Sumalee Sangamuang
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Sumalee Sangamuang has a total of 28 co-authors. Here are the top co-authors by number of shared publications:
- Kannikar Intawong
Faculty of Public Health, Chiang Mai University, Chiang Mai 50200, Thailand
4 shared publications - Kitti Puritat
Department of Library and Information Science, Faculty of Humanities, Chiang Mai University, Chiang Mai 50200, Thailand
4 shared publications - Waranya Mahanan
College of Arts, Media and Technology, Chiang Mai University
4 shared publications - Juggapong Natwichai
Chiang Mai University
3 shared publications - Prompong Sugunnasil
Chiang Mai University
3 shared publications Anchan Chompupoung
Royal Project Foundation
2 shared publications
Latest Publications
- Open Access
- 15 January 2026
- Published by MDPI AG in Informatics
- Vol. 13 (1) , 12
Can Location-Based Augmented Reality Support Cultural-Heritage Experience in Real-World Settings? Age-Related Engagement Patterns and a Field-Based Evaluation
The Wua-Lai silvercraft community in Chiang Mai is experiencing a widening disconnect with younger visitors, raising concerns about the erosion of intangible cultural heritage. This study evaluates “Silver Craft Journey,” a location-based augmented reality (LBAR) system designed to revitalize cultural engagement and enhance cultural-heritage experience through context-aware, gamified exploration. A quasi-experimental field study with 254 participants across three age groups examined the system’s impact on cultural-heritage experience, knowledge acquisition, and real-world engagement. Results demonstrate substantial knowledge gains, with a mean increase of 7.74 points (SD = 4.37) and a large effect size (Cohen’s d = 1.77), supporting the effectiveness of LBAR in supporting tangible and intangible heritage understanding. Behavioral log data reveal clear age-related engagement patterns: older participants (41–51) showed declining mission completion rates and reduced interaction times at later points of interest, which may reflect increased cognitive and physical demands during extended AR navigation under real-world conditions. These findings underscore the potential of location-based AR to enhance cultural-heritage experience in real-world settings while highlighting the importance of age-adaptive interaction and route-design strategies. The study contributes a replicable model for integrating digital tourism, embodied AR experience, and community-based heritage preservation.
- 15 January 2026
- Published by MDPI AG in Informatics
- Vol. 13 (1) , 12
Open AccessCan Location-Based Augmented Reality Support Cultural-Heritage Experience in Real-World Settings? Age-Related Engagement Patterns and a Field-Based Evaluation
The Wua-Lai silvercraft community in Chiang Mai is experiencing a widening disconnect with younger visitors, raising concerns about the erosion of intangible cultural heritage. This study evaluates “Silver Craft Journey,” a location-based augmented reality (LBAR) system designed to revitalize cultural engagement and enhance cultural-heritage experience through context-aware, gamified exploration. A quasi-experimental field study with 254 participants across three age groups examined the system’s impact on cultural-heritage experience, knowledge acquisition, and real-world engagement. Results demonstrate substantial knowledge gains, with a mean increase of 7.74 points (SD = 4.37) and a large effect size (Cohen’s d = 1.77), supporting the effectiveness of LBAR in supporting tangible and intangible heritage understanding. Behavioral log data reveal clear age-related engagement patterns: older participants (41–51) showed declining mission completion rates and reduced interaction times at later points of interest, which may reflect increased cognitive and physical demands during extended AR navigation under real-world conditions. These findings underscore the potential of location-based AR to enhance cultural-heritage experience in real-world settings while highlighting the importance of age-adaptive interaction and route-design strategies. The study contributes a replicable model for integrating digital tourism, embodied AR experience, and community-based heritage preservation.
- Open Access
- 29 November 2025
- Published by MDPI AG in Technologies
- Vol. 13 (12) , 558
A Generative AI-Enhanced Robotic Desktop Automation Framework for Multi-System Nephrology Data Entry in Government Healthcare Platforms
This study introduces a Generative AI-Enhanced Robotic Data Automation (AI-ERDA) framework designed to improve accuracy, efficiency, and adaptability in healthcare data workflows. Conducted over a two-month, real-world experiment across three government health platforms—one web-based (NHSO) and two PC-based systems (CHi and TRT)—the study compared the performance of AI-ERDA against a conventional RDA system in terms of usability, automation accuracy, and resilience to user interface (UI) changes. Results demonstrated notable improvements in both usability and reliability. The AI-ERDA achieved a mean System Usability Scale (SUS) score of 80, compared with 68 for the traditional RDA, while Field Exact Match Accuracy increased by 1.8 percent in the web system and by 0.2 to 0.3 percent in the PC systems. During actual UI modifications, the AI-ERDA maintained near-perfect accuracy, with rapid self-correction within one day, whereas the baseline RDA required several days of manual reconfiguration and assistance from the development team to resolve issues. These findings indicate that generative and adaptive automation can effectively reduce manual workload, minimize downtime, and maintain high data integrity across heterogeneous systems. By integrating adaptive learning, semantic validation, and human-in-the-loop oversight, the AI-ERDA framework advances sustainable digital transformation and reinforces transparency, trust, and accountability in healthcare data management.
