FEU Institute of Technology

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Analysis of C Programming Performance: A Correlational Study of Novice Programmers’ Compiler Error Logs

2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2022), pp. 1-5

Conference Paper | Published: January 1, 2022

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Abstract
Computer programming is now one of the most critical competencies taught in computer courses. [1]. Students require any assistance they can get when learning programming in order to acquire the necessary abilities to excel in the field of computing [2]. This paper aims to investigate the C compiler error logs of Computer Science freshmen students. A prototype was developed and pilot-tested to obtain C source code snippets focusing on assignment statements. The dataset consisting of 1013 logs were extracted from the initial prototype then followed the data science approach of [3] for pre-processing. A Person correlational analysis was conducted on eight features to investigate the relationship between all variables in the dataset. Results of the study show that there is a strong relationship between wrong expression and operator (0.806), wrong expression and numeric value (0.794), operator and numeric value (0.663). Implications of this study is also helpful to computing instructors to improvise the delivery of their teaching pedagogy.
Escape from Oblivion: A 3D Hack and Slash Survival Horror Video Game for Promoting Awareness of Persistent Depressive Disorder

2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2022), pp. 1-6

Daniel S. Parel, Edgar Kyle L. Costuna, ... Manuel B. Garcia Manuel B. Garcia

Conference Paper | Published: January 1, 2022

Abstract
In this study, we developed a PC-based video game that aims to promote awareness of Persistent Depressive Disorder (PDD), also known as dysthymia. Anchored to the survival horror subgenre and a hack and slash gameplay, we constructed "Escape from Oblivion" as a single-player platformer game that highlights eerie game world environments and scenarios indicative of mental health conditions. It exhibits different mental states under terrible circumstances, forcing players to see and feel what it is almost like when suffering from a mental health condition like PDD. With the necessary expertise on PDD and mental health, we consulted with an expert to co-design the video game. We also evaluated the game prototype with players in terms of game characteristics. The initial version of our game received acceptable scores during the virtual open house event. Although there are several enhancements to be incorporated, our video game Escape from Oblivion demonstrates potential in being a promotional tool for mental health awareness.
Occupy - Real-Estate Management System with Sales Analysis and Customer Segmentation

2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2022), pp. 1-5

Ryan Christopher Gallenero, John Miguel Flores, ... Ace C. Lagman Ace C. Lagman

Conference Paper | Published: January 1, 2022

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Abstract
The increase in population equates to the increasing demand of the real estate. Managing real estate manually takes a lot of time and manpower, which is prone to damage and misplacement of documents and client’s data. Customer support and community were also considered. Real-Estate Management System automates complex tasks and duties. Sales analysis through customer segmentation was implemented in the system to come up with better sales and understand the current, possible, and future customers of the real-estate company. Agile Methodology was applied in developing the system, in which different users – who has different roles and administrator rights, are needed to access, and manage the system. Testing, verification, validation, usability testing, and acceptance testing were done to ensure that the requirements needed were met, having both alpha and beta testing for the software. The researchers conducted a survey questionnaire based on the FURPS Criteria and used purposive sampling to gather data from both technical and nontechnical respondents, 2 IT Experts, 3 IT Personnel, 5 Company Staffs, 5 Company Agents, and 25 Customers. Based on the evaluation, the respondents strongly agreed that the Research Project passed the criteria and can be used by the client, therefore considered as an acceptable project.
I-Respond: Mobile Application for Emergency Response Using Dijkstra’s Algorithm Shortest Path

2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2022), pp. 1-5

Ace C. Lagman Ace C. Lagman , Roman M. De Angel Roman M. De Angel , ... Renato R. Maaliw

