Teerawat Kamnardsiri

Dr. Teerawat Kamnardsiri

Chiang Mai University, Chiang Mai, Thailand
orcid

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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KPKochaphan Phirom
Kochaphan Phirom
Teerawat KamnardsiriTeerawat Kamnardsiri
Teerawat Kamnardsiri
SSSomporn Sungkarat
Somporn Sungkarat
Physical and cognitive declines are significant risk factors for falls. Promising evidence suggests that combined physical-cognitive training would be an effective fall risk reduction and cognitive improvement intervention. However, a limited number of studies have been conducted and findings have been inconclusive. This study investigated the effects of interactive physical-cognitive game-based training on the fall risk and cognitive performance of older adults. Forty participants were randomly allocated to the intervention (n = 20) and control (n = 20) groups. Participants in the intervention group performed a 1 h session, 3 times a week for 12 weeks of the interactive physical-cognitive game-based training program. Fall risk (Physiological Profile Assessment, PPA; and Timed Up and Go, TUG) and cognitive outcome (Montreal Cognitive Assessment, MoCA) were assessed at pre- and post-intervention. Thirty-nine participants (mean age = 69.81 ± 3.78 years) completed the study (97.5%). At the end of the trial, participants in the intervention group demonstrated significant improvement in the PPA fall risk score (p = 0.015), postural sway (p = 0.005), MoCA score (p = 0.001), and TUG-dual task (p = 0.045) compared to controls. In conclusion, the interactive physical-cognitive, game-based training was effective in reducing physiological fall risk and improving cognitive function in community-dwelling older adults.

1 February 2019 in Gait & Posture
Verified
Journal Article
Closed access
PPPaphawee Prupetkaew
Paphawee Prupetkaew
Vipul LugadeVipul Lugade
Vipul Lugade
Teerawat KamnardsiriTeerawat Kamnardsiri
Teerawat Kamnardsiri
PSPatima Silsupadol
Patima Silsupadol

27 October 2021 in JMIR Serious Games
Verified
Journal Article
Open access
Teerawat KamnardsiriTeerawat Kamnardsiri
Teerawat Kamnardsiri
KPKochaphan Phirom
Kochaphan Phirom
SBSirinun Boripuntakul
Sirinun Boripuntakul
SSSomporn Sungkarat
Somporn Sungkarat
Background: Declines in physical and cognitive functions are recognized as important risk factors for falls in older adults. Promising evidence suggests that interactive game-based systems that allow simultaneous physical and cognitive exercise are a potential approach to enhance exercise adherence and reduce fall risk in older adults. However, a limited number of studies have reported the development of a combined physical-cognitive game-based training system for fall risk reduction in older adults. Objective: The aim of this study is to develop and evaluate the usability of an interactive physical-cognitive game-based training system (game-based exercise) for older adults. Methods: In the development phase (Part I), a game-based exercise prototype was created by integrating knowledge and a literature review as well as brainstorming with experts on effective fall prevention exercise for older adults. The output was a game-based exercise prototype that covers crucial physical and cognitive components related to falls. In the usability testing (Part II), 5 games (ie, Fruits Hunter, Where Am I?, Whack a Mole, Sky Falls, and Crossing Poison River) with three difficulty levels (ie, beginner, intermediate, and advanced levels) were tested in 5 older adults (mean age 70.40 years, SD 5.41 years). After completing the games, participants rated their enjoyment level while engaging with the games using the Physical Activity Enjoyment Scale (PACES) and commented on the games. Descriptive statistics were used to describe the participants’ characteristics and PACES scores. Results: The results showed that the average PACES score was 123 out of 126 points overall and between 6.66 and 7.00 for each item, indicating a high level of enjoyment. Positive feedback, such as praise for the well-designed interactions and user-friendly interfaces, was also provided. Conclusions: These findings suggest that it is promising to implement an interactive, physical-cognitive game-based exercise in older adults. The effectiveness of a game-based exercise program for fall risk reduction has yet to be determined.

22 July 2019 in IEEE Journal of Biomedical and Health Informatics
Verified
Journal Article
Closed access
PSPatima Silsupadol
Patima Silsupadol
PPPaphawee Prupetkaew
Paphawee Prupetkaew
Teerawat KamnardsiriTeerawat Kamnardsiri
Teerawat Kamnardsiri
Vipul LugadeVipul Lugade
Vipul Lugade
As turns and walking speed modulation are crucial for functional mobility, development of a field-based tool to objectively evaluate non-steady-state gait is essential. This study aimed to quantify spatiotemporal gait using three Android smartphones during steady-state walking, turns, and gait speed modulation in laboratory and free-living environments. Twenty-four adults ambulated along a 10-m walkway in both environments under seven conditions: straight walking, 90-degree left or right turn, and modulating gait speed from usual-slow, usual-fast, slow-fast, and fast-slow. Two smartphones were attached to the body, with another phone placed in a shoulder bag. Gait velocity, step time, step length, cadence, and symmetry were computed from smartphone-based tri-axial accelerometers and validated with motion capture and video, in laboratory and free-living environments, respectively. Validity was assessed using Pearson's correlation and Bland-Altman analysis. Gait velocity results revealed moderate to very high validity across all walking conditions, smartphone models, smartphone locations, and environments. Correlations for gait velocity ranged between 0.87-0.91 and 0.79-0.83 for straight walking, 0.86-0.95 and 0.86-0.89 for turning, and 0.51-0.90 and 0.67-0.89 for speed modulation trials, in laboratory and free-living environments, respectively. Step time, step length, and cadence demonstrated high to very high correlations for straight walking and turns. However, symmetry results revealed high correlations only during straight walking in the laboratory. Conditions that included slow walking showed negligible to moderate validity with a high bias. In conclusion, smartphones can be employed as field-based devices to assess steady-state walking, turning, and speed modulation across environment, model, and placement when walking faster than 0.5m/s.

