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Compendium is a technical compilation of thesis and capstone projects of the College of Computer Studies and Multimedia

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SYMPOSIUM COMPENDIUM. Contents
1 SYMPOSIUM COMPENDIUM Contents COUNTRIES REPRESENTED .............................................................................................

Design, Monitoring and Evaluation of Plans and Programmes
Design, Monitoring and Evaluation of Plans and Programmes 2016/2017 Code: 101653 ECTS Credits: 12 Degree Type Year Semester 2500260 Social Educ

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V o l u m e 1 2 0 2 2 I S S N 2 9 4 5 - 3 8 5 2 A T e c h n i c a l C o m p i l a ti o n o f T h e s i s a n d C a p s t o n e P r o j e c t s Compendium: Design and Innovation College of Computer Studies and Multimedia Arts FEU Alabang


College of Computer Studies and Multimedia Arts Woods District, Corporate Woods cor. South Corporate Avenues, Filinvest City, Alabang, Muntinlupa, 1781 2022


A T e c h n i c a l C o m p i l a ti o n o f T h e s i s a n d C a p s t o n e P r o j e c t s Compendium: Design and Innovation College of Computer Studies and Multimedia Arts FEU Alabang


Introduction Bachelor of Science in Computer Science with specialization in Software Engineering(BSCSSE) Bachelor of Science in Information Technology with Specialization in AnimationandGameDevelopment(BSITAGD), Bachelor of Science in Information Technology with Specialization in Digital Arts (BSITDA), BachelorofScienceinInformationTechnologywithSpecializationinService The Compendium : Design and Innovation Journal: A technical compilation of Thesis and Capstone Projects of the College of Computer Studies and MultimediaArts The word “compendium” is derived from the Latin word “compendere” meaning com- ‘together’ and pendere ‘weigh’. It means a collection of concise but detailed information about a particular subject. Compendium : Design and Innovation Journal: A technical compilation of Thesis and Capstone Projects of the College of Computer Studies and Multimedia Arts is the first journal compilation in FEU Alabang from the College of Computer Studies and Multimedia Arts (CCSMA) department. The department is composed of the programs:


Managementand/orBusinessAnalytics (BSITSMBA), Bachelor of Science in Information Technology with Specialization in Web andMobileApplications (BSITWMA), Bachelor of Multimedia Arts with Specialization in Animation and Digital Film (BMA) The aim of The Compendium is to promote and publish a technical compilation of the upperclassmen’s capstone research in the field of technology. While driven by their sense of innovation, and the core values of Far Eastern University, the independent research groups, in collaboration with their respective advisers, are given this opportunity to leave their own legacy and showcase their talent as well as excellence in FEU Alabang’s inaugural academic journal. In line with the academic requirements of PBL 4, Compendium: A Collection of FEU Alabang Computer Studies, Design and Innovation was published in April 2022 together with the Creative Journal, Mosaic: Design and Innovation: A Creative Compilation of Thesis and Capstone Projects of the College of Computer Studies and Multimedia Arts. It is available at FEU Alabang’s Library and FEU Alabang’s research portal.


Message from the CCSMA Director . . . . . . . . . . . . . . . . . . . . . . . 01 Innovation Process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 03 Research Compilation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 06 Computer Science . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 08 Information Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Multimedia Arts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104 Eureka! Conference Awardees . . . . . . . . . . . . . . . . . . . . . . . . . . .142 Organizational Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148 List of Enrolled Students . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .152 TABLE OF CONTENTS


1 he first critical move taken by FEU Alabang to stimulate the process of research culture T was project-based learning. Building Research Culture in FEU Alabang Students were given the opportunity to collaborate on their thesis and capstone projects with their peers, mentor, and adviser to create compelling projects based on real-world problems and concerns. This has facilitated the development of teamwork and communication skills, both of which are critical in research. This promotes the exchange of ideas, experiences, and best practices among researchers, hence enhancing the integrity and culture of research at FEU Alabang. The 16 capstone projects completed by Information Technology students, ten thesis projects completed by Computer Science students, and seven capstone projects completed by Multimedia Arts students all address societal concerns, values, demands, and expectations. This research compendium, which is similar to a scientific publication in that it provides documentation for scientific research, Message from the CCSMA Director Message from the CCSMA Director


