princess Chulabhorn Science High School Loei
Abstract
The application helping to improve language and communication development of children with
autism aims to help children with autism by improving the language, communication, and
social development of children with autism. and to be on the lookout for potential dangers
while operating the application. Because autism is a unique developmental problem. It clearly
shows that children are unable to develop socially and communication is age appropriate. But
children with autism have feelings like normal children. just unable to express themselves
properly, children also need love, understanding and acceptance like normal children. In
addition, epidemiological research over the past 30 years found that the average prevalence of
autism was 4.8 per 10,000 population, or about 1 per 2,000 population. Found that the
prevalence has increased with up to 1 person per 250 inhabitants. We therefore see the problem
and wants to solve the problem by using the technology that is currently available. Therefore,
a project on application to help promote language and communication development of children
with autism is therefore a total of 4 steps in operation, namely 1) designing the application to
be suitable for making and using. 2) Finding textbooks and making teaching materials for
children with autism especially 3) Programming using Raspberry pi with python language. 4)
The application was tested on children with autism and took a satisfaction test. The application
was tested in a group of children with autism, and it was found that the application improves
language development. and communication of children with autism It can help children with
autism develop language.
Keywords: Autism, Raspberry pi, Language, Communication, Python
64
Section C: Intelligent Devices Robot and IoT
Intelligent Devices
Robot and IoT
66
Smart Shoe Cleaning Box
Pattarisa Rerganan1, Mai Nemoto1, Himari Onuki1, Himeno Kubo1, Ririko Funyu1
Advisors: Abbas Alshehabi1, Koh Ikeda1
1National Institute of Technology (KOSEN) Ibaraki College
Abstract
Shoe boxes ( 桁箱 /getabako/ ) are widely used to keep shoes in Japan. However, using a
box which does not have enough airflow can cause problems such as dampness, mold, and
musty shoes and leads to the box becoming dirty and making an unpleasant smell. For these
reasons, we decided to develop the shoe box to be more useful by adding various functions
including an odor sensor, air flow, sterilization, and deodorants function. The odor sensor
detects the smell by reacting with ammonia and shows the result in a number. If the result is
more than the set value, the red sign will appear and make the sound. Then there is the
sterilization function by using UV light which has a high ability to sterilize bacteria that
cause bad smell and then the deodorant function that spray down the shoe deodorant product.
All sensors and functions of this project are carried out by micro: bit processor. This Smart
Shoe Cleaning Box project was developed with the purpose of making life more convenient.
We no longer have to wash shoes often, we can still use our shoes that look clean and not
emitting unpleasant smells.
Keywords: Shoe box, Micro:bit
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Smart money sterilizer
Chisanupong Pareewiwat1, Phurinat Sangphai1
Advisors: Atcha Chaloeyjit1, Phana Sarayam1
1Princess Chulabhorn Science High School Lopburi
Abstract
At present, there are many epidemics. Especially the disease found that various strains of
coronavirus it can live on surfaces like metal, glass and plastic for up to nine days, or nearly
a month in low temperatures or has an appropriate relative humidity as for our house, the
weather is quite hot. The virus can therefore stay on surfaces like paper and coins for less
than 9 days. Therefore, we must prevent the cash that we hold from becoming a medium for
spreading germs. By cleaning cash The organizer has invented smart money sterilizer in
order to clean the money by placing the money holder, the hand will pass through the IR
infrared sensor, causing the circuit to work, then the alcohol will be sprayed out of the water
pump and there will be a fan blowing the money to dry. From the experiment, it was revealed
that the smart money sterilizer can work to disinfect but there are some unstable points. But
still can be used in real life.
