FEU Institute of Technology

Educational Innovation and Technology Hub

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Ma. Corazon G. Fernando

42 Publications
Mediskolar: a Web-Based Scholarship Management System with Profile Analysis Using Analytical Hierarchy Process (AHP) and Decision Tree Algorithm for Marikina City

2024 IEEE 16th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2025), pp. 1-5

Juliana Carmel M. Alfonso, John Elijah R. Carvajal, ... Ma. Corazon G. Fernando Ma. Corazon G. Fernando

Conference Paper | Published: December 3, 2025

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Abstract
This study aims to improve the scholarship management process in the City of Marikina, located in the National Capital Region of the Philippines, under the leadership of Mayor Marcelino Teodoro. This paper proposes the development of a Scholarship Management System with Profile Analysis utilizing the Analytical Hierarchy Process and Decision Tree Algorithm. This system is expected to streamline applications, organize financial reporting, and optimize appointment scheduling, thus enhancing fairness, efficiency, and transparency in the scholarship awarding process. The Scholarship Management System, which leverages the Analytical Hierarchy Process and Decision Tree Algorithm, seeks to transform the traditional scholarship application process into an automated, efficient, and transparent process that not only relieves administrative burden but also facilitates fair and merit-based selection. The assessment of the system consists of 45 respondents that will evaluate our system. For the most part of the assessment process, it shows that the summary findings, the majority of respondents are “Very Satisfied” with the Verbal Interpretation based on ISO 9126 Software quality models, with “Strongly Agree” to the response indicating that there is space for improvement in the existing system. Overall, the proposed system not only simplifies the scholarship application process for students but also enables the city government to effectively manage the scholarship program. It introduces a level of efficiency and transparency that enhances the credibility of the program and ensures that the benefits reach the intended recipients. It represents a significant step towards digital transformation in the public sector, specifically in educational assistance.
O Ektos (The Sixth) - A 3D-PC Real-Time Strategy Game for Raising Awareness on Clean Water and Sanitation

2024 IEEE 16th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2025), pp. 1-5

Conference Paper | Published: December 3, 2025

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Abstract
This study utilized purposive random sampling during beta testing of the game “O Ektos,” a 3D-PC real-time strategy game aimed at raising awareness about clean water and sanitation. Over 100 respondents, including BSIT students specializing in game development, web management, and digital arts, as well as executives and staff from the MWF organization, participated in the evaluation. Respondents tested the gameplay, promotional website, and overall aesthetics, assessing aspects such as mechanics, graphics, user interface, sound design, and storyline. Results showed that the game was well-received across all categories, highlighting its effective design and alignment with the United Nations' Sustainable Development Goal No. 6. The game's combination of contemporary technology, engaging gameplay, and meaningful content positions it as a feasible tool for raising awareness about water pollution and sanitation issues.
Walk to Remember: Historical Preservation of Fort Santiago's Multifaceted Eras Through Augmented Reality

2024 IEEE 16th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2025), pp. 1-4

Conference Paper | Published: December 3, 2025

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Abstract
The project aims to create an AR mobile application about Fort Santiago. This mobile application features the 3D models of the past and present versions of different historical landmarks within Fort Santiago using augmented reality. This also includes 2D map of the location of the historical landmarks as well as audio narration and 3D animation. A promotional website with content management system was also developed to promote the application to the public. To prove that the application is working, the researcher conducted a survey with a total of 61 respondents, consisting of 41 Visitors/Tourists, 5 Intramuros Administrations Staff and Employees, and 15 IT Experts. Based on the results of the survey, the research was deemed to improve its overall capabilities, features, and performance according to the feedbacks provided by the respondents. There were also recommendations for adding notification features for future events related to Fort Santiago and adding gridlines for augmented reality to aid users in precisely scanning landmarks. In addition, adding more featured landmarks and interactable figures could enhance the experience and interactivity of the application as well as the engagement of visitors within Fort Santiago.
Overdrive: A 3D First Person Investigation Game About Raising Awareness Towards Social Class Inequality in the Philippines

