FEU Institute of Technology

Educational Innovation and Technology Hub

Loading...

Maria Rona L. Perez

16 Publications
A Playable 3D Virtual Tour for an Interactive Campus Visit Experience: Showcasing School Facilities to Attract Potential Enrollees

2023 9th International Conference on Virtual Reality (ICVR), (2023), pp. 461-466

Conference Paper | Published: January 1, 2023

View Article
Abstract
Advances in technology have revolutionized student recruitment strategies employed by educational institutions. These innovations led to the adoption of virtual campus tours to provide prospective students with an immersive expedition into the school facilities replicated in a digital environment. However, the existing virtual tour technologies pose challenges, including cybersickness in virtual reality and limited interactivity in 360-degree videos. In this study, we fill these research gaps by developing a playable and interactive campus virtual tour where potential enrollees can visit and tour the campuses remotely. In addition to a series of beta tests with enrolled students, we recruited students specializing in game development and their associates to evaluate the application using an extended Technology Acceptance Model (TAM) framework. In this evaluation, we found that the application was well-received by prospective students and was regarded as useful in delivering an immersive campus visit experience. From the TAM perspective, it was evident that there was a significant difference in how enrolled and potential students assess the application in terms of perceived usefulness and behavioral intention. The positive acceptance of the application led to the recommendation of playable campus virtual tours as a tool for improving student recruitment strategies.
Promoting Social Relationships Using a Couch Cooperative Video Game: An Empirical Experiment With Unacquainted Players

International Journal of Gaming and Computer-Mediated Simulations, (2022), Vol. 14, No. 1, pp. 1-18

Manuel B. Garcia Manuel B. Garcia , Vanessa Mae A. Rull, ... Maria Rona L. Perez Maria Rona L. Perez

Journal Article | Published: January 1, 2022

Abstract
Social relationships are a fundamental aspect of human existence. Unsurprisingly, policymakers are incessantly devising strategies that accentuate the benefits of social relationships and diminish the risks of social isolation. The natural manifestation of player-to-player interaction in a video game context poses a unique opportunity to study the effects of co-playing on social relationship formation. However, most studies recruited players with existing relationships (e.g., family and friendship), utilized random commercial video games, or experimented in an online environment. These research gaps warrant further investigation on the utility of video games for promoting social relationships among unacquainted players while in the same physical space. Thus, this study presents the development and evaluation of a couch cooperative video game grounded on sequential team-building mechanics. The findings of this study offer empirical evidence that would have significant practical implications for any organization seeking to increase teamwork and cooperation among its members.
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.
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

View Article
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.
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.
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.
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

View Article
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.
Playing for Learning: A Student Engagement Assessment on Edutainment Game based on User Experience

2021 The 9th International Conference on Information Technology: IoT and Smart City, (2021), pp. 256-261

Conference Paper | Published: December 22, 2021

View Article
Abstract
Crafting a good digital experience for children can be difficult; game designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational at the same time. This should also comply with national and international jurisdiction, and time appeal to parents as well. In this paper the researchers used of an educational game called Tahderiyyah Literacy App (TLA) with standard general framework which designers and developers created for children ages four to six years old. This platform has been the testing ground for the edutainment game in the field of user experience. The purpose of the paper is to observe the interactions, experience and adaptation of kindergarten pupil (learners) on a particular on the TLA based on game's user experience. TLA was design using their mother tongue which can be played on mobile devices. Focusing only to learners from Muslim Community. While the term User Experience encompasses both physical and digital experiences, the main focus for the framework is purely for digital services wherein only touch based devices are evaluated in greater detail. On the assessment process, students were observed and interviewed about the game and what they learned about numbers and letters from game they played. This process was done to help the kindergarten answers their questionnaires. Every learner that act as respondents were guided to answer the answer the questionnaires given to them. Results of using TLA to analyze an HCI factors in learning environment are described in the later part of this paper. Implications for using TLA as a design for pedagogical tool are also discussed.
Beast Chasers: A 3D PC-Based Third Person Action RPG Game used to Spread Societal Issue Awareness

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

Tyrone N. Luluquisin, Krizza Mae D. Castillo, ... Maria Rona L. Perez Maria Rona L. Perez

Conference Paper | Published: January 1, 2021

Abstract
In the video game industry, games are purposely developed and designed for entertainment, but with the innovative technology we have right now, various video games have been created that are not just for entertainment. Nowadays there are video games for education, medical rehabilitation, awareness campaigns, and applications that target a specific type of illness or impairment or simply to enhance the way of life. To motivate people with these predicaments, gaming has been modified to offer not only entertainment but also a way to help others. The proposed game entitled Beast Chasers — an Action Role Playing Game (ARPG) for PC Platform will make use of symbolism and deep storyline as an instrument to deliver societal issue awareness. The proponents used the Analysis of Variance (ANOVA) to figure out which age group, gender, or economic level will be most interested in the game as the project's target audience. The proponents used Convenience Sampling because it is considerably faster and easier to get findings. To assess the game impact, a questionnaire based on the Likert Scale was given to 30 people and it is used to measure opinions or perceptions about the game and it can also identify where the areas of the game can improve. The results of the game evaluation received a total of 5.54 mean implying that the game was quite satisfying and that the sample was enthusiastic about the game. Therefore, Beast Chasers has promoted and raised an awareness about the Societal Issues that the world is dealing with also making it into a form of ARPG Video Game.
LOST: The Search For One's Self (A Rhythm-Based Application that Promotes Awareness on Depression)

Proceedings of 2021 The 11th International Workshop on Computer Science and Engineering, (2021), pp. 213-223

Jeff Rodiel Alcasid, Mario Ryan Aljama, ... Maria Rona L. Perez Maria Rona L. Perez

Conference Paper | Published: January 1, 2021

Abstract
With the fast-paced growth of technology in our generation today, a lot of different applications has been developed in order to make people's lives more convenient and comfortable. However, due to the people's attachment to these technology, they have grown more and more sensitive with what they read from the internet (especially social media) — this in return takes toll on their mental health capabilities and provides problems for them and their families. This study aims to promote the presence of a mental health issue that has been frequently discussed by a lot of people through the years — this disorder is known to be depression. The researchers’ aim in this study is to develop a game that can aid people in understanding how depression affects the character through the said game's story — and help alleviate some possible factors that saddens or disrupts the player's mind from the gameplay and music. One of the main elements from this study is that interviews from psychologists, psychiatrists, and guidance counselors would be conducted and analyzed in order to know the possible problems that the target audience of the project may or may not face in their own lives — the researchers would then conduct a survey accompanied with the Patient Health Questionnaire (PHQ-8) in order to test the game's effectiveness and enjoyment. Based from the overall results of the study, the researchers were able to analyze the gathered PHQ-8 survey and has successfully rejected their null hypothesis — which means that the project has an effect on decreasing the severity of depression of the players. Overall, the researchers were able to satisfy their objectives which makes the project a step closer in developing an application that can be positively used for both entertainment and depression awareness in the future.

A Time Capsule Where Research Rests, Legends Linger, and PDFs Live Forever

Repository is the home for every research paper and capstone project created across our institution. It’s where knowledge kicks back, ideas live on, and your hard work finds the spotlight it deserves.

© 2026 Educational Innovation and Technology Hub. All Rights Reserved.