14 November 2022 in Sensors
Verified
Journal Article
Open access
PDF file
Teerawat KamnardsiriTeerawat Kamnardsiri
Teerawat Kamnardsiri
PCPhasit Charoenkwan
Phasit Charoenkwan
CMChommaphat Kanokwan Malang
Chommaphat Kanokwan Malang
Ratapol WudhikarnRatapol Wudhikarn
Ratapol Wudhikarn
Recent advancement in Deep Learning-based Convolutional Neural Networks (D-CNNs) has led research to improve the efficiency and performance of barcode recognition in Supply Chain Management (SCM). D-CNNs required real-world images embedded with ground truth data, which is often not readily available in the case of SCM barcode recognition. This study introduces two invented barcode datasets: InventBar and ParcelBar. The datasets contain labeled barcode images with 527 consumer goods and 844 post boxes in the indoor environment. To explore the influential capability of the datasets that affect recognition process, five existing D-CNN algorithms were applied and compared over a set of recently available barcode datasets. To confirm the model’s performance and accuracy, runtime and Mean Average Precision (mAP) were examined based on different IoU thresholds and image transformation settings. The results show that YOLO v5 works best for the ParcelBar in terms of speed and accuracy. The situation is different for the InventBar since Faster R-CNN could allow the model to learn faster with a small drop in accuracy. It is proven that the proposed datasets can be practically utilized for the mainstream D-CNN frameworks. Both are available for developing barcode recognition models and positively affect comparative studies.

29 October 2024 in JMIR Serious Games
Verified
Journal Article
Open access
Teerawat KamnardsiriTeerawat Kamnardsiri
Teerawat Kamnardsiri
SKSirintip Kumfu
Sirintip Kumfu
PMPeeraya Munkhetvit
Peeraya Munkhetvit
SBSirinun Boripuntakul
Sirinun Boripuntakul
SSSomporn Sungkarat
Somporn Sungkarat
Background: Declines in physical and cognitive function are natural biological processes, leading to an increased risk of falls. Promising evidence suggests that combined physical-cognitive exercise has beneficial effects in improving both physical and cognitive health. Although moderate-to-high exercise intensity is commonly recommended, it might be impractical for older adults facing physical limitations or contraindications. Thus, low-intensity exercise is a viable option. The main barriers to engaging in exercise in older adults include transportation, time, motivation, and enjoyment. To overcome these challenges, a home-based, gamification-based training system may provide an effective approach to enhance exercise adherence. Objective: This study aimed to develop and evaluate the usability of a low-intensity, gamification-based, interactive physical-cognitive exercise for older adults in a home-based setting. Methods: The prototype of a game-based physical-cognitive exercise was created following the ADDIE model (analysis, design, development, implementation, and evaluation) and assessed for user experience in older adults. A total of 15 older adults engaged in the game-based physical-cognitive exercise at home for 60 minutes per day, 3 days per week, for 4 weeks. The usability of the game-based training system was evaluated using the system usability scale (SUS) after completion of a 4-week training program. As for satisfaction, the 8-item Physical Activity Enjoyment Scale (PACES) questionnaire was used to assess participants’ enjoyment level after 1 week and 4 weeks of training. Descriptive statistics were used to illustrate the SUS score. A Wilcoxon signed-rank test was used to compare the PACES scores between the first week and the end of the 4-week period, with significance set at P<.05. Results: As for experts’ consensus, the game-based training consisted of 3 games: Ocean Diver, Road Runner, and Moving and Memorizing. The games had 3 levels of difficulty: beginner, intermediate, and advanced. A computer vision–based system was selected as the delivery platform for a home setting. The total SUS score for all participants was mean 87.22 (SD 5.76), indicating the user’s perception of the usability of a system ranging from good to excellent. At the end of the 4-week training, the total PACES score was significantly greater than the first week, suggesting an improvement in enjoyment (first week: mean 44.93, SD 3.99 vs fourth week: mean 50.53, SD 4.70; P=.001). Conclusions: The prototype of low-intensity, gamification-based, interactive physical-cognitive training was designed and developed using the ADDIE model, which included both experts and end users in the process. The findings showed that the exergame prototype was a usable and practical approach for a home-based setting, enhancing older adults’ enjoyment and motivation. Further research is warranted to determine the effectiveness of such gamification-based training in promoting physical and cognitive functions.