Keywords: IR infrared, Delay, Alcohol, Water pump, Smart money sterilizer
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RFID-based usage control system for disabled parking space
with notification via LINE Notify
Jirasita Taecho1, Jirawan Aekchat1
Advisors: Sophon Klomkliang1, Wenika Rodlunda1, Songchai Jitpakdeebodin2
1Princess Chulabhorn Science High School Lopburi
2Department of Electrical Engineering, Faculty of Engineering, Kasetsart University Sriracha Campus
Abstract
This project aims to create a usage control system for disabled parking spaces to prevent the
misuse by normal people, causing people with disabilities to be deprived of their parking
rights. We, therefore, proposed a usage control system for disabled parking spaces using a
microcontroller and RFID technology, which can send notifications via the LINE Notify
service. The process starts when a car arrives at the disabled parking space. The ultrasonic
sensor at the disabled parking space will detect the car, and the RFID reader will check
whether the car has the RFID card or not. If the card is detected, the buzzer will not be
activated and no notification will be sent. In another case, if the card is not detected, the
microcontroller will send a signal to the buzzer to sound the alarm and send LINE
notifications to the LINE group of the responsible person to solve the issue. A functional
prototype was created to demonstrate the working principle of the proposed system, which
can perform with a success rate of 99.3%.
Keywords: Ultrasonic sensor, Microcontroller, RFID, Buzzer, LINE Notify
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Air Environment Observation and Control System
Minato ABE1, Shion SAITO1
Advisors: Ai YACHIDATE1, Susumu TOYOSHIMA1
1National Institute of Technology (KOSEN), Fukushima College
Abstract
Infectious diseases represented by COVID-19 can be prevented by ventilation. This study
aims to implement a special IoT (Internet of Things) system to measure and control air
environment at a room using ESP32. ESP32 is a micro controller unit (MCU) with integrated
Wi-Fi. Environmental sensors such as CO2, temperature and humidity are connected to the
MCU to monitor the air environment. This MCU connected to the internet via Wi-Fi has the
ability to send measured data to “Ambient”. Ambient is a cloud service and has the ability
to store the data and display as graphs. The user can check the measured data via the Internet
using a terminal equipped with a WEB browser. Furthermore, in the special IoT system we
developed, the MCU has an infrared communication capability, thus the system can
automatically start and control existing air conditioners and fans that has infrared receiver
based on the set conditions. For example, if the temperature is above 30 degrees, it turns on
the air conditioner automatically. As a result of embedding HTML files in this MCU, air
conditioning can be controlled manually via the Internet. This system can be applied not only
to prevent diseases caused by airborne infections but also heatstroke. This system can convert
existing home appliances to IoT if infrared communication is available, even if they are not
connected to the Internet.
Keywords: Environmental management, WEB monitoring, IoT conversion, Infrared communication
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Distance medicine unit robot
Nonthapad Sirianancharoen1, Atid Thongleung1
Advisors: Mingkwan Khaodee1, Rattachai Wongtanawijit1
1Princess Chulabhorn Science High School Trang
Abstract
The spread of the Covid-19 virus caused many deaths. Because the Covid-19 virus simply
enters the human body by spreading through the air and secretions. It's the main channel
from coughing, sneezing, saliva, and snot. It's not just inhalation that can get you infected. If
a person sneezes or coughs into their hands and then touches things, touching them can also
be a risk of getting infected. Medical personnel are the most at risk of infection from
contacting the patients. The authors, therefore, have an idea to develop a robot to transport
medical supplies in a hospital. Its purpose is to act on behalf of the medical personnel who
are responsible for providing medical supplies to the surgeons and reduce the contact with
patients. The microcontroller-controlled robot performs the task by processing the data from
infrared obstacle avoidance sensors, and an Arduino microcontroller controls the motors for
the robot movement. The robot can move or stop by the medical personnel command.
Keywords: Robot, Covid-19, Machanical, Arduino board
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Development and Public of Stair Climbing Robot by Subcrawler
Yuki Uemura1, Shohei Fujieda1
1National Institute of Technology, Kumamoto Collage
Abstract
Stair climbing robots are currently needed in various situations and industries. Examples include
disaster relief and transportation industry. At present, the most efficient and mainstream stair
climbing robot is the subcrawler, which is the most cost-effective and problem-solving solution.
However, we could not find a website that provides a series of development procedures for
subcrawler stair-climbing robots so that even non-specialists can easily understand them. Therefore,
we thought that we would support those who need it by actually developing the robot ourselves and
disclosing the process on our website. To develop a subcrawler robot by ourselves, and to publish the
development process on our website. They develop the robot with their own hands, and then publish
the design data they used, as well as the source code, circuit board, wiring, necessary parts, and
processing methods, all in one place.
