Melba S. Besa
AssociateA well seasoned Clean-up, In-betweener, animator and educator
Cainta, Rizal · FEU Institute of Technology
Personal Information
Short Biography
Melba Besa: Educator, Animator, Mentor Born in the heart of Manila in 1963, Melba Besa was raised and educated in the city that nurtured her artistic spirit. Her journey began in the classroom, where she served as an Art Teacher at Colegio San Agustin - Makati from 1985 to 1987, inspiring young minds through creativity and expression. In 1988, she transitioned into the animation industry, where she thrived for nearly three decades. Her work contributed to the growth of Philippine animation, blending traditional artistry with evolving digital techniques. From 2015 to 2018, she continued her craft as a freelance animator, embracing new challenges and collaborations. In 2013, Melba joined FEU Tech as a faculty member for Digital Arts, Animation, and Game Development under the Entertainment Multimedia Computing program. Her role expanded as she became a vital part of the Multimedia Arts Department, where she remains an active and passionate professor.
🛠️ Skills
Graphic Design; Traditional Drawing- Human Anatomy; Animation; Cartoon Character Developer
Competent (61%)
👔 Work Experience
Full-time • Nov 2023 - Present (2 years and 5 months)
Faculty at FEU Institute of Technology
👨🏻🏫 Seminars and Trainings
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
Data Privacy Act Awareness Seminar
Awarded by FEU Tech Human Resources Office on August 07, 2024
View Credential
Attendee
Enhancing Physical and Mental Resilience in the Workplace
Awarded by FEU Tech Human Resources Office on August 05, 2024
View CredentialResearch Publications
Powered by:
Conference Paper · 10.1109/hnicem64917.2024.11258746
URBANIHAN: A 2D Animated Informative Video and Website Introducing Youth Into Urban Gardening2024 IEEE 16th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2025), pp. 1-6
URBANIHAN is a capstone project made by Digital Dino wherein the project is a 2D animated informative video and website that is made to inform the youth into the practice of urban gardening benefits and projects and programs made from the said practice. The project consists of five episodes with each story highlighting the benefits of urban gardening as well as showcasing the projects and programs implemented by the client, Agricultural Training Institute (ATI). The study aims to inform and increase the youth enthusiasm on urban gardening. The objective of the study is to inform the youth regarding the practice of urban gardening and how it benefits the people mentally, financially, economically, and socially, and education. Additionally, a website is designed using a web builder that serves as additional information about urban gardening using the supplementary materials and information provided by ATI and their urban gardening programs and projects for the community. The target audience of the study are the youth ages 15 to 30. The methodology used for the study is a combination of qualitative and quantitative approach to gather the necessary data through interviews for subject experts and surveys for the target audience of the study. As per the findings, a weighted mean of 4.51 has been acquired post-assessment, which is a significant improvement on the mean of 3.82 from the pre-assessment; indicating the effectiveness of the project corresponding to its objective. In conclusion, the videos produced provide sufficient information about urban gardening and its benefits, as well as the client. The website is also able to provide additional information about urban gardening through the supplementary materials and the previous projects mentioned in the animated videos.

Conference Paper · 10.1109/HNICEM60674.2023.10589145
DoeWell: An Interactive Video and Interactive Workbook as Behavioral and Emotional Assessment of Early Adolescents2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2023), pp. 1-5
This capstone project aimed to explore the impact of behavioral and social stress on the mental well-being of early adolescents in the Philippines. The study highlighted the high prevalence of behavioral and emotional problems among Filipino children and emphasized the need for increased access to mental health services. The project focused on assessing the effectiveness of school guidance and counseling services as a potential solution. It effectively evaluated interactivities such as the interactive video and the interactive workbook in identifying and addressing developmental and behavioral concerns. The proponents aimed to provide insights into the factors contributing to behavioral stress and social anxiety among adolescents and suggested interventions to improve their mental well-being. This study was relevant to policymakers, educators, and mental health professionals involved in the well-being of children and adolescents in the Philippines.

