The Development of Augmented Reality for Creative Learning of Martial Art of Thai Boxing
Main Article Content
Abstract
This research purposes were followed 1) To development of augmented reality for creative learning of martial art of Thai boxing 2) To evaluate creative learning satisfaction and 3) To compare the level of feedback in media perception of augmented reality and adoption of innovations, The sample selection using a purposive sampling a total of 60 students and the content of the martial art of Thai boxing of 30 movements. Research tools included 1) the augmented reality for creative learning of martial art of Thai boxing 2) Satisfaction evaluation form and 3) evaluate creative learning satisfaction form, Statistics in the research included mean, standard deviation and t-test (Independent Samples) The results followed 1) the development of augmented reality for creative learning of martial art of Thai boxing consisted of 30 animated Thai boxing movements with motion capture technique and part of augmented reality (AR). The researcher used the HP Reveal application. After installing the application, the user needed to search Hash Tag "#AR-MuayThai" and Followers 2) the overall satisfaction scores were at a high level, creativity, provide knowledge martial arts, and Thai cultural conservation to the highest level of satisfaction. 3) The evaluation results to recognize augmented reality, the overall opinion was at a high level and 4) Comparison results of the sample to recognize augmented reality using t-test to recognize augmented reality were not different.
Article Details
References
ภาควิชาสื่อนฤมิต. คณะวิทยาการสารสนเทศ. มหาวิทยาลัยมหาสารคาม
[2] วิวัฒน์ มีสุวรรณ์. (2554). การเรียนรู้ด้วยการสร้างโลกเสมือนผสานโลกจริง. วารสารศึกษาศาสตร์ มหาวิทยาลัยนเรศวร. 13 (2), 119-127.
[3] Atherton S., Javed, M. Webster, & Hemington-Gorse, S. (2013). Use of a mobile device app: A potential new tool for poster
Presentations and surgical education. Journal of Visual Communication in Medicine, 36(1-2), 6-10.
[4] Edwards C. (2013). Better than reality. Engineering and Technology, 8(4), 28-31.
[5] David W. Cearley, Brian Burke, Samantha Searle, & Mike J. Walker (2017). Top 10 Strategic Technology Trends for 2018.
Retrieved October 10, 2017, from https://www.gartner.com/newsroom/id/3812063
[6] Milgram, P. and Kishino, F. (1994). A Taxonomy of Mixed Reality Visual Displays, EICE TRANSACTIONS on Information and
Systems. 77(12), 1321-1329.
[7] สำนักพัฒนาการพลศึกษา สุขภาพ และนันทนาการ. (2534). การฝึกกายบริหาร ชุดแม่ไม้มวยไทย. กรมพละศึกษา. กรุงเทพ.
[8] Phunsa, S. (2014). Applying Augmented Reality Technology to Promote Traditional Thai Folk Musical Instruments on Postcards.
In Proceedings of the International Conference on Computer Graphics, Multimedia and Image Processing (CGMIP2014). 17-19
November 2014. Kuala Lumpur. Malaysia: Society of Digital Information and Wireless Communication (SDIWC).