2024 IEEE 16th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2025), pp. 1-5

Conference Paper | Published: December 3, 2025

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Abstract
Social class inequality is the stratification of classes based on wealth, income, influence, and access to resources. Individuals who are categorized as low class face unequal access to basic needs, inaccessible health services, deterioration of mental health, entry into the poverty cycle, and crime. As suggested by the relative references, the factors of social class in the Philippines are underemployment, unemployment, and income inequality. In alignment with the Sustainable Development Goal (SDG) 10 entitled Reduced Inequalities, the proponents' objective is to raise awareness towards social class inequalities in the Philippines by creating a 3D first-person action investigation game entitled Overdrive to showcase a premise based on the experiences of the lower class and its possible solutions. The development used the SCRUM development cycle methodology. The game is accompanied by a Content Management System-based website to promote the game materials. To gather the data, the proponents conducted beta testing among IT students of the FEU Institute of Technology, and a few external technical and non-technical individuals. The testing was followed by a Likert scale questionnaire which gathered the satisfaction level of the game and assets, integration of the study within the story, and the website. A weighted average mean was utilized to evaluate the data. The overall data resulted in a mean of 4.35 which interprets a ‘Satisfied’ rating towards the created game and conducted project.
LACAD: Business Management System with Sales Forecasting Using ARIMA and Foot Traffic Analysis Using YOLOv7 and Linear Regression

2024 IEEE 16th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2025), pp. 1-5

Conference Paper | Published: March 12, 2025

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Abstract
This study introduces a centralized Business Management System (BMS) tailored for small and mediumsized enterprises (SMEs), with an innovative approach due to the integration of a foot traffic detection system through video processing. The system allows businesses to access common business management features such as point of sales, staff scheduling, inventory management, and reports. With the integration of YOLOv7, foot traffic detection for customer count is made possible through LACAD. By automating data collection and providing foot traffic counts, alongside graphical reports, the system empowers SMEs to make better decisions for their businesses. This research highlights the strategic advantage of leveraging foot traffic insights to drive performance and competitiveness in the modern business landscape. As a guide for the study the researchers used Scrum methodology. The study was then evaluated through a quantitative survey using FURPS with 12 IT professionals and 7 beneficiaries as the respondents where the calculated total weighted mean for both the respondent types resulted in 4.60 which means that the users “Strongly Agree” with the system's overall components.
Everyday Portal: An E-Commerce Platform for Everyday Streetwear Fashion with Customer Analysis Using Hybrid Collaborative Filtering

2024 IEEE 16th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2024), pp. 1-6

Conference Paper | Published: January 1, 2024

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Abstract
This study presents an e-commerce platform with customer analysis using hybrid collaborative filtering, developed specifically for the EveryDay streetwear brand to enhance their online presence and improve their business operations. With the rise of online shopping and social commerce in the Philippines, the platform aims to enhance user experience by providing tailored product suggestions using hybrid collaborative filtering. It integrates features like order, payment, inventory management, and product customization, allowing users to personalize their shopping experience, while customer behavior analysis and monthly reporting help improve decision-making and operational efficiency. To guide the development of the platform, the team used the SCRUM methodology. The system's architecture emphasizes data security, user privacy, and reliability through the ISO 25010 Software Quality Model. Surveys were conducted with a total of 75 respondents to measure the system's performance based on the model's parameters. The system scored a weighted mean of 4.81 from customers, 5.00 from both staff and admin, and 4.88 from IT experts, resulting in an overall rating of “Excellent.”. This study highlights the potential of hybrid recommender systems in enhancing e-commerce platforms and driving customer engagement and sales.
Graduate Tracer Monitoring Platform with Decision Support Feature and Mapping Recommendations Analysis Using Rule-Based Algorithm

2024 IEEE 15th Control and System Graduate Research Colloquium (ICSGRC), (2024), pp. 261-266

Conference Paper | Published: January 1, 2024

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Abstract
This study enabled the researcher to create a graduate tracer monitoring platform. It aimed to provide a centralized channel to monitor institutions' graduates in terms of their job employment, to assess academic programs using modified instruments so necessary interventions may be provided, and to provide a matching algorithm that can be used both by industry partners and respective alumni. This study employed a Decision Support System and mapping recommendation analysis using a rule-based algorithm to evaluate the results of alumni program evaluation on five areas or dimensions, namely curriculum, faculty, facility, laboratory, and student services. It sets the threshold to determine if the results of the areas mentioned above are beyond the passing rate and implements the interventions for each area. The content management system was also used in this study to change the contents of the Alumni Program Evaluation, the interventions, the threshold, and many more. Based on the results, no intervention must be implemented in all areas/dimensions since the mean and the composite mean were more than the 4.0 threshold that was set in the proposed system. The overall rating of the respondents using the technology acceptance model numerical rating is 4.42 with an interpretation of “Agree.” As observed all criteria are rated either agree or strongly agree which indicates a high standard has been set in the development of the system. This means that the system is ready for deployment.
Leshy: A 3D Action-Adventure Game Using Character Switching Mechanics for Promoting Awareness on Combating Forest Devastation

