Clark Raven B. Maranan
Associate3D Artist at Educational Innovation and Technology Hub, FEU Institute of Technology
Santa Maria, Bulacan · FEU Institute of Technology
Personal Information
Short Biography
3D Artist at Educational Innovation and Technology Hub, FEU Institute of Technology.
Skills
Hard Surface Modeling
Advanced (80%)
3D Sculpting
Competent (70%)
3D Model Texturing
Advanced (75%)
Adobe Photoshop
Beginner (60%)
Video Editing
Beginner (60%)
Educational Qualification

Tertiary · Aug 2018 - Feb 2023
Bachelor of Science in Information Technology
Animation and Game Development · FEU Institute of Technology
Work Experience

Full-time · Jan 2023 - Present (2 years and 6 months)
3D Artist at FEU Institute of Technology
Educational Innovation and Technology Hub

Internship · Sep 2022 - Dec 2022 (3 months)
3D Artist Intern at Invisible Hand Inc.
3D Department

Internship · May 2022 - Aug 2022 (3 months)
3D Artist Intern at FEU Institute of Technology
Educational Innovation and Technology Hub
Honors and Awards

Top Performing Student
Issued by FEU Institute of Technology on July 09, 2022
Licenses and Certifications

Adobe Certified Professional in Visual Design using Adobe Photoshop
Issued by Adobe on May 28, 2024

CG Creator Certification
Issued by Game Developers Association of the Philippines on November 27, 2023

Autodesk Certified User in Maya
Issued by Certiport on March 11, 2022
Seminars and Trainings

Attendee
Mastering 5S: Enhancing Workplace Efficiency and Organization
Awarded by FEU Tech Quality Assurance Office on September 23, 2024
View Credential
Attendee
AI in the Workplace: Practical Applications for Educators and Associates to Improve Teaching and School Management
Awarded by Educational Innovation and Technology Hub on August 14, 2024
View Credential
Attendee
Be A Tamaraw Maniniyot: A Photography Workshop for Beginners
Awarded by FEU Institute of Technology on August 12, 2024
Organizations and Memberships

Educational Innovation and Technology Hub
3D Artist · January 03, 2023 - Present
Research Publications
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Conference Paper · 10.1145/3678726.3678739
Valentine's Day in the Metaverse: Examining School Event Celebrations in Virtual Worlds Using an Appreciative Inquiry ApproachProceedings of the 2024 8th International Conference on Education and Multimedia Technology, (2024), pp. 22-29
Educational institutions orchestrate a variety of in-school events and activities to enrich the student experience. Given their benefits, it is crucial to encourage student participation. With the recent advent of the metaverse, there is an opportunity to engage students due to their inclination toward adopting such technologies. However, the dynamics of celebrating school events within these virtual worlds remain largely unexplored. Our study sought to address this gap by examining school event celebrations in the metaverse through an appreciative inquiry approach. During Valentine's Day, we introduced a special edition of our educational metaverse (i.e., MILES Virtual World) tailored to celebrate the occasion. We discovered that conducting school events in the metaverse requires the integration of real-life social rituals to augment students' social experiences and foster a sense of community. Moreover, the need for realism and the mirroring of real-world traditions in virtual settings emerged as critical drivers for creating more emotionally satisfying and engaging user experiences. The challenge of encouraging student participation in physical events parallels the issue encountered in virtual worlds, where students may feel discouraged from participating if they do not observe their friends' presence within the metaverse. Our study also calls for collective engagement in shaping the virtual world to ensure more inclusive, engaging, and enriched educational metaverses. As we continue to navigate the evolving landscape of immersive digital environments, the insights gained from our research underscore the importance of collaboration, innovation, and student agency in shaping the future of education.

Conference Paper · 10.1109/TENCON61640.2024.10902707
Social Relationship Development in the Metaverse: The Roles of Embodiment, Immersion, and the Moderating Effect of CopresenceTENCON 2024 - 2024 IEEE Region 10 Conference (TENCON), (2024), pp. 1533-1536
Social relationships are important to human well-being and interaction. Recently, there has been growing interest in how they are formed in various digital media, including social media and video games. Amid the rise of digital engagement, the metaverse has emerged as an essential virtual environment for social interaction. Unfortunately, there is limited understanding of how social relationships are developed and maintained within the metaverse. In this study, we explored the dynamics of social relationship development in a metaverse world. Using a one-shot case study, we assessed the roles of immersion and embodiment, as well as the moderating effect of copresence, in building social relationships through multiple regression analysis. Our findings show that with higher levels of immersion and embodiment, the formation of social relationships in the metaverse is significantly improved. Copresence further intensifies these effects, which is indicative of its crucial role in virtual social interactions. These results indicate that enhancing the immersion, embodiment, and copresence elements in metaverse environments can encourage stronger social bonds among users. Overall, this study advances our understanding of online social relationship formation in the metaverse environments and its design and development.
Conference Paper · 10.1145/3625704.3625729
MILES Virtual World: A Three-Dimensional Avatar-Driven Metaverse-Inspired Digital School Environment for FEU Group of SchoolsProceedings of the 7th International Conference on Education and Multimedia Technology, (2023), pp. 23-29
Immersive technologies have generated significant interest across various academic disciplines. The necessity for more authentic, interactive, and immersive artificial environments led to the growing popularity of the metaverse. Unfortunately, not all metaverse types have been broadly covered in educational research. This inadequacy highlights a gap in understanding the potential benefits and drawbacks of metaverse technologies for education. To address this research gap, we created a metaverse called “MILES Virtual World” that embodies the concepts of lifelogging and mirror worlds. Following the principles of the Embodied Social Presence Theory, the application allows students to socialize through customizable avatars and engage in a variety of activities that closely resemble those in the physical world. We adopted a mixed-method approach using a convergent parallel design to evaluate the application. Our quantitative analysis reveals that students feel highly present and engaged in the virtual environment, with a sense of agency and immersion. It also underscores the importance of enhancing embodiment and copresence to create more effective virtual world experiences and opportunities for social interactions. Meanwhile, our qualitative analysis uncovers several underlying subthemes, including avatar customization, identity exploration, virtual items, communication, entertainment, autonomy, freedom of expression, realism, challenges, shared experiences, and a sense of belonging within the metaverse. Overall, our study provides valuable insights into the potential of metaverse technology in the educational context, and how it can be harnessed to create more effective and engaging academic experiences for students.