- 29 November 2025
- Published by MDPI AG in Technologies
- Vol. 13 (12) , 558
Open AccessA Generative AI-Enhanced Robotic Desktop Automation Framework for Multi-System Nephrology Data Entry in Government Healthcare Platforms
This study introduces a Generative AI-Enhanced Robotic Data Automation (AI-ERDA) framework designed to improve accuracy, efficiency, and adaptability in healthcare data workflows. Conducted over a two-month, real-world experiment across three government health platforms—one web-based (NHSO) and two PC-based systems (CHi and TRT)—the study compared the performance of AI-ERDA against a conventional RDA system in terms of usability, automation accuracy, and resilience to user interface (UI) changes. Results demonstrated notable improvements in both usability and reliability. The AI-ERDA achieved a mean System Usability Scale (SUS) score of 80, compared with 68 for the traditional RDA, while Field Exact Match Accuracy increased by 1.8 percent in the web system and by 0.2 to 0.3 percent in the PC systems. During actual UI modifications, the AI-ERDA maintained near-perfect accuracy, with rapid self-correction within one day, whereas the baseline RDA required several days of manual reconfiguration and assistance from the development team to resolve issues. These findings indicate that generative and adaptive automation can effectively reduce manual workload, minimize downtime, and maintain high data integrity across heterogeneous systems. By integrating adaptive learning, semantic validation, and human-in-the-loop oversight, the AI-ERDA framework advances sustainable digital transformation and reinforces transparency, trust, and accountability in healthcare data management.
- Top Cited PapersOpen Access
- 3 March 2025
- Published by MDPI AG in Informatics
- Vol. 12 (1) , 27
Gamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning
Virtual museums powered by virtual reality (VR) technology serve as innovative platforms for cultural preservation and education, combining accessibility with immersive user experiences. While gamification has been widely explored in educational and entertainment contexts, its impact on user experiences in virtual cultural heritage museums remains underexplored. Prior research has focused primarily on engagement and enjoyment in gamified virtual environments but has not sufficiently distinguished between hedonic (pleasure-driven) and eudaimonic (meaning-driven) experiences or their impact on learning outcomes. This study aims to address this gap by comparing gamified and non-gamified virtual museum designs to evaluate their effects on hedonic and eudaimonic experiences, knowledge acquisition, and behavioral engagement. Using a quasi-experimental approach with 70 participants, the findings indicate that gamification significantly enhances hedonic experiences, including enjoyment, engagement, and satisfaction, while fostering prolonged interaction and deeper exploration. However, eudaimonic outcomes such as personal growth and reflection did not exhibit statistically significant differences. These results underscore the potential of gamified VR environments to balance entertainment and educational value, offering insights into user-centered design strategies for virtual museum systems that bridge technology, culture, and engagement.
- 3 March 2025
- Published by MDPI AG in Informatics
- Vol. 12 (1) , 27
Top Cited PapersOpen AccessGamification in Virtual Reality Museums: Effects on Hedonic and Eudaimonic Experiences in Cultural Heritage Learning
Virtual museums powered by virtual reality (VR) technology serve as innovative platforms for cultural preservation and education, combining accessibility with immersive user experiences. While gamification has been widely explored in educational and entertainment contexts, its impact on user experiences in virtual cultural heritage museums remains underexplored. Prior research has focused primarily on engagement and enjoyment in gamified virtual environments but has not sufficiently distinguished between hedonic (pleasure-driven) and eudaimonic (meaning-driven) experiences or their impact on learning outcomes. This study aims to address this gap by comparing gamified and non-gamified virtual museum designs to evaluate their effects on hedonic and eudaimonic experiences, knowledge acquisition, and behavioral engagement. Using a quasi-experimental approach with 70 participants, the findings indicate that gamification significantly enhances hedonic experiences, including enjoyment, engagement, and satisfaction, while fostering prolonged interaction and deeper exploration. However, eudaimonic outcomes such as personal growth and reflection did not exhibit statistically significant differences. These results underscore the potential of gamified VR environments to balance entertainment and educational value, offering insights into user-centered design strategies for virtual museum systems that bridge technology, culture, and engagement.
