FEU Institute of Technology

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Extracting Personalized Learning Path in Adaptive E-Learning Environment Using Rule Based Assessment

Proceedings of the 2017 International Conference on Information Technology, (2017), pp. 335-340

Conference Paper | Published: December 27, 2017

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Abstract
The E- Learning System is a supplementary educational tool to help students to improve their academic achievement. E-learning is the integration of technology in education that covers a variety of activities to support the teaching and learning practices in educational settings. One of the main purposes of e-learning system is to allow teachers to define and manage contents and learning resources on the web. The current e-learning infrastructure of FEU Institute of Technology (Moodle) follows a one size fits all learning framework. This framework is providing similar learning preferences, which lead to similar learning preferences. As a result, students with learning difficulty of the subject have higher percentage to fail in a given course. Addressing this problem is crucial, as learning management system's main goal is to improve student learning capability from different types of learners. With this, the researcher developed e-learning platform in which mainly driven with individualized and personalized learning tailored to specific requirements and learning preferences. The system extracts students learning paths. These learning paths are very essential in determining difficult topics and courses so proper remediation and intervention can be given to students to improve their academic performance.
Crime Mapping Report Mobile Application Using GIS

2017 IEEE 2nd International Conference on Signal and Image Processing (ICSIP), (2017), pp. 247-251

Joie Ann W. Maghanoy

Conference Paper | Published: November 29, 2017

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Abstract
Criminal rates around Metro Manila has been increasing over the past years and it remains a challenge for Philippine National Police (PNP) to get accurate data because of some unreported crimes. As cited from PNP NCPRO officials that unreported crimes rate as much as 60% which presents a worsening peace and order situation in the country. As the new era strengthens the advances of technology, reporting of crime incidents in real time is now possible using the smartphones. Different tools and techniques are being used in order to address the issues of crime but implementing the Geographic Information System (GIS) through mobile application is not yet common. Thus, this papers intends to create a GIS-based android mobile application to report crime on a location-based information. This will let the students be aware that a crime has taken place by using the smartphones. This research will benefit both the local police and citizens living in Metro Manila. This project also aims to protect students in Ubelt campuses who are the usual target victims of the crimes.
Gabay Tinig: A 3D Interactive Audiobook with Voice Recognition for Visually-Impaired and Blind Preschool Students Using Mobile Technologies

Proceedings of the 3rd International Conference on Communication and Information Processing, (2017), pp. 99-103

Lyra C. Bertulfo, Lhercy Anne A. Cotoner, ... James C. Felizardo

Conference Paper | Published: November 24, 2017

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Abstract
Students with visual impairments have unique educational needs. In order to meet these, the students must be catered with specialized services, instructional materials, equipment and technology so they can have equal access to the core learning and be able to compete with the society. For this purpose, the proponents developed Gabay Tinig that consists of a 3D audiobook (which contains four (4) chapters: Filipino Alphabet, Mathematics, Language, and Nursery Rhymes), mobile application (made interactive with the voice recognition feature) and sing-alongs. This paper explores the 3D audiobook's effectiveness as a lesson supplement for class discussions.
Seek Out Katipunan: A Mobile Augmented Reality for Museum Visualization

Proceedings of the 3rd International Conference on Communication and Information Processing, (2017), pp. 72-76

Honeylou Claire R. Colcol, Joel V. Padilla, ... Ma. Corazon G. Fernando Ma. Corazon G. Fernando

Conference Paper | Published: November 24, 2017

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Abstract
"Seek Out Katipunan" is a mobile application integrated with augmented reality. With the help of AR (Augmented Reality), this project can make the learning experience of a student, tourist and educators more interesting and educational for Museo Ng Katipunan. The aforementioned it aids and entertains the visitors as they pass through the museum while browsing the application without any other people's assistance. Through the mobile application it will view the 3D animation of the displayed artifacts and the direct view of the environment of the museum. The QR Code (Quick Responsive Code) Scanner will direct the user to the web artifact link that provides all the details regarding the scanned artifact with the 3D animation and voice overview. The project also provides a promotional website that contains more information about the museum such as the events, photo gallery, testimonials of the museum's officials and the location of the museum. The project will be able to reach more people and convince them to visit the museum and to make the Filipino history more interesting.
Virtual Heritage Tour: A 3D Interactive Virtual Tour Musealisation Application

