Buddha dev. (n.d.). Retrieved March 14, 2021, from http://www.chinabuddhismencyclopedia.com/
Cerncourier. (2010) The first capacitative touch screens at CERN. Retrieved March 28, 2021, from https://cerncourier.com/a/the-first-capacitative-touch-screens-at-cern/
Crawford, C. (1987). “Process Intensity”, Journal of Computer Game Design 1. Retrieved on October 19, 2018 from www.erasmatazz.com/library/the-journal-of-computer/jcgd-volume-1/process-intensity.html
Cronbach, L. J. (1990). Essentials of psychological testing (5th ed.). New York : Harper Collins Publishers.( pp.202-204)
Fleming, N. (2014) “The VARK modalities”. vark-learn.com. Retrieved 16 December 2018.
Godart, C. (November 2013). “Tezuka Osamu’s Circle of Life: Vitalism, Evolution, and Buddhism”. Mechademia. 8 (1): 34–47
Jahn, M. (2017). Narratology: A Guide to the Theory of Narrative. English Department, University of Cologne.
Kandel, E., Schwartz, J., & Jessell, T. (2000). Principles of neural science. New York: McGraw-Hill.
Karnchanapayap, G. (2019). VR Animation: The New Transformation of Storytelling. Paper presented at IEEE VR 2019 2nd IEEE Workshop on Animation in Virtual and Augmented Environments (ANIVAE-2019) in Osaka, Japan.
Kickstarter. (2018). A Brief History of Oculus, from Day Zero to Day One. Retrieved March 10, 2020 from https://medium.com/kickstarter/a-brief-history-of-oculus-from-day-zero-to-day-one-8878aae002f8
Koetsier, J. (2016). The fourth transformation: Augmented reality & artificial intelligence. Retrieved March 14, 2021, from https://www.forbes.com/sites/johnkoetsier/2016/12/12/the-fourth-transformation-augmented-reality-artificial-intelligence/?sh=734ce5c22f63
Lee, S. J., & Reeves, T. C. (2007). Edgar Dale: A significant contributor to the field of educational technology. 47(6), 56.
Library of Congress. (n.d.). Gandhara scroll. Retrieved March 13, 2021, from https://www.loc.gov/resource/asianscd.2018305008/
Peel, M. (n.d.). Retrieved March 13, 2021, from http://www.mikepeel.net/
Moldovan, A. (2019). Ancient manuscripts BRING buddha one step closer. Retrieved March 13, 2021, from https://www.abc.net.au/news/2019-06-16/bark-scrolls-bring-scholars-one-step-closer-ancient-words-buddha/11203272
Myers, B. “A Brief History of Human Computer Interaction Technology.” ACM interactions. Vol. 5, no. 2, March, 1998. pp. 44-54.
Oppen, B. (2018). Graeco-Buddhist art - The gandhara connection. Retrieved March 13, 2021, from https://www.ancientworldmagazine.com/articles/graeco-buddhist-art-gandhara-connection/
Payatagool, C. (2008). Theory and Research in HCI: Morton Heilig, Pioneer in Virtual Reality Research. Retrieved January 29, 2020, fromhttp://www.telepresenceoptions.com/2008/09/theory_and_research_in_hci_mor/
Poetker, B. (2019). The Very Real History of Virtual Reality (+A Look Ahead) Retrieved January 29, 2020, from https://learn.g2.com/history-of-virtual-reality
Rawson, J. (1992). The British museum book of Chinese art. London: Published for the British Museum by the British Museum Press.
Scoble, R., Israel, S., & Vaynerchuk, G. (2017). The fourth transformation how augmented reality & artificial intelligence will change everything. S.l.: Patrick Brewster press.
Smith J., & Smith L. (2017) Time spent viewing art and reading labels. Psychology of Aesthetics, Creativity, and the Arts 11(1), pp. 77-85.
Soriano, V. (2018). VR. Retrieved March 16, 2021, from https://vicentesoriano.medium.com/vr-c6594591b5a2
Wagner, R. W. (1970). “Edgar Dale: Professional.”. Theory Into Practice. Taylor & Francis, Ltd. Vol. 9.
สุชีพ ปุญญานุภาพ. (1987). พระไตรปิฎกฉบับสำหรับประชาชน. กรุงเทพฯ : โรงพิมพ์มหามกุฏราชวิทยาลัย.