/ ResearchTwo tracks, one mission: creative media as an evidence-based intervention, for people’s health and for the cultures they carry.
Immersive media for health.
Animation, virtual reality and games that improve health outcomes for children and adolescents, tested with clinical partners.
- 2013–2018
Animation for paediatric cancer patients
Doctoral research: animated content reduces anxiety during venipuncture in hospitalised children with cancer. Clinical study with 30 cases at Siriraj Hospital; published in the Journal of Urban Culture Research (Scopus, 2023).
- 2026–2027
VR social skills for adolescents with ASD
Year 1 develops a VR tool for social learning at KMUTT; year 2 validates it with patient groups at Siriraj Hospital. First findings on character and motion design presented in 2026.
- Planned
Sinsamut narrative exergame
A story-driven exergame for childhood obesity and diabetes prevention through Thai mythology and physical activity.
Clinical partner: Siriraj Hospital, Mahidol University
Cultural heritage through media.
Southeast Asian heritage translated into animation, VR and games: from Lanna applied art to the Mekong civilisations and the ancient cities of Dvaravati.
- 2014
Animation design through Lanna applied art
Lanna art forms, motifs and the craft of a lantern-making village translated into animated storytelling, resulting in the short film Bua Tong.
- 2024–2025
Animation from Mekong civilisations
Animated films drawn from the art, culture and beliefs of the Mekong River basin, starting with the animated short Nakee (2025).
- Planned
Dvaravati VR: breathing life into ancient cities
Immersive VR reconstruction of the Dvaravati-period cities of Khu Bua and Khao Ngu for cultural learning.
- Planned
KanKraw: culture as mechanics
A full game extending the Mekong animation, where Isan and Mekong cultural practices become game mechanics.
Heritage scope: Lanna → Mekong / Isan → Dvaravati, expanding across mainland Southeast Asia