Compendium: A Technical Compilation of FEU Alabang Computer Studies, Design and Innovation 2 Brings together the varied research designs and methodology shown in the 33 papers. This initial group of studies established a culture that contributes to the definition of their specializations, aids in finding research gaps, molds research paradigms, and fosters creativity. This will undoubtedly leave a positive impression on the history of PBL 4, as this is the inaugural batch of PBL projects. This will act as a model for future batches of computer science, information technology, and multimedia arts research. I am quite pleased of the 2018 batch for making it this far. Additionally, I would want to express my gratitude to all of the mentors that aided and guided our students while they completed their projects. I would also like to commend Dr. Ray Carlo Abacan and Mr. Mervin Sanding, the PBL 4 advisers, for producing this research journal. Congratulations! D r. J o f e r s o n L . B o m b a s i P r o g r a m D i r e c t o r - C C S M A


3 Innovation Process In the degree programs of Computer Science, Information Technology, and Multimedia Arts, A capstone project implements creative thinking through research and practical application to develop bold unique solutions for real-world problems. The capstone project has become a cornerstone of university curriculum and the process of acquiring a degree. Through their projects, students can practice the skills needed for the corporate world in a safe environment where they are able to learn from the outcomes and consequences of their work. They have the opportunity to exhibit knowledge of their projects, as well as effective communication and cooperation with their team. The independent group research conducted during this process gives students the golden opportunity to practically apply the cumulative knowledge gained throughout their time at the university. Innovation Process


Compendium: A Technical Compilation of FEU Alabang Computer Studies, Design and Innovation 4 Undertheguidanceoftheir academic advisor, andmentor,these teams of students have gone through various production phases including solutions proposal, detailed plan documentation, development, and presentation of their completed project. During the final defense phase, students receive key insights and feedback from tenured panelists, allowing for them to reflect on these development areas and ideate solutions to accordingly revise and refine their projects. As aspiring young professionals, this process aids them in establishing a significant competitive advantage—strengthening their skills of critical thinking and problemsolving whileengaging withtheirpeers andprofessors. Throughout this process, students are challenged with ideation, innovation, as well asmanagement oftheirproject. Theygain invaluable experience in dealing with the demands and responsibilities of the professional industry. This not only allows them to comprehend the relevance of their area of specialization as they work on their projects, but also broadens their horizons and develops them into well-rounded, drivenprofessionals ready forthe working world.


5 Research Compilation


Compendium: A Technical Compilation of FEU Alabang Computer Studies, Design and Innovation 6 Compilation R e s e a r c h


7


Compendium: A Technical Compilation of FEU Alabang Computer Studies, Design and Innovation 8 Computer Science B a c h e l o r o f S c i e n c e i n with specialization in Software Engineering


