プージャナー パリヤワン
Pujana Paliyawan
Last updated 2018 (last year of PhD)
Last updated 2022
Interests
AI
Most research projects in which I participated centered around the development of intelligent systems. Proficiency lies in designing AI algorithms to leverage data, with expertise spanning search-based, simulation-based, and learning-based AI models.
Data Analytics
Data analytics is at the core of my skill set, encompassing various methods such as Statistics, Data Mining, and Deep Learning.
Data Science and Engineering
In the realm of intelligent systems, AI is the downstream while data analytics and data engineering serve as the midstream and upstream, respectively. Effective systems begin with well-designed databases and data flow, followed by thorough data analysis to uncover insights. Finally, AI mechanisms are implemented for automated data utilization.
Entertainment and Interactive Media Development
I am well-versed in applications such as Serious Games, XR (VR, AR, MR), Health Monitoring Systems, Medical Diagnosis Systems, and Smart Environments, which provide ideal testbeds for AI research. - Human-Computer Interaction (HCI) is a critical aspect in the development of these applications. We consistently prioritize user experience design, often integrating skills from diverse fields, including the arts.
- Several projects have involved the application of techniques such as Human Movement and Behavior Analysis, Emotion Analysis (Affective Computing), and Natural Language Processing.
Cross-platform Application Development
Proficient in Full Stack (Web), Mobile, Windows, and Unity application development.
Business
Prior to venturing into the realm of research and acquiring expertise in data science, I earned income through online retailing, graphic design, web development, and investments.
Works
Research Experience
More than 65 research papers have been published.
App Development
These are apps I developed in my spare time as learning projects for various programming languages. There are a total of 9 apps available on Google PlayStore, 9 on Huawei App Gallery, 5 on iOS AppStore, 9 on the Microsoft Store, 1 on the Mac App Store, and 4 web-based apps hosted on my website.
[TBA]
Records
Academic Publications
Apps on Stores
“A year spent in artificial intelligence is enough to make one believe in God.”
Alan Perlis.
AI and Technical Game Research
For artificial intelligence researchers, video games offer an ideal testing ground due to several distinct advantages. Games present a self-contained problem space where all possible events, variables, and outcomes are known. Additionally, they allow for the generation of large data sets through randomized gameplay, with deterministic outcomes thanks to their predictable and controlled environments [towardsdatascience.com]. Throughout the history of AI, many powerful algorithms were initially developed and tested within the realm of games before being adapted for broader applications. This is why I chose to deepen my understanding of advanced AI techniques through technical game research.
I had the privilege of working at the Intelligent Computer Entertainment Lab (ICE Lab) at Ritsumeikan University, a renowned laboratory recognized for its contributions to technical game research [kmjn.org/game-rankings]. My involvement included several projects exploring the applications of games and entertainment media. In my own research, I focused on developing game AI, analyzing human movement (motion analysis), bio-information (health assessment), and behavior (behavioral modeling). Some of these projects involved implementing AI based on the Monte Carlo Tree Search (MCTS) algorithm, which also powered AlphaGo. Other projects centered around analyzing and recognizing player behavior to induce behavior changes, enhancing both the user experience and overall well-being.
Within this academic domain, I have undertaken various roles, including:
- Part-time lecturer teaching “Theory of AI” and “AI for Games,” providing hands-on training at Bangkok University since 2018.
- Technical Committee member for Entertainment and Gaming (ENT)
- Member of the Ritsumeikan Center for Game Studies
- Program committee member for the IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH) from 2019 to 2021
- Organizing member of the Fighting Game AI Competition at the IEEE Conference on Games (CoG, formerly CIG) from 2016 to 2021, a premier conference in the field of game AI
- Organizing committee member, Webmaster, Graphic Designer, and Special Session Chair at IEEE CoG 2020
- TPC member for the IEEE 8th Global Conference on Consumer Electronics (GCCE) in 2019 and 2020
- Reviewer for numerous journals and conferences to date.
HCI, Natural-Language Processing, and Motion Analysis
Human–Computer Interaction (HCI) is a research field focused on the design and use of computer technology, specifically the interfaces between humans and computers. Its main goal is to study how people interact with computers and to create technologies that foster innovative ways of human-computer interaction.
Natural Language Processing (NLP) enables machines to communicate in human language and perform a wide range of language-related tasks. NLP allows computers to read text, understand speech, interpret language, analyze sentiment, and identify key components of communication. While NLP primarily focuses on text and speech analysis, it also involves studying non-verbal communication, such as body language, one of the oldest and most fundamental forms of human interaction.
Human Motion Analysis provides machines with the ability to understand human movement, recognize patterns in human actions, and assess physical activity and behavior. It has become an essential tool in areas such as medicine, sports, video surveillance, physical therapy, and kinesiology. Human motion analysis can be divided into three primary categories: human activity recognition, motion tracking, and the study of body and body-part movements.