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Development of Robotic Arm
Yuto Kuriyama1, Koki Uno1
1National Institute of Technology, Akashi college
Abstract
The objective is to create a more user-friendly robotic arm. We tried to achieve this by
controlling torque using Dynamixel as well as inverse kinematics. Robotic arms are now
widely used in medical, nursing, industrial, and so on. And we hope to contribute to these
fields.
Keywords: Robotic arm, Inverse kinematics, Dynamixel
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Automatic Metal and Plastic Separator
Banchakhan Apaisorn1, Kittaport Onkhong1, Thitayapa Sawarok1
Advisors: Chawannut Prompak1, Phattarawadee Suwannadee1, Pathapong Pongpatrakant1
1Chiangkhan School Loei
Abstract
It's nice to see and live in a clean environment but we have a need for more electrical
appliances to meet the needs and increase comfort in daily life, including consumption
behavior patterns according to IT developments by Don’t we know that About 400,000
tonnes of electrical and electronic products were also surveyed and collected data on
consumer behavior in dealing with electrical and electronic products when not in use, most
of which originated from homes. On the other hand, many people throw all Metal and Plastic
in just one trash can leaving the pitiful garbage picker man another work to do and that is to
segregate different kinds of garbage and trashes and to pick out the reusable and recyclable
ones from those electronic products That’s the reason why we studied this project because
of those problems. This project aims to separate different kinds of Metal and Plastic such
as electronic circuit board etc. by just dropping all these trashes and Metal and Plastics to
this one trash can instead of using different trash cans and choose which of those trash cans
we should throw a certain kind of Metal and Plastic. By applying the computer science
investigation, we come up with a conclusion that our Automatic Metal Separator is the
solution to segregate different types of Metal and Plastic
Keywords: Metal, Plastic
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Programming an Autonomous Stair Climbing Robot
Ikuto Shimazu1,
Advisor: Yuta Tokiwa1
1Tokai University Takanawadai Senior High School
Abstract
Recently, robots have started to be used in public facilities such as train stations. However,
it has a drawback that it cannot move between floors. So, I thought of a solution to this
difficulty. I invented a robot with a second, longer sub-crawler attached to the front, which I
started to make five years ago. By programing the computer that is connected to the robot I
could make the robot climb stairs. This is done by using the second sub-crawler to give the
robot a longer wheelbase. In this way, the robot can smoothly ascend the stairs without
needing to step.
Keywords: Robotics, Programing, Maneuverability, Stairs
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Medicine sending machine
Saris Boonfruang1, Chanasuek Chaiyasorn1
Advisors: Pira Boonchalad1, Sakolkeit Khantong1
1Princess Chulabhorn Science High School Buriram
Abstract
Medicine sending machine project was developed with the aim of reducing the burden of
drug picking of pharmacists in pharmacies to be more comfortable by commanding control
from a computer. This project has two major components: 1. System for ordering from a
computer. When the pharmacist wanted to order, the medicine sending machine then
processes the received signal and moves to pick up the medication as directed and place it at
the drug delivery point. 2. Transportation system Once the order has been ordered, the
transport system will start to work. The transport system used with the medicine sending
machine will use the CNC system, which is an automatic machine that works with a
computer system. It has high resolution and precision movement along the X, Y axes. The
system will move according to where the desired drug is contained. Then use the device to
pull. To pull the pills out into the bag After picking up all the pills as ordered, they will bring
all the pills as ordered and deliver them to the desired point. From the actual test results, it
was found that the medicine sending machine can work as designed. And can really help
reduce the burden of pharmacists in drugstores
Keywords: Pharmacy, CNC
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Smart Door Opening / Closing System
Chadaporn Kantasin1, Sagepaween Sanbho1, Korrachai Sanchai1
Advisors: Chawanwit Warichotphuminon1, Rachanok Tangjai1
1Bunyawat Witthayalai School
Abstract
Research on smart door opening and closing system through application, it is a study of the
workpiece design. The objective is to study the door operation system by using mobile motor
control and ultrasonic sensor without touching the door. It analyzed data from relevant
research studies via the internet and testing of the equipment performance. Research results:
1. The door can be forced to open when pressing the commands on the mobile phone and
closing when walking through the sensor without touching the door but it cannot make into
a complete shape. 2. The sensor efficiency is effective in detecting objects well in the range
of 1-5 centimeters.
