FEU Institute of Technology

Educational Innovation and Technology Hub

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Manuel B. Garcia

124 Publications
Location-Based Marketing Using Mobile Geofencing: Lessons Learned from a User-Centered Application Development Research

International Journal of Technology Marketing, (2022), Vol. 17, No. 1, pp. 1

Journal Article | Published: January 1, 2022

Abstract
Location-based marketing (LBM) is becoming an integral element of the media mix for making highly personalised offers to the targeted audience at the most opportune time and place. Yet, the literature calls for more usability studies due to the lack of user-centred research. To fill this gap, this study explores the development of PushMapp - a geomarketing tool for launching LBM campaigns - through a user-centred, parallel-iterative approach. Usability analysis shows that this type of application is affected by issues related to security, privacy, advertisement relevancy, and notification overload. Meanwhile, only performance expectancy, effort expectancy, and hedonic motivation appeared to be the significant factors in an LBM mobile application. Experiences from this study provided valuable insights for marketers and business owners who plan to capitalise on LBM strategies by underscoring the importance of integrating users' input, ensuring usability compliance, and conforming to factors of mobile application utilisation.
TikTok as a Knowledge Source for Programming Learners: a New Form of Nanolearning?

2022 10th International Conference on Information and Education Technology (ICIET), (2022)

Conference Paper | Published: January 1, 2022

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Abstract
Recent studies have acknowledged social media as a valuable pedagogical tool for connecting the formal and informal learning gap. However, as a new platform, the literature is sparse on the potential of TikTok as a knowledge source. In this study, we explored programming TikTok videos in the #LearnProgramming webpage in terms of content (programming languages and topics) and characteristics (video styles and types). Although TikTok is principally an entertainment destination, our results show that the platform likewise has informative videos. The 349 videos that we examined received a total of 10,046,000 views, 10,523 comments, 932,871 likes, and 35,095 shares, implying extremely high levels of user engagement. Tiktokers showing tips and tricks are the most recurring content type. From a macro perspective, we noticed that TikTokers do not follow the ethos of the platform (e.g., dancing) when producing educational content. This deviation demonstrates the intent of TikTokers to educate than to entertain. Although it is too early to conclude that TikTok can operate as a nanolearning platform, we discovered a substantial amount of content for and engagement from programming learners. Our results lay a potent foundation for devising actionable scholastic implications, policies, and recommendations concerning TikTok consumption. Future works and research prospects were also discussed to propel the social media and nanolearning literature forward.
Public Sentiment and Emotion Analyses of Twitter Data on the 2022 Russian Invasion of Ukraine

2022 9th International Conference on Information Technology, Computer, and Electrical Engineering (ICITACEE), (2022)

Conference Paper | Published: January 1, 2022

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Abstract
With the aggravation of the Russia-Ukraine conflict and the rising involvement of foreign powers, it has become more substantial to identify whether an endorsement or condemnation of war efforts is the universal message. This goal is empowered by the clear literature on the vital linkage between public opinion and international relations. Thus, we investigated the sentiments and emotions of the international community on the Russian invasion of Ukraine. A total of 27,894 tweets posted within the first day in the #UkraineRussia hashtag were analyzed. Results show that "war", "people", "world", "putin", and "peace" were some of the most frequently occurring words in the tweets. There were more negative sentiments than positive sentiments, and sadness was the most salient emotion. To date, this study is the first to examine the Russo-Ukrainian War and one of the few sentiment and emotion analyses for exploring Twitter data in the context of modern war.
A Multistage Transfer Learning Approach for Acute Lymphoblastic Leukemia Classification

2022 IEEE 13th Annual Ubiquitous Computing, Electronics & Mobile Communication Conference (UEMCON), (2022)

Renato R. Maaliw, Alvin S. Alon, ... Alexander A. Hernandez

Conference Paper | Published: January 1, 2022

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Abstract
Automated medical image analysis driven by artificial intelligence can revolutionize modern healthcare in producing swift and precise diagnostics. Due to doctors’ varying breadths of training and expertise, traditional leukemia screening methods frequently involve considerable subjectivity. Using a 3-stage transfer learning approach and stacks of convolutional neural networks, we constructed an efficient pathway for automatic leukemia identification and classification through various phases. Experimental findings disclosed that our pipeline powered by InceptionResNetV2 architecture decisively affects the accuracy with 99.60% (normal vs. leukemia) and 94.67% (normal to L3). Moreover, it reduces error rates by 1.65% and 6.05%, respectively. A consistent result via the T-test confirms our proposed framework robustness with a significant positive difference of 4.71% over the standard transfer learning mechanism (p-value = 0.0001 & t = 0.85310). This research could aid and support oncologists in early yet reliable prognoses of acute lymphoblastic leukemia types.
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.
"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.
Chyilax: A 3D Video Game as a Marketing Tool for Mental Breakdown Awareness Campaign