Conference Paper · 10.1109/HNICEM60674.2023.10589063
Eyes Wide Shut: An Animated Interactive Video and Podcast Regarding the Sleep Quality of Young Adults2023 IEEE 15th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2023), pp. 1-5
Sleep is critical, particularly for young adults aged 18 to 25. Young adults should get at least 7 to 8 hours of sleep per night. Most young adults struggle to get enough sleep due to a variety of factors such as anxiety, depression, and excessive use of technology. As a result of continuing the same sleepless night routine in their daily lives, young adults become sleep deprived. The most common side effects of sleep deprivation are health issues such as heart disease, obesity, kidney failure, high blood pressure, and many more. Since this issue is very timely and relevant nowadays, the researchers develop a major project, an 2D Animated Interactive Video, and a minor project, a Podcast that can help young adults to be relaxed in order to get a better sleep. The 2D animated interactive video will present two environments from which users can choose. It will be uploaded to a Wix site, and each option will be unlisted so that users can interact with the animated video. The podcast, on the other hand, will be storytelling that is related to the story of the major project. It will consist of four episodes excluding the pilot episode. This project will also be uploaded to YouTube for easy and free access.

Conference Paper · 10.1109/HNICEM57413.2022.10109398
Isolation: An Interactive Animated Trilogy Short Film About Mental Health Awareness During The COVID-19 Pandemic2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2022), pp. 1-6
Mental health is more than the presence or absence of a mental illness. COVID-19 has led to self and social isolation, disconnection from family and friends. More people than ever are experiencing feelings of helplessness, isolation, grief, anxiety, and depression. In such cases, the team took advantage of the opportunity to raise mental health awareness by developing a trilogy of interactive short films with a website that would support the project’s purpose. The film has three characters with different stories, namely Marion; a college student who is struggling to adjust to his new average experience from his online class and Kayla; a nurse who is also a mother of three children, who must participate in treating the patients with COVID at the hospital, and Marie; an OFW who works from Saudi Arabia wants to go home to visit her family. The study also intends to explore the impact of coping strategies and perceived social support on one’s ability to handle social isolation stress. Each of the characters' stories will represent the different outlook on possible mental health symptoms that everyone has experienced during the pandemic. The stories presented in the film will be based on real-life circumstances and experiences of people who have lived through the pandemic. The story aims to give hope to its viewers on what lies ahead of the pandemic. Upon testing the produced output, the study results show that most people only have a general idea when it comes to the topic of mental health issues. The study also yielded that the project has spread and increased awareness about the topic under study. Although the project could attain its specific goals and adjectives, the best and only conclusion is to seek professional help from credible and trusted experts in their respective health fields.

Conference Paper · 10.1109/HNICEM57413.2022.10109431
Mitolohiya: An Interactive Hybrid Animation & Promotional Website Inspired by Tagalog Gods & Goddesses2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2022), pp. 1-5
Visionary Studios took advantage of creating an approach to promoting and preserving these rich Philippine legends through a form of an interactive animation film. Mitolohiya adapts the story about the origin of The First Coconut Tree and the Creation of Man, using two-dimensionl characters with three-dimensional textured environments. Go through an epic adventure featuring Bathala; a god living on a deserted planet who seeks and desires to create the first life on Earth, Galangkalulua; a winged god who wanders the universe, and Ulilangkalulua; a serpent god ruling over the clouds. Along with bonus sequences of stories showing the legends of five other deities from Tagalog myths. Tala; the goddess of the stars, Hanan; the goddess of morning, Mayari; the goddess of the moon, Lakapati; the goddess of good harvest and Amanikable; the god of the sea. This animation film is created to promote and preserve Philippine myths about Tagalog gods & goddesses through an interactive hybrid animation format. Overall, the preliminary data shows that most of the participants were not familiar with the adapted Tagalog myth in the film however, after watching the interactive film, most of the respondents gave positive feedback to the overall film's animation, design, aesthetic, story, and website. According to the data, the animation and interactivity of the film makes it more engaging for the viewers which shows that the use of the interactive hybrid animation and website is effective in promoting Philippine Tagalog mythology. It is highly recommended to give further research about the different legends and stories within the Tagalog pantheon. Due to the large variety of characters, the possibility of creating numerous adaptations can also be suggested.