Keywords: Motor, Exposure Reduction, Ultrasonic
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Creating Remote-Controlled Robotic Fingers Using Arduino
Yuki Hosoi1
Advisor: Shotaro Baba1
1Tokyo Gakugei University Senior High School
Abstract
Why is it difficult for robots to move with the precision of humans? When I thought about
why humans can make precise movements, I realized that fingers play a very important role.
That is, humans are able to move their fingers very precisely and simultaneously, which
helps us make precise movements. From this fact, it is hypothesized that if I can remotely
control a robot that imitates human fingers, that robot would be able to perform more
complex movements as if it were a human. Therefore, this study aims to use an Arduino, a
small computer-like device, to build a remotely controlled one-finger robot. First, I attach a
part to the finger that quantifies its movement. Each joint is attached to a potentiometer,
which measures the angle of the joint and converts it into a numerical value. The values are
then transmitted remotely to the device. The servo motors connected to the potentiometers
adjust the angles of the joints while bending them. In this way, the robot’s fingers will move
remotely as the human moves their fingers. At this point, I made a prototype robot whose
movement can be transformed into numbers and be transmitted remotely to the device. One
limitation is that there is a time lag because it takes time to remotely send and convert the
signal, which makes the robot movement look less like a human. To solve this problem, I
will improve the transmitter device so that it can send the signal without delay.
Keywords: Arduino, finger, remote robot hand, human engineering
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AN AUTOMATED GUIDED VEHICLE ROBOT
FOR TRANSPORT IN CONFINED PLACE
Nonphakon Kantakad1, Thanpisit Peekaew1
Advisor: Sarit Phromthep1
1Demonstration School University of Phayao
Abstract
In recent years, an automated vehicles (AGV) have become important part of modern
logistics system, especially in warehouse factory. According to shopping order of recent
years compare to several AGV use in warehouse factory. It has improved logistics system
over the past years. An AGV can running by tracking the blacked line on the floor. Can
slowly stop before crashing objective by Ultrasonic scanning. Showing status by User
interface (UI). An AGV doing the task received from UI commands. Then decide the best
route to reach the destination. An AGV need to be improve the logic decision of select path.
The loads of tasks are in the desk on the top of AGV. The desk can be changed even the
Velcro tape are set in both body and desk or anything. AGV is powered by battery in the
bottom of itself. AGV can work using a battery with a single charge. This paper focuses on
developing AGV to deliver the task in confined place. The rest of this paper is further
describing the logics, system, coding, hardware, software, and plan for the future of
Automated guided vehicle robot for logistics in confined place.
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A Current Detection from Muscles to Control Wheelchair’s Movement
Buraporn Ruangchaem1, Chayada Pakpoomkamonlert1, Kasamaphorn Sutapak1
Advisor: Theparak V Palma1
1Kamnoetvidya Science Academy
Abstract
In this project, an electrical current is applied from taut muscles to control the servo motor
by using a microcontroller. By controlling an output device, Electromyograph is then used
to detect a current from our muscles by using a Myoware muscle sensor. After that, a
received voltage will be used to control the Solid-state relay (SSR). At first, a lightbulb is
used to test the current applied through a solid-state relay which can be used with any
equipment or application. In this step, the lightbulb is used to illustrate whether the electrical
circuit works from its illumination. Then, it will be developed into controlling the servo
motor of a wheelchair. To conduct this research, it can be utilized as a power source in
controlling wheelchairs to help disabled people with their convenient movement. Moreover,
this effective and low-cost technology is also accessible for not only disabled people but also
a person who has a problem with their movements such as elderly and bed-ridden patients.
Keywords: Microcontroller, Current, Servo motor, Solid State Relay (SSR), Wheelchair
81
Anemometer by KidBright board
Natthanicha Chirapornpisit1, Panitnan Phanitnantho1
Advisor: Suwanlee Binsalay1
1Benchamaratruangsarit 2 school
Abstract
We got the idea for this invention when we realized that the wind is always blowing during
the day. But we are unable to determine the direction or speed of the wind. So, we came up
with the idea to make an anemometer out of a KidBright board. based on the idea that when
an anemometer is installed, the machine's arm will blow air based on the variable wind speed.