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

Paul Andrei E. Arayata, Joshua C. Banzon, ... Manuel B. Garcia Manuel B. Garcia

Conference Paper | Published: January 1, 2022

Abstract
This research project presents the development of a video game entitled “Chyilax” – an innovative three-dimensional video game about a person’s struggle against mental breakdown while trying to alleviate its symptoms. The game was developed to be a medium that would raise awareness about the risks and conditions of mental health breakdown. The player can choose to take the role of either a college student or a working adult, both experience symptoms due to a tangled situation in their past. The player was tasked to help the protagonist to overcome the symptoms before it leads to a nervous breakdown. In order to help the protagonist, make up with the people who got involved in their past circumstances through puzzle-solving, role-playing, and problem-solving. Chyilax was developed using Unity as its game engine while 3D models were created using Autodesk Maya. The project was tested and evaluated via a virtual open house. The questionnaires were collated online using an online form that assesses the following as criteria for the game: effectiveness, visuals, mechanics, audio, and enjoyment while the website: functionality, usability, reliability, performance, and supportability as criteria. The game received an overall mean of 4.32 while the website received an overall mean of 4.35, both of which have a verbal interpretation of “Strongly Agree”, which interprets that the objectives were achieved and drawn impact to raise awareness on issues focusing on mental breakdown.
Sociodemographic Profile as Moderators in the Technology Acceptance of Productivity Applications

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
During the outbreak of COVID-19, the productivity gap between working in the office and at home has become a more critical issue in the labor market. For teachers with numerous vital responsibilities, the inescapable increased workload results in less productivity and efficiency. Following the reliance on productivity applications to lessen labor, we investigated the moderating effects of sociodemographic profiles of teachers through the Technology Acceptance Model. The demographic makeup of our participants (n = 513) was dominated by assistant professors, females, married, licensed teachers, aged 25 to 34 with a teaching experience of 6 to 10 years, and permanent and full-time in a public university. Our findings demonstrate that sociodemographic variables moderate the effects of perceived usefulness (PU) and perceived ease of use (PEOU) on teachers’ behavioral intention to use (BITU), except for the effects of gender in PEOU → BITU, teaching experience in PEOU → BITU, and educational attainment in PU → BITU.
Virtual Dietitian as a Precision Nutrition Application for Gym and Fitness Enthusiasts: A Quality Improvement Initiative

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

Abstract
The Virtual Dietitian (VD) application is a nutrition knowledge-based system that generates personalized meal plans in accordance with the one-size-does-not-fit-all concept of precision nutrition. A subset of the population that was not involved in its four-part developmental study was gym and fitness enthusiasts despite them being important target users. As part of our quality improvement (QI) plan, we initiated a two-phase user testing to inform modifications to VD. We recruited a total of 30 users with prior experience in nutrition applications. In phase 1, they used the current version of VD for a week and answered a mixed-form questionnaire afterward. We used the same questionnaire from our previous study, which is composed of System Usability Scale (SUS) items and open-ended questions. After months of system modification, the same set of users evaluated again the new VD version after another week of use. A paired-sample t-test showed a statistically significant difference in SUS scores before (SUS = 79) and after (SUS = 82) modifying VD based on the suggestions of the participants (p = 0.005). Some new features include water tracker and reminder modules, Google Fit integration, and other nutrition support services (e.g., teleconsultation with registered dietitians). Although further refinements to VD are still needed, we were able to incorporate a QI initiative typically employed by healthcare organizations into software development for a better and improved personalized nutrition application.
Corona Larona: A 2.5D Mobile Game Advocating COVID-19 Safety Protocols and Mitigation Strategies

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

Lorenzo Philip T. Cortes, Samuel Kenn T. Tandayu, ... Manuel B. Garcia Manuel B. Garcia

Conference Paper | Published: January 1, 2022

Abstract
Governments and health agencies around the world have been at the forefront of managing the COVID-19 pandemic. To control the spread of the outbreak, mandatory safety protocols have been put into effect. Despite the continuous development and strict enforcement of these preventive guidelines, non-compliance with these mandatory safety protocols has been reported. Getting the message to the public is one of the key challenges in convincing people to follow mitigation policies. In this study, we employed the media of video games to advocate for COVID-19 safety protocols. We developed a video game called "Corona Larona" that features microgames with action gameplay playable on a mobile platform. Our video game concentrated on several preventive measures such as physical distancing, hand washing, wearing face masks as well as basic knowledge about the virus using in-game multiple choice questions. To our knowledge, this is the first video game dedicated to the COVID-19 outbreak and the mandatory safety protocols. In a time when many people play video games to survive their current situation, the Corona Larona game is a strategic example of using and maximizing this form of media for a more noble purpose.

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