Conference Paper | Published: January 1, 2022

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Abstract
Emergency response is a crucial method for saving lives because the Philippines is one of the nation that is most vulnerable to disasters. Unexpected disasters happen all the time. The survival of those who were immediately impacted by a disaster depends on what happens in the initial hours after the accident. Even a minute difference in emergency response time has the potential to save or cost lives. Through this, the researchers were able to implement Dijkstra’s method to show the shortest paths in an application for emergency response. The ideas are organized in a way that suggests potential paths that first responders could take to locate victims. This article outlines a step-by-step process for choosing the optimum approach. Agile methodology was employed by the researchers when creating the application. The respondents gave the system a 4.52 out of 5 rating on the basis of the ISO 9126 evaluation tool, with a ‘Very Acceptable’ interpretation result. Thus, the system is now prepared for deployment.
Modular Construction for Fast-Paced Residential Housing in the Philippines

2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2022), pp. 1-7

Conference Paper | Published: January 1, 2022

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Abstract
As the Philippine Government continues to encourage the use of modular construction for its fast completion rate, still, the said innovative method is not well-known and practiced in the Philippines. The aim of this study is to analyze the modular construction system as a feasible solution for the Philippine's housing crisis and construction delays, as well as for its wide applicability in the Philippines for residential housing projects by the means of comparing its project duration to the conventional way. This seeks to identify if there are significant differences between the two construction methods. The Jamovi Software was used to execute the one-tailed independent samples t-testing. A survey was also done to compare and validate the results of the statistical analysis. Based on the findings, modular construction was found substantially faster, but in some instances, the difference between the overall project duration of conventional and modular construction does not vary significantly. Based on the survey result, 77.67% of the respondents agreed that modular construction is faster in terms of project duration. Although the numerical results revealed that the differences are not considered as statistically significant, still, modular construction takes the upper hand by looking at the average construction time, in which the survey respondents also believed. With that, the potential of modular construction can still be recognized as a feasible solution to the construction delays and the Philippines' housing crisis.
Neural Network-Particle Swarm Optimization Model for Predicting Slope Stability of Homogeneous Earth Dams

2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2022), pp. 1-5

Conference Paper | Published: January 1, 2022

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Abstract
Slope stability of homogenous earth dams is a very important design analysis to consider since earth dams are prone to failure on slopes due some factors such as material properties and the design slope of the downstream side. SLOPE/W simulation using the method of slices was utilized to determine the effect of the input parameters in a Mohr-Coulomb analysis including the unit weight, cohesion, and angle of internal friction (Ø) of the dam material to be used. Hydraulic structure designers encounter difficulties in analyzing the best design which include the proper slope due to the complexity of the required input parameters and other factors affecting the stability of the dam. It is the main objective of this paper to provide a prediction model of the slope stability (SS) of homogenous earth dams using neural network (NN) particle swarm optimization (PSO) model. The model output will be of great contribution to the designers in investigating the proper earth material and slope design to consider both the structural integrity and economic aspect of the structure. There were seven (7) slopes and 14 earth materials analyzed in the study. The particle swarm optimization technique was implemented and utilized to train and optimize the initial neural network model. The material parameters such as unit weight of the soil (kN/m3), cohesion (kPa), angle of internal friction Ø (degrees), and slope were utilized as the input variables in the study while the factor of safety (FOS) values was used as the output variable. The developed NN-PSO model has an R (all) value of 0.99752, while the MSE of the developed NN-PSO model is 0.0021844. The values of R and MSE are close to the ideal values of 1.0 and 0 respectively, showing further that the model is satisfactory. Using the Garson’s algorithm, it was observed that the angle of friction is the most significant parameter to the FOS.
"Hey IDE, Display Hello World": Integrating a Voice Coding Approach in Hands-on Computer Programming Activities