9 Computer Sience


Compendium: A Technical Compilation of FEU Alabang Computer Studies, Design and Innovation 10 Application Game Balancing in MOBA Games using >[email protected] Asi, Joshua E. Department of Computer Science, Far Eastern University Alabang B9 L35 Celina Homes 5 Titanium St., Santa Rosa, Laguna 09760533143 [email protected] Biteng, Judi Lionie A. Department of Information Technology, Far Eastern University Alabang #29 Emerald st., Casimiro Townhouse, Las Piñas City 09212769152 [email protected] Lapuz, Ceejay M. Department of Computer Science, Far Eastern University Alabang Blk2 Lot 7, Rosario heights. Santa Rosa laguna. 09690225505 [email protected] ABSTRACT As the live-streaming of video games has become easier, electronic sports have grown quickly and they are still increasing as tournaments grow in viewers and prizes. The purpose of this paper is to analyze the game state of League of Legends, Dota 2, and Mobile Legends. Creating an automated system to balance their champions and to see if it is a valid way of applying character balance in the Multiplayer Online Battle Arena games. The proponents obtained character information and profiles from websites using APIs, then compared them to how frequently a champion wins and is played. 1. INTRODUCTION Multiplayer Online Battle Arena (MOBA) is a type of game that allows the player to control a single character, competing against another set of teams. The goal of the game is to destroy the opponent’s base. MOBA games consist of many features that make the players excited and obsessed. Balancing an Online Game is a hard task to achieve. Developers may need to test them around, play the game itself which can take up a lot of time especially Multiplayer Online Battle Arena (MOBA) games. MOBA games usually have a lot of items, skills, heroes, and stats to look over. As a result, the goal of this project, Application Game Balancing in MOBA Games, is to utilize >[email protected] Liam D. Baldueza Far Eastern University - Alabang Corporate Woods District Alabang, Muntinlupa City [email protected] Chasey Larrisse V. Elizarde Far Eastern University - Alabang Corporate Woods District Alabang, Muntinlupa City [email protected] Matthew N. Barcelon Far Eastern University - Alabang Corporate Woods District Alabang, Muntinlupa City [email protected] ABSTRACT A concept that utilizes speech recognition to help educate Grade 1 level children in basic Filipino language skills. Previous studies have touched upon the effects of using various algorithms in automatic speech recognition systems as well as effects of related assistive technologies in language learning and processing. Despite the abundance of speech recognition software available today, there have been no attempts to create one tailored for dyslexic children that focuses more on the Filipino language that can also be used as a teaching aid by special education instructors. With this in mind, the study aims to create an application with the use of speech recognition utilizing the Levenshtein distance algorithm. By using the Levenshtein distance algorithm in comparing user input to the words and phrases stored in the >[email protected] Einar Gabriel Martin H. Arcon FEU Alabang Corporate Woods District Alabang,Muntinlupa CityTelephone [email protected] Martin Carlo B. Taningco FEU Alabang Corporate Woods District Alabang,Muntinlupa City [email protected] J.M.T.L. Astrero FEU Alabang Wood District, Corporate Woods cor. Alabang, Muntinlupa City [email protected] ABSTRACT Cryptocurrency is a digital currency that is created and managed through the use of advanced encryption techniques known as cryptography.Cryptocurrencies are still in their infancy, and the market for them is quite volatile. Because cryptocurrencies are not regulated by banks or any other third parties, they are often uninsured and difficult to convert into a form of fiat cash (such as US dollars or euros). Predicting Cryptocurrency Prices is difficult because of how volatile it is. Previous researches had utilized price forecasting algorithms such as LSTM and RNN to predict the prices of Cryptocurrency, however they were able to predict only one or two types of Cryptocurrencies and weren’t able to predict the prices on a daily, weekly, monthly and yearly basis nor have they calculated the accuracy of each Cryptocurrency. The researchers developed a system called CryptoRush which is a web application that aims to focus on the accuracy, direction and volatile nature of four cryptocurrencies, specifically (1) Bitcoin (BTC), (2) Ethereum (ETH), (3) Binance (BNB) and (4) Ripple (XRP) on a daily, weekly, monthly, and yearly basis using LSTM. The proponents opted to use LSTM as its main algorithm as it is free and able to decide what information will be stored and what should be discarded by using the “gates”. On this basis, the concept of price volatility shall be taken into account when creating a program designed to predict future prices. Keywords CryptoRush, Cryptocurrency, LSTM, Prediction, Prediction, Volatility, RNN, Machine Learning, Web Application, API, Bitcoin, Etherium, Binance, Ripple 1. INTRODUCTION Cryptocurrencies are wholly digital; there’s no physical coin or bill connected to the crypto you own. Instead, owners hold cryptocurrency in a digital wallet, or buy it through an online exchange, and it is transacted in a decentralized manner. Over the last five years, cryptocurrency has also been a hot topic. Following the release of Bitcoin, a slew of additional cryptocurrencies known as altcoins (alternative coins) emerged. It currently has a market valuation of 130 billion dollars and does over 300,000 transactions every day [1]. Cryptocurrency is known by many different names. You've probably heard of Bitcoin, Litecoin, and Ethereum, which are among the most popular types of cryptocurrencies. Cryptocurrencies are becoming more popular as a means of making online payments. Before converting real dollars, euros, pounds, or other traditional currencies into ₿ (the symbol for Bitcoin, the most popular cryptocurrency) [2]. What makes cryptocurrency unique despite being secure and faster due to its decentralized nature, is its price volatility and unlike stocks, cryptocurrency has daily price fluctuations and its values change every day [3]. Because the cryptocurrency market is fundamentally unpredictable and volatile, risk management and diversification are critical to achieving a favorable return on investment. Investors are constantly on the lookout for the next big thing, something that is even more valuable than Bitcoin. Many people look at market performance and market trends to choose which cryptocurrency is best to invest in in 2021 [4]. 1.1. BACKGROUND OF THE STUDY Cryptocurrencies are digital currencies where transactions can be done online. Unlike the common currency, cryptocurrency is designed based on cryptography. The perfect example of cryptocurrency is Bitcoin. It is one kind of cryptocurrency with no regulation from any party and is decentralized [3]. Despite the gains that it has made over the past year, cryptocurrency faces a constant increase in the financial market, which is characterized by significant volatility and strong price fluctuations. One factor that causes volatility is the limited supply of coins. The proposed system focuses on the accuracy and direction of prices of a specific cryptocurrency on a daily, weekly, monthly, and yearly basis. The proposed system would also help the proponents understand the volatility of cryptocurrency [5]. Fear and uncertainty, such as bad news or misleading headlines, can directly or indirectly cause crypto users into panic buying or selling which leads to a period of volatility [6]. 1.2. RESEARCH OBJECTIVES The proponents aim to address the following difficulties encountered by CryptoRush operations by following a set of objectives: 1. To develop a Web Application to predict the prices of crypto such as BTC, ETH, XRP and BNB. 2. To implement the LSTM Algorithm for Price Prediction on a daily, weekly, monthly and yearly basis. 3. To know the volatile nature of cryptocurrency 4. To test and evaluate the application.


