
In the world of blood donation, there are 2 types of people: those who donate blood and those who don't. Most campaigners emphasize how to persuade more people to donate blood and recruit more new blood donors. We believe that even though such focus is important, there're more critical aspects that might have been neglected, which is: for those who have already made up their minds to be blood doners, will they be successful in donating when the time comes? According to our studies, only 63 % of attempted doners are successful. Regrettably, 37 % has to go home disappointed as their bodies are not fit for the conditions required by Red Cross medical staff at blood donation centers (which include some most basic preparations such as low-fat food intake and 8-hours sleep on the night before). Our campaign, ‘Blood in Need, Buddy Indeed’, focuses on 2 aspects. Firstly, to persuade more people to donate blood. Secondly, for those who have made up their minds to donate blood, we will provide necessary support (both body and mind) so that they are fully prepared and successful in donating blood when the time comes via networks of systems, staffs and the newly designed and prototype of the application ‘Blood D’. Our campaign covers the whole ‘before/during/after’ experience of users (as blood doners). Support includes assessment of their current condition whether they are within the requirement of Red Cross Blood Bank. ‘Blood D’ will also provide relevant information on blood donating events, such as locations, and time booking. Once sign-up, the application “Blood D” will sent friendly reminder and clear infographic on how to prepare their bodies as daily notifications during the 7 days countdown. This is to ensure that the users’ blood will be ‘D’ (homophone of the Thai word ‘ดี’ which mean ‘good’ and at the same time playing on the word ‘ Buddy’) or be the ‘good blood’ that can save lives for those in need. After organizing 4 blood donation events both within and outside the KMITL. The numbers of successful blood doners have increased from 63 % to 78 % (this number is the average of 4 events, with the most successful event of 89%). The campaign has won the first runner up in national blood donation campaign competition. It is highly anticipated that once the application “Blood D” is fully launched, it will help increase the amount of blood collected up to 15% with the same numbers of existing doners.
ในวิกฤตของการขาดแคลนเลือด เป็นอุปสรรคสำคัญต่อการรักษาผู้ป่วยที่ต้องการเลือด การบริจาคเลือดจึงเป็นสิ่งที่สำคัญอย่างยิ่งในการช่วยชีวิตผู้ป่วยที่ต้องการเลือด แต่ปัจจุบันยังคงมีปัญหาเกี่ยวกับปริมาณเลือดที่ไม่เพียงพอต่อความต้องการของผู้ป่วย ซึ่งมีสาเหตุหลายอย่าง ได้แก่ ความไม่พร้อมของผู้บริจาคเลือด ทั้งในด้านร่างกายและจิตใจ การขาดความรู้เกี่ยวกับการเตรียมความพร้อมก่อนการบริจาคเลือด การละเลยข้อห้ามสำคัญ หรือความกังวล รวมถึงความกลัว และการมีประสบการณ์ที่ไม่ดีจากการบริจาคเลือด ซึ่งสาเหตุต่าง ๆ ที่กล่าวมา ล้วนเป็นอุปสรรคที่ส่งผลให้การบริจาคเลือดไม่เป็นผลสำเร็จ และนำไปสู่ปัญหาของการขาดแคลนเลือด ดังนั้นคณะผู้จัดทำโครงการจึงเล็งเห็นปัญหาที่เป็นอุปสรรคต่อความสำเร็จในการบริจาคเลือด นำไปสู่การออกแบบแอพพลิเคชั่นที่ช่วยเตรียมความพร้อมด้านร่างกายและจิตใจสำหรับผู้ที่ต้องการบริจาคเลือด เพื่อให้ผู้ที่ต้องการบริจาคเลือดมีความพร้อมสำหรับการบริจาคเลือดมากที่สุด ซึ่งไม่เพียงเป็นการช่วยเพิ่มอัตราความสำเร็จให้กับการบริจาคเลือด แต่ยังช่วยสร้างความมั่นใจให้กับผู้ที่ต้องการบริจาคเลือด และส่งเสริมให้เกิดการบริจาคเลือดเพิ่มมากขึ้นอีกด้วย

คณะสถาปัตยกรรม ศิลปะและการออกแบบ
This research focuses on transforming waste materials from a micro-pile industrial establishment into value-added products through the Upcycle design process, guided by the principles of creative innovation and the 3Rs resource efficiency framework. The study aims to investigate the types and potential of discarded materials for creative product development, resulting in distinctive household and decorative items designed within the constraints of available technology and in-house craftsmanship. The outcomes were achieved through collaborative work among the industrial establishment, metal craftsmen, and the community as end users, leading to prototype products with viable commercial potential. Furthermore, the project serves as a knowledge transfer platform from academic institutions to the industrial sector, providing a practical guideline for entrepreneurs, designers, and start-ups interested in developing new products from waste materials in a creative and sustainable manner.

คณะอุตสาหกรรมอาหาร
The study investigated the extraction of astaxanthin-rich oil from shrimp waste biomass, a valuable byproduct rich in functional lipids and proteins. Wet rendering has long been an inexpensive method to extract oil, however the high temperatures and long cooking times negatively affect the amount of astaxanthin. On the other hand, the study looked into employing deep eutectic solvent as a green solvent and combining a wet rendering process with high-shear homogenization and high-frequency ultrasound-assisted extractions. DES-UAE at 60% amplitude and wet rendering at 60 °C were found to be the ideal conditions, as were DES-HAE at 13,000 rpm and wet rendering at 60 °C. With a notable increase in oil yields of 16.80% and 20.12%, respectively, and improved oil quality (lower acid and peroxide values) in comparison to the conventional wet rendering, experimental validation validated the effectiveness of the DES-HAE and DES-UAE procedures. DES-UAE notably raised the amount of astaxanthin. This study demonstrates that DES-HAE and DES-UAE are quicker, lower-temperature substitutes for obtaining premium, astaxanthin-rich shrimp oil, resulting in more effective use of this priceless byproduct.

คณะเทคโนโลยีสารสนเทศ
KinderForest : Puzzle Building Game with VR Technology is designed to utilize Virtual Reality (VR) technology with the primary aim of promoting creative problem-solving skills and basic practical application abilities among players. This project presents the game in an Augmented Virtual Reality (AR VR) format, emphasizing physical engagement of players during gameplay while fostering creativity and fundamental application skills. The project team has chosen to utilize Unreal Engine 5.1 and Oculus Quest 2 virtual reality glasses to develop the game in the form of augmented virtual reality technology. Within the game, there will be various levels that require creative thinking and different approaches to pass. Time constraints will be a crucial element in completing missions and progressing through these levels. Players will physically move their bodies in response to in-game movements. Each level will present unique challenges that will necessitate both physical movement and problem-solving skills. The game will provide different rewards based on the outcomes of mission completion, and players will be informed of their results once they have successfully passed a level.