Research Publications
Powered by: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.

Conference Paper · 10.1109/ICVR57957.2023.10169768
A Playable 3D Virtual Tour for an Interactive Campus Visit Experience: Showcasing School Facilities to Attract Potential Enrollees2023 9th International Conference on Virtual Reality (ICVR), (2023), pp. 461-466
Advances in technology have revolutionized student recruitment strategies employed by educational institutions. These innovations led to the adoption of virtual campus tours to provide prospective students with an immersive expedition into the school facilities replicated in a digital environment. However, the existing virtual tour technologies pose challenges, including cybersickness in virtual reality and limited interactivity in 360-degree videos. In this study, we fill these research gaps by developing a playable and interactive campus virtual tour where potential enrollees can visit and tour the campuses remotely. In addition to a series of beta tests with enrolled students, we recruited students specializing in game development and their associates to evaluate the application using an extended Technology Acceptance Model (TAM) framework. In this evaluation, we found that the application was well-received by prospective students and was regarded as useful in delivering an immersive campus visit experience. From the TAM perspective, it was evident that there was a significant difference in how enrolled and potential students assess the application in terms of perceived usefulness and behavioral intention. The positive acceptance of the application led to the recommendation of playable campus virtual tours as a tool for improving student recruitment strategies.

Conference Paper · 10.1145/3512576.3512622
Playing for Learning: A Student Engagement Assessment on Edutainment Game based on User Experience2021 The 9th International Conference on Information Technology: IoT and Smart City, (2021), pp. 256-261
Crafting a good digital experience for children can be difficult; game designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational at the same time. This should also comply with national and international jurisdiction, and time appeal to parents as well. In this paper the researchers used of an educational game called Tahderiyyah Literacy App (TLA) with standard general framework which designers and developers created for children ages four to six years old. This platform has been the testing ground for the edutainment game in the field of user experience. The purpose of the paper is to observe the interactions, experience and adaptation of kindergarten pupil (learners) on a particular on the TLA based on game's user experience. TLA was design using their mother tongue which can be played on mobile devices. Focusing only to learners from Muslim Community. While the term User Experience encompasses both physical and digital experiences, the main focus for the framework is purely for digital services wherein only touch based devices are evaluated in greater detail. On the assessment process, students were observed and interviewed about the game and what they learned about numbers and letters from game they played. This process was done to help the kindergarten answers their questionnaires. Every learner that act as respondents were guided to answer the answer the questionnaires given to them. Results of using TLA to analyze an HCI factors in learning environment are described in the later part of this paper. Implications for using TLA as a design for pedagogical tool are also discussed.
Journal Article · 85083422088
Project Investocks: Online Investment System For Poultry And Swine Raisers With Decision Support SystemInternational Journal of Scientific & Technology Research, (2020), Vol. 9, No. 4, pp. 1328-1331
Online-based technology in relation to the investment system for poultry and swine in the Philippines is not well known. Thus, study aimed to develop a Web-based Investment System that would help investors look for the best poultry and/or swine farm which could generate better investment returns. An Investor – Farmer matching system with decision process was developed using a user-friendly online interface for Pork Producers Federation of the Philippines Incorporated (formerly National Federation of Hog Raisers Inc. or NFHFI). This will contain a dashboard on the system administrator side that would reflect the overall performance and financial standing of participating livestock farms as well as comprehensive dashboard for investors which would display the historical and current investment data of every investor account. Main functions of the system include account management, enhanced decision making, maximizing the profit through Return on Investment analysis based on farmers’ production data and profile. One-on-one interviews, focused groups and direct observations will be employed to collect primary data required for the system development. The effectiveness of the system and client satisfaction were discussed and presented after months of deployment in PPFPI website.