My Background: My doctoral thesis, titled “Intelligent Middleware for Healthy Motion Gaming,” introduced a universal middleware interface that allows users to control existing computer applications using body movements as input. This interface transformed standard Windows games into motion-based games and has been adopted in multiple research studies. To simplify the process of adding new motions, I proposed a novel method for motion segmentation and recognition, along with mechanisms for health monitoring and user movement behavior analysis.
Beyond full-body motion control, I have contributed to several projects involving natural-language user interfaces, including those based on text, speech, hand gestures, facial expressions, and even singing. Many of these projects focused on analyzing human emotions through facial expressions, behavior, or sentiment extracted from text and voice.
Further Insights into HCI: I have a passion for traveling, particularly to museums and art exhibitions, including digital art and light displays. My travels have taken me to nearly 30 prefectures in Japan and Korea, as well as prominent museums in London, such as the British Museum. These experiences have shown me how digital technology and entertainment media can enhance tourism, promote cultural heritage, and create new forms of tourist attractions. I have a strong interest in projects that leverage digital technology to enrich the visitor experience at tourist sites and exhibitions.
Health Monitoring System
Health monitoring systems provide alternatives to traditional healthcare by reducing costs, improving treatment processes, and enabling remote healthcare services.
My master’s thesis, titled “Office Worker Syndrome Monitoring Using Kinect,” proposed a system designed to mitigate health risks for office workers who spend long hours at computers. The system used data mining classification models to detect extended sitting periods and mathematical models to identify unhealthy postures. This study involved the development of algorithms to assess health risk levels, design health data visualization dashboards, and generate health summary reports. Additionally, a microcontroller device was created to serve as a health monitoring assistant for system users. The project was presented at two international conferences, showcased during a campus visit by members of the Ministry of Information and Communication Technology of Thailand, and featured on national television on the ScienceTech program on ThaiPBS TV on May 15, 2014.
More than half of the papers I published with the ICE Lab focused on health promotion through video games and entertainment media. Games for Health (G4H) is an emerging field that examines the potential of video games in promoting health, a topic that continues to gain significant attention. In our lab, we address health in its entirety, as defined by the World Health Organization, which includes physical, mental, and social well-being [WHO, 1948]. Our research has explored the use of games to address issues such as depression, dementia, and the assessment of driving abilities in post-stroke patients (in collaboration with hospitals).
Towards Metaverse (VR, MR, AR Technologies)
Virtual reality (VR), augmented reality (AR), and mixed reality (MR) represent emerging technologies that leverage various forms of digital immersion and overlays onto the real world, providing users with interactive experiences. VR immerses users in simulated environments that can mimic or diverge from reality. AR offers an interactive experience within the real world, enhancing real-world objects with computer-generated perceptual information across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory inputs. MR combines the real and virtual worlds, creating new environments and visualizations where physical and digital objects coexist and interact in real time. Furthermore, extended reality (XR) serves as an umbrella term encompassing all real and virtual environments, including VR, AR, and MR.
Our laboratory has contributed numerous papers to the IEEE Global Conference on Consumer Electronics (GCCE) within the “Virtual Reality and Monitoring for Health and Safety” sessions over several years. Some of these contributions include “Piano Learning Application with Feedback Provided by an AR Virtual Character” and “Virtual Reality Fire Evacuation Training in 3D Virtual Worlds.” As a Technical Program Committee (TPC) member of GCCE, I have reviewed several papers in this area. Additionally, I served as the chair for the “Virtual Reality Paper Session” at MIG 2021 – The 14th Annual ACM SIGGRAPH Conference on Motion, Interaction, and Games, which is a premier conference for interactive applications.
Data Analytics
Data is undoubtedly one of the most invaluable and influential assets in today’s modern world. With this belief, I have cultivated a profound interest in the design of systems for data collection and utilization. My expertise extends across various facets of data analysis, encompassing a diverse range of techniques such as statistical tests, data mining, machine learning, and deep learning. I possess comprehensive skills in designing databases, constructing data pipelines, developing machine learning algorithms, and generating comprehensive reports—essentially, I specialize in designing the entire data ecosystem.
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- My journey with data analysis began early, as I earned the 1st Runner-up award in the “IT Champion 2008: Data Analysis and Presentation Using SPSS” competition while pursuing my bachelor’s degree at the Vincent Mary School of Science and Technology. My proficiency with SPSS dates back to my high school days. Subsequently, I delved into the realm of statistics during my bachelor’s studies and advanced statistics during my research work. During my tenure at Ritsumeikan, I provided guidance to research students on the intricacies of designing systems for data collection, determining the necessary data for experiments, and selecting appropriate methods for data analysis.
- During my master’s studies, my supervisor, an esteemed expert in data mining, mentored me in various data mining techniques. Classification played a central role in my master’s thesis, where I refined my skills in this area.