- 28 February 2025
- Published by World Scientific Pub Co Pte Ltd in International Journal of Computational Intelligence and Applications
- Vol. 24 (02)
Deepfake Video Detection: A Novel Approach via NLP-Based Classification
Nowadays, the Deepfake technology is mainly used to harm people’s reputations and can trick the face recognition system by swapping faces between people, raising significant security concerns. Thus, methods for detecting Deepfake are crucial. The recent methods for Deepfake detection have performed well in distinguishing real content from fake content. Some research employed the Transformer technique, commonly used in natural language processing (NLP), to enhance performance. Therefore, this paper proposes a novel deepfake detection method that transforms extracted features into words and utilizes NLP techniques for deepfake classification. We employed a fine-tuned pre-trained Convolutional Neural Network (CNN) model to extract features from the face images in the videos. These extracted features are labeled based on grouping methods, such as mean and standard deviation (SD). Tokenization and classification are then performed using Long Short-Term Memory (LSTM) and Recurrent Neural Network (RNN). Additionally, Bidirectional Encoder Representations from Transformers (BERT) is used as another tokenizer and classifier to compare the performance of deepfake detection between the traditional model and the NLP model. The result states that the method using BERT as a tokenizer and classifier with Mean and SD grouping method shows better efficiency, achieving 99.57% on the Roc Curve, 99.58% Accuracy, 99.18% Precision, 100.00% recall, and 99.59% F-measure.
- 28 February 2025
- Published by World Scientific Pub Co Pte Ltd in International Journal of Computational Intelligence and Applications
- Vol. 24 (02)
Deepfake Video Detection: A Novel Approach via NLP-Based Classification
Nowadays, the Deepfake technology is mainly used to harm people’s reputations and can trick the face recognition system by swapping faces between people, raising significant security concerns. Thus, methods for detecting Deepfake are crucial. The recent methods for Deepfake detection have performed well in distinguishing real content from fake content. Some research employed the Transformer technique, commonly used in natural language processing (NLP), to enhance performance. Therefore, this paper proposes a novel deepfake detection method that transforms extracted features into words and utilizes NLP techniques for deepfake classification. We employed a fine-tuned pre-trained Convolutional Neural Network (CNN) model to extract features from the face images in the videos. These extracted features are labeled based on grouping methods, such as mean and standard deviation (SD). Tokenization and classification are then performed using Long Short-Term Memory (LSTM) and Recurrent Neural Network (RNN). Additionally, Bidirectional Encoder Representations from Transformers (BERT) is used as another tokenizer and classifier to compare the performance of deepfake detection between the traditional model and the NLP model. The result states that the method using BERT as a tokenizer and classifier with Mean and SD grouping method shows better efficiency, achieving 99.57% on the Roc Curve, 99.58% Accuracy, 99.18% Precision, 100.00% recall, and 99.59% F-measure.
- 29 August 2023
- Published by Springer Nature
- p. 38-48
An Improvement of Data Flow for Business Intelligence: Royal Project Foundation Case Study
- 29 August 2023
- Published by Springer Nature
- p. 38-48
An Improvement of Data Flow for Business Intelligence: Royal Project Foundation Case Study
- 24 August 2023
- Published by Springer Nature
- p. 42-51
An Empirical Study on Min-Max External Ties to Improve Decentralized Social Graph Ranking Performance
- 24 August 2023
- Published by Springer Nature
- p. 42-51
An Empirical Study on Min-Max External Ties to Improve Decentralized Social Graph Ranking Performance
- 24 August 2023
- Published by Springer Nature
- p. 159-169
Data System Architecture: Royal Project Foundation Case Study
- 24 August 2023
- Published by Springer Nature
- p. 159-169
Data System Architecture: Royal Project Foundation Case Study
- Open Access
- 11 December 2019
- Published by University North in Tehnički glasnik
- Vol. 13 (4) , 275-279
A graph-based algorithm for interpersonal ties clustering in signed networks
Social ties are formed as a result of interactions and individual preferences of the people in a social network. There are two opposite types which are interpreted as friendship vs. enmity or trust vs. distrust between people. The aforementioned social network structure can be represented by a signed graph, where people are the graph’s vertices and their interactions are graph’s edges. The edges can be positive and negative signs. To determine trustworthiness, this paper considers the problem of a signed graph partitioning with minimizing the sum of the negative edge's weight and balanced size of its clusters. An efficient algorithm to solve such a problem is proposed. The experimental results show that the proposed algorithm outperforms in terms of the execution times and the accuracy within the given bounds.
- 11 December 2019
- Published by University North in Tehnički glasnik
- Vol. 13 (4) , 275-279
Open AccessA graph-based algorithm for interpersonal ties clustering in signed networks
Social ties are formed as a result of interactions and individual preferences of the people in a social network. There are two opposite types which are interpreted as friendship vs. enmity or trust vs. distrust between people. The aforementioned social network structure can be represented by a signed graph, where people are the graph’s vertices and their interactions are graph’s edges. The edges can be positive and negative signs. To determine trustworthiness, this paper considers the problem of a signed graph partitioning with minimizing the sum of the negative edge's weight and balanced size of its clusters. An efficient algorithm to solve such a problem is proposed. The experimental results show that the proposed algorithm outperforms in terms of the execution times and the accuracy within the given bounds.
- 1 January 2015
- Published by Springer Nature
- p. 257-266
An Algorithm for Min-Cut Density-Balanced Partitioning in P2P Web Ranking
- 1 January 2015
- Published by Springer Nature
- p. 257-266
An Algorithm for Min-Cut Density-Balanced Partitioning in P2P Web Ranking