17 Computer Sience 2. METHODOLOGY The proposed system is a web-based application that will be developed using Languages such as Python and HTML with the Use of TensorFlow. The application itself will make use of Streamlit and Heroku platform to implement the web application itself. 2.1. CONCEPTUAL FRAMEWORK The proposed system would deploy two >[email protected] ABSTRACT Government transparency embraces accountability. It is linked to and provides the enabling environment for greater accountability and is therefore presumed to operate in a continuum. The effectiveness of transparency is measured by the degree of accountability that it would provide to government personnel. The problem is, the >[email protected] Kenneth Basibas Far Eastern University - Alabang [email protected] King Ramos Far Eastern University - Alabang [email protected] ABSTRACT A concept that was inspired to contribute more information about Pose Estimation focusing on full body exercise. Detecting an individual during the workout while accurately detecting the human joints. The majority of previous research only detects the person during exercise without properly analyzing the movements. There is no attempt of research that focuses on the repetition and intensity which is the most vital information in performing an exercise. For the purpose of this, the study will incorporate full body workout into modern technology namely Pose Estimation implementing Convolutional Neural Network. This study offers new innovation implementing Pose Estimation. Furthermore, the innovation is focusing on modification of particular landmarks to identify the repetition and intensity of the three types of exercises (squats, push ups, sit ups) using openCV to capture the movements. The performance classification was made possible by the use of openCV and mediapipe, in order to determine the accuracy of the >[email protected] or Publications Dept., General Terms Python Programming, Artificial Intelligence, Computer Vision. Digitalization, Deep Learning Algorithm, Machine Learning. Keywords 2D Pose Estimation, Full Body Work-out, Pose Landmarks, openCV, Mediapipe, Convolutional Neural Network 1. INTRODUCTION The World Health Organization encourages individuals to be active as much as possible to avoid health issues and concerns including, heart disease, obesity, high blood pressure, strokes and the like. Researchers found that people who were the least fit were at a 500% increased risk of dying early To address death issues, physical fitness is one of the measures to become healthy through exercise routines that greatly help individuals’ psychological well-being. Exercise stimulates muscle development, joints and bones, as well as the lungs and the heart.Exercise helps manage symptoms of depression, and anxiety, reduces risk of developing diseases, treats mental health problems, stress reliever, helps the body fight against cancerous cells and avoid getting fractures. Relatively, due to restriction of COVID-19, it limits social participation which may decrease the fitness activity in gyms and physical activities outside. As recommended, 30 minutes of physical activity for 5 or more days per week. 1.1 Background Through the advancement of technology, various applications are designed and developed to provide valuable information relative to health. The demand for the digital fitness market is expected to reach $27.4 billion by 2022. Various technologies have been developed and designed to provide a more accessible health care such as smart health watches, Biosensors and Brain sensing headbands.One of the technologies that can be applied to health is the utilization of the human pose estimation used in artificial reality such as markerless Motion Capture, worker pose analysis, and many more. Pose estimation is a widely used studied problem in computer vision that focuses on appearance and learns a set of parameters by establishing a parametric geometric model. It determines the position and orientation of the human body , it uses a dot-like connection model known as the Human Pose Skeleton.