Additionally, the parts will spin more quickly. The board then calculates the wind speed
according to our code after receiving 1 electric wave from the device.
Keywords: Wind speed, Anemometer, KidBright board
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The study of RF module and sound system for innovate tool
that guide blind in closed area
Chitisak Mongkhonkheha1, Patiphan Chomhairat1, Siridonnaya Kunsen1
Advisors: Phitphasin Aintharasak1, Soontree Montrisri1, Pathapong Pongpatrakant1
1Princess Chulabhorn Science High School Loei
Abstract
The study of RF module and sound system for innovate tool guide blind in closed area have
the objective for help the blind to be self-reliant and reduce the risk of accidents in various
activities. For the reason, our team has define the blind home area as coordinate system. And
there is a device for the blind. It is responsible for locating the coordinates into the coordinate
system. The operating system of the device is the blind wants to move to a destination that
the blind selects a route by pressing the Route Selector button. The system searches for
wherever the blind is and shows the safe route that the system has been set and guided the
blind to the path by playing determined audio. The sound system is used with a compass
module to calculate the direction that the blind can turn to the goal. According to the result,
the position capability of the device was available. but it was error and inaccurate when it
faced to obstacle, wall, door, furniture etc. Average of error of distant is about 0.223 meter,
error of x coordinate is 39.14% and x coordinate is 13.33 %. In the other side, the direction
that is from the compass module still accurate and specify the direction that makes the
directional sound system work. According to the study, RF module will be studied and
improved the efficiency for the next study.
Keywords: RF Module, The Blind, Compass Module
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Electronic Large Gong Circle
Saroot Areerattanawetch1, Chittapan Phahongsa1
Advisors: Natpassorn Laonet1, Sirirat Prom-In2, Rattapoom Waranusast2
1Princess Chulabhorn Science High School Phitsanulok
Abstract
The Large Gong Circle is a big, ancient Thai musical percussion instrument. It surrounded
by 16 gongs, made of soft wood and metal that made it heavy. It is difficult to transport and
very expensive. From this reason, the researchers have created an Electric Large Gong Circle
that uses plastics and Arduino board, so that the sound is not distorted at low temperature.
The designed structure is strength and can be disassembled. when the electric large gong
circle is hit Arduino board will activate the sound on the micro-SD card and play on the
speaker. It will sound different by hitting at a different gong, also there is a method to change
the sound volume in relation to how the DFPlayerMini module is operating. The results of
the study showed that when the Large Gong Circle was 8 kilograms, which was lighter than
the actual Large Gong Circle which is 35 kilograms. The Electric Large Gong Circle
response time in displaying the sound value was determined by the results of the sound test.
The average performance delay value was 0.54 ± 0.04 seconds, which does not affect the
feeling of the players and those who listen to the Electric Large Gong Circle. The satisfaction
of the users on Electric Large Gong Circle is at a very good level with a total average of 4.42
of 5. Therefore, it can be concluded that the electric large gong circle could be practiced and
is durable including more convenient to transport.
Keywords: Large gong, Arduino Board, DFPlayerMini
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Sensors to prevent loss from abandoning children in the car
Rujikarn Tanachotboonpun1, Natchanon Promchan1
Advisors: Pracha Khamphakdi1, Aut Khongthong2
1 Princess Chulabhorn Science High School Mukdahan
2 Faculty of Engineering, Ubon Ratchathani University
Abstract
The motion sensor to prevent loss from abandoning children in the car has a primary
objective (1) to test the performance of the motion detection sensor applying ESP8266 to
design the sensor behaviour to continue the PIR sensor circuit. Moreover, the voice sound
detection sensor, in conjunction with the coding by the Arduino IDE program, tracks
movements and sounds. Then, sensors activate the buzzer and LINE notification to notify
the signal. According to the results, the project accurately tracks movements and sounds. So,
implementable to use in installation in vehicles to prevent loss from abandoning children.