2022 IEEE 14th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2022), pp. 1-6

Conference Paper | Published: January 1, 2022

Abstract
Following recent advancements in automatic speech recognition (ASR) technologies, we replicated an experiment four decades ago that utilized voice as an input modality for computer programming. We also extended this experiment by investigating the pedagogical effectiveness of ‘programming by voice’ in terms of attitude, self-efficacy, code correctness, and coding speed. A total of 96 students from an institute of technology in the capital region of the Philippines were randomly selected to participate in a quasi-experimental study using a one-group pretest-posttest design. We subjected students to programming activities with different levels of difficulty to compare voice and keyboard. Our results show that although voice decreases negativity, it likewise decreases control, which means that both attitude and self-efficacy are positively and negatively affected, respectively. Using voice as an input modality also allows students to code faster when the activities are easy but not when they are moderate or difficult. Code correctness analysis shows that voice is only preferable for easy and moderate machine problems. With the deviation of our findings from an experiment four decades ago, we can now conclude that ASR technologies and voice as input modality provide substantial implications and new opportunities for teaching and learning computer programming.
CORONA RUSH: A 3D Platformer Pandemic Based Runner Game

2021 The 9th International Conference on Information Technology: IoT and Smart City, (2021), pp. 1-6

John Philip V. Capili, Joshua Elijah C. Cruz, ... Maria Vicky S. Solomo Maria Vicky S. Solomo

Conference Paper | Published: December 22, 2021

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Abstract
To present a platformer game for android, while opting for an optimized build for midrange devices using the Unity game engine. The game is in 3D side scrolling perspective, with tappable UI controls. The design of game is based on the 2019 Coronavirus Pandemic and aims to spread awareness about the safety protocols during the pandemic - like the use of face mask, face shields and taking vitamins through playing, especially for younger people. The development process tried a modular approach with the development of the stages and are coded with optimization in mind. Results for the evaluation received for the gameplay and visuals are positive with minor improvements in mind.
BYERUS: A 2D Mobile Application Game Raising Awareness, Attitude, & Practices Related to Coronavirus Pandemic

2021 The 9th International Conference on Information Technology: IoT and Smart City, (2021), pp. 19-23

Dylan Joshua M. Bias, Dea Eunice U. Chua, ... Joseph Q. Calleja Joseph Q. Calleja

Conference Paper | Published: December 22, 2021

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Abstract
In 2021 COVID is still prevalent, thus remembering and practicing proper hygiene is a must for everybody. Practicing good hygiene is one of the ways we can protect ourselves and others from contracting the virus. The information and reminder of practicing good hygiene can be disseminated in many ways such as via flyers, social media post, news announcement and more. Today knowing that games are becoming mainstream it can be said that with the use of games, we can also spread awareness. Thus, this paper presents the development of the game ByeRus – is a 2D Android exclusive game where it reminds or promotes the practice of proper hygiene. This paper describes the game design, related literature, result and discussion, conclusion and recommendation. The game has been well received by the surveyors and it has achieved its purpose by spreading awareness and reminding people to practice proper hygiene. With this, games can give a positive impact back to society, though more research is required.
Design and Development of Animated Film as Educational Resource Material for Muslim Young Learners

2021 The 9th International Conference on Information Technology: IoT and Smart City, (2021), pp. 37-41

Conference Paper | Published: December 22, 2021

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Abstract
Teachers have tried to teach their students by introducing text books along with verbal instructions in traditional education system. However, teaching and learning methods could be changed for developing Information and Communication Technology (ICT). It's time to adapt students with interactive learning system so that they can improve their learning, catching, and memorizing capabilities. We developed an educational resource material (animated film in Tahderiyyah Literacy App) for students of pre-school level using different Muslim practices content. The objective of this paper is to examine the impact of student's abilities to acquire new knowledge or skills through educational resource materials and blended learning that is integration of material with teacher's instructions. We visited a primary school in Manila City, Philippines for this study and conducted evaluation in different sessions with the same groups of students (i) the first session was with only educational resource material and assessment was done with 10 questionnaires, (ii) the second session was with the animated film combined with teacher's instructions and assessed with the same questionnaires. This integration of animated film with verbal instructions is a blended approach of learning. The approach greatly promoted student's ability of acquisition of knowledge and skills. Students response and perception were very positive towards the blended technique than the other methods. This resource may be appropriate method to be part of blending leaning system especially for school children.

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