FEU Institute of Technology

Educational Innovation and Technology Hub

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Ma. Corazon G. Fernando

42 Publications
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.
Cities Talking – A Social Media Platform: Crowdsourcing with Sentiment Analysis and Recommender System

Proceedings of 2021 The 11th International Workshop on Computer Science and Engineering, (2021)

John Kcero Aujero, Nico Manuel Cruz, ... Ace C. Lagman Ace C. Lagman

Conference Paper | Published: January 1, 2021

Abstract
Cities Talking is a crowdsourcing system where users can check-in in local stores (restaurants, food stalls, merchandise stores) located in the Philippines using the geolocation of their device as well as leave comments, stories, and even guides that will be processed under Lexicon Based approach of Sentiment Analysis to determine the polarity (Positive or Negative) rating of the particular location. The system will also have a leaderboard system where users can collect points and badges by checking-in on different places and be ranked up against their friends and other users. The system will also offer a recommendation system to the user where the application suggests near local restaurants, malls, or restrooms, to name a few, based on their proximity and the rating of the place. Since the main essence of the system is crowd sourcing, users can also share the safety level they feel while they are on their pin-location. Their friends can also see the score they inputted as well as the average score of the area based on the total score of all users who checked-in there. To test the effectiveness of the software, the proponents conducted a survey to I.T. specialists; using FURPS model, the result showed a weighted mean of 4.90 which corresponds to excellent.
EcoAction Mobile App: A Game Practice for Eco-Activist

Proceedings of 2021 The 11th International Workshop on Computer Science and Engineering, (2021)

Herbert V. Rosal, Joshua Ry F. Borilla, ... Ace C. Lagman Ace C. Lagman

Conference Paper | Published: January 1, 2021

Abstract
Environmental awareness enables us to take measures in protecting and maintaining the environment. Moreover, video games are available everywhere as a means to not only entertain, but also to develop one’s skills. They may be used as a teaching tool while still being fun to play to instill healthy habits, especially when it comes to the environment. This paper presents the development of EcoAction – a tap and drag 2D Android game that promotes environmentalism. We describe the game design of EcoAction and provide a validated questionnaire for assessing the aesthetics and gameplay. Results demonstrate that the received positive responses for its well-designed gameplay and appealing visuals. Therefore, videogames like EcoAction can be used as an awareness platform to encourage players to adopt environmental practices.
Integration of Neural Network Algorithm in Adaptive Learning Management System

Proceedings of the 2020 3rd International Conference on Robot Systems and Applications, (2020), pp. 82-87

Conference Paper | Published: June 14, 2020

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Abstract
The study aims to integrate neural network algorithm that predicts students' vulnerability of not having graduation on time to an adaptive learning management system. Neural network is one of the popular machine learning techniques because of its learning algorithm. The learning algorithm is focused on updating weights of the edges in order to produce minimal mean squared error between actual and predicted values. The integration of this platform could lead to much efficient learning management system as LMS is mainly driven to provide individualized and personalized learning tailored to specific requirements and learning preferences. The neural network algorithm is designed to classify students with learning difficulty so that administrators can formulate remediation and academic support policies.
Scopus ID: 85083516341
Podemos: A Virtual Reality Film with Promotional Website

International Journal of Scientific & Technology Research, (2020), Vol. 9, No. 4, pp. 2245-2248

Journal Article | Published: January 1, 2020

Abstract
This project is to make a decision based Virtual Reality Film that focuses on leadership, and a website for the client. The purpose is to help and support Kaya Natin Youth Leadership Academy in improving leadership qualities, critical thinking skills and their understandings of the teachings in the academy. By creating this interactive film, the proponents would like to let the viewers grasp the purpose of good leadership and how it would help their view as a leader. The film will be created using multiple software for animating and developing the VR set up, while the website will be created using coding editors and web designing software. This project will improve the proponents’ skills in animation, editing, web designing, and VR developing. The creation of this project and website will help in support for the improvement of the youth's understanding of the importance of leadership and its purpose in life.
Embedding Naïve Bayes Algorithm Data Model in Predicting Student Graduation

Proceedings of the 3rd International Conference on Telecommunications and Communication Engineering, (2019), pp. 51-56

Ace C. Lagman Ace C. Lagman , Joseph Q. Calleja Joseph Q. Calleja , ... Regina C. Santos

Conference Paper | Published: November 9, 2019

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Abstract
In the Philippines, according to Philippine Authority of Statistics, there is an imbalance between the student enrollment and student graduation. Almost half of the first-time freshmen full time students who began seeking a bachelor's degree do not graduate on time. The study aims to utilize how Naïve Bayes algorithm - a data classification algorithm that is based on probabilistic analysis - can be used in educational data mining specifically in student graduation. The study is focused on the application of the Naïve Bayes algorithm in predicting student graduation by generating a model that could early predict and identify students who are prone of not having graduation on time, so proper remediation and retention policies can be formulated and implemented by institutions.
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.
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.
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.
HealthSource: A Web Based Public Health Awareness with Heat Map on Common Illnesses Using Social Media Stream

2016 IEEE Region 10 Conference (TENCON), (2017), pp. 3265-3269

Arlene O. Trillanes, Bernie S. Fabito, ... Maria Rosario D. Rodavia

Conference Paper | Published: February 8, 2017

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Abstract
This project will enable to raise awareness regarding public health and common illness in different parts of the world. With use of Twitter stream, it enables to collect global trending issues and to visualize areas prone to illness thru Heat map. It helps to address the needs of certain area to send assistance such as vaccines, antibiotics, etc. The HealthSource Web Application also have modules is to provide useful information regarding their medicine intake to such illnesses in the easiest and most understandable way.

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