Keywords: Motion sensor, Detection sensor, Abandoning children in the car
85
Smart Bed for Bedridden Patients
Prushyapong Manosilapakorn1, Nanfa Khuntawee1
Advisors: Mahaphan Jantakun1, Tanyaporn Kraiwongruean2, Jiraporn Pooksook1
1Princess Chulabhorn Science High School Phitsanulok
2Department of Electrical Engineering, Faculty of Engineering, Naresuan University
Abstract
The smart bed for bed-ridden patients was invented to help take care of and comfort the
patients. It helps caregivers to change the patients’ position to reduce the incidence of
pressure ulcers and facilitate patient care. The smart bed for bed-ridden patients was designed
to have a remote command system via mobile phones. It can check the patient's sleeping
status with a camera and report data through LINE notification. The smart bed for bed-ridden
patients is easy to use. It is robust and made from natural materials. It can check patient’s
status, and report the results by using motors and camera controlled by a Raspberry pi and
programmed in Python. The motors rotate and adjust the bed components so that it can set
up as a backrest, bend at patient’s knees, and tilt left and right. This is to reduce the
occurrences of pressure ulcers. The efficiency of the bed was determined by the speed of
adjusting via buttons and applications. It was found that the standard deviation was 0.023.
Testing the accuracy of the bed adjusting via buttons and the applications, we found that the
bed had the most error of 0.8 degree. Testing the quality of pictures from the bedside camera,
it was found that the best camera distance to the patient is at 20 centimeters, which is equal
to the standard distance both in the light and in the dark. Therefore, it can be concluded that
the smart bed for bed-ridden patients can be used and is effective in reducing pressure ulcers
and giving better care for patients
Keywords: Patient Care, Raspberry Pi, Accuracy, Python, Programming, Remote Control
86
The system to save elderly people from heatstroke by controlling air conditioner.
Souta Kanno1
Advisors: Keiichiro Kikuchi1, Masahiro Takahashi1
1Fukushima Prefectural Fukushima High School
Abstract
Developed countries around the world are aging, and this will continue to accelerate in the
future. Japan, especially, has the highest elderly population currently with about 30% of the
population being elderly. Japan also has a hot and humid weather every summer. Therefore,
many people suffer from heatstroke every year. More than half of heatstroke patients are
elderly, and these events often occur while they are at home. There are three factors regarding
this problem. First, the temperature and humidity in the rooms of elderly people are too high.
Second, elderly people are often in declining physical health. Third, elderly people don’t
want to turn on their air conditioners. For these reasons, I think that it is necessary to make
cooling equipment, such as air conditioners and electric fans, react automatically to their
environments. The system made in this study consist of three parts. First, a sensor always
monitors the temperature and humidity in the room. Second, a control device processes the
data sent from the sensor and sends a command to the infrared device. Third, an infrared
device emits an infrared signal. By combining these systems, air conditioners can be
controlled according to environmental conditions. If using this system, elderly people could
be saved from dangerous environmental conditions. This can also protect elderly people
without needing a caregiver, reducing the burden on caregivers. I want to prevent elderly
people from dying of heatstroke, and I hope, through this research, that elderly people can
live healthier and longer lives.
Keywords: Heatstroke, Elderly people, Infrared rays, Air conditioner
87
Home electrical control system devices via IOT
Teeranan Pimthep1, Chanatip Suwanamorchat1, Suchanan Putthaponpitak1
Advisors: Phitphasin Aintharasak1, Jirayus Arundechachai1, Pathapong Pongpatrakant1
1Princess Chulabhorn Science High School Loei
Abstract
The IoT home electric control project solves the problem of forgetting to turn off the lights
in the house when you are not at home and can display the real-time situation of the home's
electricity use. Objectives of the organizer Can be controlled in 4 ways: control by mobile
phone, PC or notebook, voice commands (Google Assistant), and general methods. There is
also a warning system when we go out of the house. In the process of doing so, we have to
plan a draft of the electrical circuit of the house. Then put a model drawing of the control
device, which is divided into electrical and coding sectors, when the planning is finished,
then test the code on the IoT board. In addition, the author has added an alarm using the
module NRF2 4 L0 1 to alert when outside. designated area You can control your home
electrical devices through IoT. As a result, it can be controlled with your mobile phone, PC
or notebook and conventional methods. It has 100% command stability from 40 trials. There
is also a voice command system (Google Assistant) with command stability at 92.5% from
40 trials. All of them can show open status. /disable display with 90% stability from 40 trials
Keywords: Electrical control, NRF24L01, IoT
88