2024 IEEE 16th International Conference on Humanoid, Nanotechnology, Information Technology, Communication and Control, Environment, and Management (HNICEM), (2024), pp. 1-5

Conference Paper | Published: January 1, 2024

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Abstract
Forest devastation is a critical environmental issue with severe ecological consequences. The Philippines, in particular, faces significant challenges in conservation efforts, compounded by a lack of public awareness about the effects of deforestation. To address this gap, we developed “Leshy: A 3D Action-Adventure Game Using Character Switching Mechanics for Promoting Awareness on Combating Forest Devastation.” This game immerses players in a virtual environment that reflects the real-world impacts of deforestation, leveraging character-switching mechanics to enhance engagement and education. “Leshy” aligns with Sustainable Development Goal (SDG) No. 15 - Life on Land, offering a unique and interactive approach to inspire action against forest devastation. The game's effectiveness was evaluated based on Gameplay, Aesthetics, User Interface (UI), Sound Design/Audio, and Storyline, achieving an overall average score of 4.44, rated as “Excellent.” This high rating indicates the game's success in engaging players with its captivating gameplay, appealing visuals, intuitive interface, immersive sound, and compelling narrative. The accompanying website, assessed using the FURPS model (Functionality, Usability, Reliability, Performance, and Supportability), received an overall average score of 4.50, also rated as “Excellent.” This demonstrates the website's user-friendly interface, dependable reliability, and strong performance, ensuring a seamless user experience. In conclusion, “Leshy” effectively addresses the issue of forest devastation by combining educational content with an engaging gaming experience. This project highlights the potential of interactive media in raising environmental awareness and inspiring conservation efforts. Further development and promotion of similar educational games are recommended to enhance their impact on environmental conservation.
BALANGAY: A Web-Based Document Request and Incident Reporting System with Decision Support for Barangay Program Development

Lecture Notes in Networks and Systems, (2023), pp. 127-136

Marcus Tomas T. Bautista, Aaliya Khaile B. Bolonos, ... Liezyl S. Tolentino

Book Chapter | Published: January 1, 2023

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Abstract
E-Government systems have brought significant changes on the way public services are easily being delivered nowadays. This motivates the researchers to contribute to this innovation by developing a system named “BALANGAY” which makes barangay services more accessible to the constituents. This is anchored with the objectives of the study which is mainly to build a centralized database for barangays and design modules with the purpose of streamlining barangay processes. Part of it is to generate an incident heatmap that will assist barangay officials in creating better programs and project developments. The study is a combination of qualitative and quantitative type of research which is reflected on the use of interview and survey questionnaires. An iterative waterfall methodology was also adopted as a guide in the development process. Meanwhile, the ISO 9126 Software Quality Model was used in the system evaluation wherein each response is measured using the 5-point Likert scale and respondents were selected using purposive sampling. The result shows that out of sixteen (16) barangay constituents and sixteen (16) IT experts who participated, most of them were very satisfied with the system with a weighted mean of 4.45 and a verbal interpretation of “Very Satisfied”.
Beak-A-Boo: An Augmented Reality Mobile Application About Endangered Bird Species in the Philippines

Lecture Notes in Networks and Systems, (2023), pp. 19-27

Marr Darwin T. Antonio, John Matthew B. Clemente, ... Carl Ivan M. Yap

Book Chapter | Published: January 1, 2023

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Abstract
This capstone project aims to create a visual book with an augmented reality feature and a CMS-based website. The application uses augmented reality technology to track target images on the book and display 3D models and animations of the 30 endangered bird species in the Philippines. To elaborate, when a target image is found, the application will display the 3D model of the bird and two different animations for the user to explore. The application was developed using Vuforia and Unity; the 3D models of the endangered bird species will be modeled and animated using Autodesk Maya, Substance Painter, and ZBrush, and the design and layout of the book were created using Adobe Photoshop and Adobe InDesign. The developed system is one of the first AR books about endangered bird species in the country, attempting to disseminate information and raise awareness about the status of endangered birds using augmented reality. To prove that the application is practical and usable, the researchers surveyed 70 respondents consisting of ten from the client’s organization, 40 from the general public, ten bird lovers, and ten I.T. professionals. Based on the survey results, the system proves to be practical and usable in disseminating information and raising awareness about the status of endangered birds. Future researchers can improve the system by adopting some features and enhancing the application so that users can still utilize the mobile application even without the visual book. The researchers also encourage future researchers to implement the application in other devices with different operating systems, such as iOS and Windows, to cater to a broader range of users.

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