Proceedings of the 3rd International Conference on Communication and Information Processing, (2017), pp. 190-195

Ferimar R. Priolo, Reycel Joy B. Mediavillo, ... Reginald S. Cheng Reginald S. Cheng

Conference Paper | Published: November 24, 2017

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Abstract
In our modern days virtual tour is popular and can be seen anywhere in the web in many different situation: documentation, school tours, company tour, hotels, and factory. These virtual tours provide information using different media like images, video, sounds or even 3D objects and combined this media to provide the users with an environment that will make the user feels that they are experiencing the information in real time. These tours are usually navigate by mouse clicks and panning around a panoramic view. While virtual tours are interactive in those examples, there is a lack of interaction between the users viewing the tour. Interactive objects can become a substitution for the tradition interaction between user and the object that is inside the location. These objects that is restricted inside the location will be present in the virtual tour. This gives the user the ability to gain more knowledge about that objects and to make their experience better and more enjoyable. We create a virtual tour that expands the ability of the user and provide them with a virtual representation of an environment with different forms of interaction. This system is an Interactive 3D Virtual Tour for Quezon Memorial Shrine Museum to promote the museum. These virtual tour will helped the users to visualize the museum and experience the inside of the museum in real time. It also benefit the museum in promoting and encourage the people to visit the museum.
Investigation on the Effects of Blended Admixtures on Workability of Self Compacting Concrete

2017 IEEE 9th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment and Management (HNICEM), (2017), pp. 1-6

Nolan C. Concha Nolan C. Concha & Mary Grace V. Calilung

Conference Paper | Published: July 2, 2017

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Abstract
One of the most common problems in the ready mix concrete production industry is to determine the most appropriate proportion of concrete components for optimum performance. However, additives particularly admixtures introduced in the production of SCC to enhance some specific properties of fresh and hardened concrete may contribute to undesirable effects on the workability performance. In this study, superplasticizers blended with Accelerating and Air entraining admixtures were used in the mix and were tested for Slump Flow, V-Funnel, L-Box, U-Box, and Screen Stability tests to determine its influence on the rheological properties of SCC. Based on the results of the study, air entrainer provided microscopic bubbles acting as ball bearings between aggregates offering desirable effect in the workability of SCC. The highest dosage of 5.0% superplasticizers provided the best results in all the tests due to the dispersibility effect in the mixture causing a reduction in flow resistance. The accelerating admixture made SSC less susceptible to segregation, while the additive produced fresh concrete with lower flowability due to the rapid hydration and early strength development in the concrete. Among the two admixtures used, the air entrainer blended with 3.7% superplasticizer exhibited the best performance in all workability tests.
Application of Artificial Neural Network in Determination of Sorptivity Model of Concrete with Varying Percent of Replacement of Sand to Copper Slag

2017 IEEE 9th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment and Management (HNICEM), (2017), pp. 1-5

Kim Paolo S. Aquino, Jessica S. Caisip, ... Mary Grace V. Calilung

Conference Paper | Published: July 2, 2017

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Abstract
Many construction companies and individuals (construction designers) are still using spreadsheets and laboratory tests just to obtain a certain data. In the field of technologies, advancement will contribute to the improvement of designing structures in terms of usefulness and effectiveness. By using the principle of artificial neural network, this study developed a sorptivity model which gives immediate quantities with high accuracy and precision which are needed to attain appropriate sorptivity values of concrete design mix. In this study, 40 concrete samples with varying percent replacement of copper slag to sand were tested for sorptivity by following the ASTM C1585 which is the Standard Test Method for Measurement of Rate of Absorption of Water by Hydraulic-Cement Concretes. These values in turn were used in the development of the sorptivity model using Artificial Neural Network. This study used the software called Matrix Laboratory (MATLAB) to train several neural networks. Several numbers of neurons in the hidden layer were considered because there is no actual study that suggests that a certain number of nodes in the hidden layer produce the best model. A parametric testing was conducted to determine which of the parameters considered have the greatest significance to the target output. The predicted results of the best model were compared to the experimental values of sorptivity and produced a 2.36 percentage error. The study results suggest that ANN models could be used to predict the sorptivity value of a concrete sample. The model produced a good prediction result.
Earthquake liquefaction susceptibility mapping of Pasig City