- I also developed significant expertise in database technology throughout my academic journey. I enrolled in several database courses and gained practical experience, becoming well-versed in database and data pipeline design. My experience covers databases such as MySQL, Firebase, IBM Db2, and XML databases. Additionally, I honed my skills in advanced SQL commands and query optimization through elective courses during my master’s studies, applying them to real-world applications.
My experience extends across a broad spectrum of data types, including:
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- Log data from games and entertainment systems.
- Data related to human movement, emotions (extracted via facial expressions, brainwaves, etc.), biosignals, and health-related information.
- Data from retail businesses, e-learning systems, real estate, and stock markets.
- Image data analysis.
- Text and audio/speech data analysis for sentiment analysis.
Graphic Design and Arts
Before I began focusing on programming in the third year of my bachelor’s degree, my expertise revolved around computer graphic design, web development, and online retailing. I received a scholarship for my studies as the 1st Runner-up in the “YM Academic Competition 2007: Creation of Music Video for the Songs Composed by His Majesty King Bhumibol Adulyadej” (for an animated music video using Flash 8). My journey in web development started in middle school, where I developed skills in computer graphics, animation, and video editing. Throughout my school years, I participated in numerous national competitions focused on Flash animation, video production, and multimedia-related projects.
Art Skills: My skills extend to website development and freelance advertising design, with strong proficiency in the Adobe Suite, particularly Photoshop, Audition, and Premiere Pro. I also have a degree of artistic drawing ability and frequently create graphics and advertisements for my apps and websites. Additionally, I am a Line Creator with a passion for audio and video editing, managing YouTube channels. My love for travel and photography has led to the publication of my work on platforms such as Shutterstock, AdobeStock, and iStock, as well as on my travel blog. Playing musical instruments has been a cherished hobby and stress reliever since childhood. I also use music composition applications and have mentored students in research projects on generating music and musical commentary using AI techniques.
Hobbies: I have a wide range of hobbies and a deep interest in diverse areas of knowledge, which makes exploration itself a hobby. My interests include art, history, literature, philosophy, psychology, criminology, and social sciences. While these fields may seem distinct, I believe they are interconnected. Understanding one often requires insight into others. For example, film studies—an art form—offer lessons in storytelling, cinematography, allegory, and symbolism, but applying these to areas like game development requires knowledge of history, culture, and psychology. I pursue these hobbies not only for personal enjoyment but also to integrate cross-domain knowledge with digital technology, fostering the creation of innovative products.
It’s important to recognize that game and entertainment media development blends both art and science. Often, knowledge from fields beyond data or computer science is crucial. In my work, cross-domain knowledge is essential for designing immersive content, crafting rich user interfaces, and enhancing user experiences. Building an exceptional system involves more than just technical prowess; it requires insights from psychology, cultural studies, and other disciplines. By blending artistic skills with data science, we can create more engaging interactive media. I believe that a successful system should not only feature advanced mechanisms and powerful AI but also seamless narratives, harmony among elements, and user-friendly interfaces for intuitive human-computer interaction.
Business and Investment
“My doctoral degree is in Engineering, my master’s is in Science, and my bachelor’s is in Business. This unique combination gives me a comprehensive understanding of business, empowering me to leverage data in building effective systems.”
I hold a Bachelor of Business Administration (BBA) with a major in Business Information Systems (BIS) from Assumption University of Thailand (AU). Through this program, I developed essential business skills in areas such as finance, accounting, and marketing. My focus was on e-commerce and data analysis for marketing, and I gained practical experience in investment along the way.
There were several key factors that initially led me to pursue a degree in business. In high school, I was awarded two scholarships offering different paths for my bachelor’s studies at AU: one for BBA and another for a Bachelor of Science in Information Technology. I chose the BBA program because of AU’s strong reputation as Thailand’s premier business school with a comprehensive English curriculum. At the time, I was drawn to the rapidly growing field of e-commerce and pursued online retailing as a hobby. BIS seemed like the ideal major to equip me with the knowledge and skills needed to succeed in this evolving business landscape. Additionally, this was the era of online stock trading and the early stages of various investment funds, which sparked my interest in finance and accounting—foundational pillars of business. I believed that understanding investment principles, such as analyzing company financials and mastering funding mechanisms, would be invaluable long term. Throughout my studies, I refined my ability to use data for business applications and became proficient in programming across multiple platforms, including desktop, mobile, web, and microcontrollers. I completed my bachelor’s degree with honors in just three and a half years.
With the belief that data analytics and AI would drive the future, I decided to pursue both master’s and doctoral degrees in this field. My bachelor’s education provided me with crucial business insights and the skills to utilize data for business optimization. My master’s studies further deepened my expertise in advanced data analysis for more effective data-driven strategies, while my doctoral research focused on applying data analysis techniques to create artificial intelligence, ultimately developing fully automated data ecosystems.
“We must design for the way people behave, not for how we would wish them to behave.”
Donald A. Norman