2017 IEEE 9th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment and Management (HNICEM), (2017), pp. 1-5

Ian Frederic P. Garcia, Jesse Thaddeus M. Go, ... Nolan C. Concha Nolan C. Concha

Conference Paper | Published: July 2, 2017

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Abstract
Marikina Valley fault system movements, average fault slip rates, and recurrence intervals were carried out to predict the occurrence and characteristics of the anticipated large-magnitude earthquake. This however does not include potential liquefaction that is essential in providing profound disaster preparedness plans and contingency measures. It is therefore vital to develop a novel liquefaction map to address this concern. In this study the City of Pasig was analysed using the Soil Investigation Reports from year 2000 to 2016 of each 30 barangays. The study will benefit the City of Pasig by providing liquefaction susceptability contour maps corresponding to earthquake magnitudes 6.8, 7.2 and 7.6 using Semi-Empirical Method. Based on the analysis, 79% are highly susceptible and 21% are least susceptible to liquefaction for earthquake magnitude of 6.8. Also there are 84% that are highly susceptible and 16% are least susceptible to liquefaction for earthquake magnitude of 7.2 while 87% are highly susceptible and 13% are least susceptible to liquefaction for earthquake magnitude of 7.6. A vast majority of the soils in the City of Pasig are therefore expected to liquefy when the expected large earthquake magnitude occur.
Reinforced Concrete Ultimate Bond Strength Model Using Hybrid Neural Network-Genetic Algorithm

2017 IEEE 9th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment and Management (HNICEM), (2017), pp. 1-6

John Pepard M. Rinchon, Nolan C. Concha Nolan C. Concha , ... Mary Grace V. Calilung

Conference Paper | Published: July 2, 2017

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Abstract
The bond strength in reinforced concrete is defined as resistance to slipping of the reinforcing steel bars from the concrete. This slipping resistance is one of the most important features in the performance of the reinforced concrete structure, particularly to its failure mode and mechanisms. In this study, a hybrid model using Artificial Neural Network (ANN) and Genetic Algorithm (GA) has been developed to predict and optimize the ultimate bond strength (tu) between the reinforcing bar and the concrete based on numerous variables that influence this property. These variables include 28-day cube compressive strength f'c), concrete cover (c), the diameter of reinforcing bar (db), embedded length (Lm), rib height (hr), and rib spacing (sr). ANN was utilized into the prediction of bond property between the reinforcing bar and concrete based on the aforesaid input variables. The ultimate bond strength predicted by ANN model exhibited reasonably accurate and good agreement with the experimental values. On the other hand, GA was deployed in the search for the optimal combination of the input variables which resulted in high bond strength performance. Optimization results showed that smaller hr and sr developed high quality of the bond between the reinforcing steel bar and the concrete.
The Planet: A 3D Gamifying Earth Care

2016 IEEE Region 10 Conference (TENCON), (2017), pp. 2268-2271

Maria Rosario D. Rodavia, Ma. Corazon G. Fernando Ma. Corazon G. Fernando , ... Cleo R. Martinez

Conference Paper | Published: February 8, 2017

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Abstract
The game entitled “The Planet” aims to educate young generations regarding waste segregation, tree planting, reducing the use of pollutants and other factors concerning global warming. The virtual environment immerses players, ages 10-25. The game combines strategies used in commercial gaming environments to motivate players in preserving the planet. It comprises with three different stages, The Dessert, The Water, and The Factory. Each stage, player needs to traverse the environment and solve some puzzles that aim to simulate simple solutions in fixing environmental problems.

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