23 Computer Sience 1.2 Theoretical Framework 1.2.1 Pose Estimation It is used to precisely detect the instrument landmarks for every frame by modeling the instrument as an articulated object, In this study, 2D Pose estimation will be used to determine the repetition and intensity of the exercise. The 2D predictions for every joint are therefore discretized on a fixed grid. 1.2.1 Pose Landmarks It represents a collection of parts arranged that shows the connection of every part of the human body. The z coordinate is a value that is calculated for every landmark based on the joints identified. The indicated numbers are the label of the pose estimation keypoints and their specification. 1.2.1 Exercise Routine (Squats, Push-ups,Sit-ups) There are many forms of full body training exercises which include squats, push-ups, and sit-ups that enhance the shapes and strengths of the body parts. Squats require several muscles in your upper and lower body to work together simultaneously. Another one is the push-ups. This type of exercise increases upper body strength. It is an Effective exercise for building upper body strength. Sit-ups have been the mainstay of ab workouts for decades. They target the rectus abdominis, the rectus abdominis muscle flexes to bring your shoulders towards your hips. Building this muscle is one part of developing your core muscles for stability and performance. 1.2.1 Exercise Repetition and Intensity In performing exercise, repetition and intensity have been observed to achieve individual full body exercise goals. One of the determinant factors is the angle measurement.An individual performs a series of repetitions however the strength may depend on individual physiological stimulus. In doing repetition it affects the action of the muscles thus moving the joints. A study claimed that higher-intensity load resulted in fewer repetitions while lower-intensity loads moved for a relatively high number of repetitions before fatigue sets in. 1.3 Conceptual Framework The study will capture the subject in a video format with a required corresponding distance of 0.5 meters while performing the actual exercise routines such as squats, sit-ups, and push-ups. The video will be analyzed frame by frame to extract the selected frame, which will serve as the >[email protected] NERPIO, Lulwah B.S. Computer Science FEU Alabang Muntinlupa City, Philippines [email protected] GUINGONA, Timothy B.S. Computer Science FEU Alabang Muntinlupa City, Philippines [email protected] PINERA, Beatrice B.S. Computer Science FEU Alabang Muntinlupa City, Philippines [email protected] Abstract Insights from eye activities are considered valuable in marketing research. Eye-tracking is a tool that helps understand consumers' cognitive processes. This study makes use of eye-tracking to evaluate the scenes of a commercial. The main objective of the researchers was to design and develop a program that determines the most eye-catching scenes of a TV commercial based on eye-tracking >[email protected] David G. Magno College of Computer Studies FEU Alabang, Filinvest City Alabang, Muntinlupa City Metro Manila – 1781, Philippines [email protected] Keith Lundberg A. Salandanan College of Computer Studies FEU Alabang, Filinvest City Alabang, Muntinlupa City Metro Manila – 1781, Philippines [email protected] Celynne Anne V. Palao College of Computer Studies FEU Alabang, Filinvest City Alabang, Muntinlupa City Metro Manila – 1781, Philippines [email protected] ABSTRACT Dog Breeding has become a huge industry. At present, there are around 340 dog breeds around the world. This research aimed to develop an android application named “KYON”, a dog breed classifier and offspring generator application that utilizes Computer Vision tools and techniques. This was done with the use of Computer Vision technology through Convolutional Neural Networks (CNN), specifically the MobileNet Architecture. KYON also generates a possible offspring appearance of two recognized dog breeds through a morphing technique using Delaunay's Triangulation Algorithm. The researchers created and trained the models and then implemented it to the application. The detection and classification models after training achieved an accuracy rating of 92% and 80% respectively. Meanwhile, the offspring generator garnered 42% accuracy on its landmark detection, strictly requiring the user to capture the dog directly facing the camera only. After thorough testing with the use of the FURPS model, the application and its core functions attained a total score of 4.298. The researchers achieved the objective of this research. The researchers concluded that the created models were able to detect and classify a dog breed and create a possible image of a pair of dogs’ offspring. The researchers recommend the expansion of this topic towards animal health and detection of any anomalies within the dog’s body. The models created for this study are good as it is, but it can be further improved through the use of a larger >[email protected] Cal, Andre Daniel B. FEU Alabang Filinvest City, Alabang, Muntinlupa City, Philippines [email protected] Hadjimanan, Al-noor T. FEU Alabang Filinvest City, Alabang, Muntinlupa City, Philippines [email protected] Ontuca, Angelica A. FEU Alabang Filinvest City, Alabang, Muntinlupa City, Philippines [email protected] ABSTRACT In the Philippines, safety is a major concern. The crime rate is steadily increasing, and something must be done. Technology is the main driving force that leads to the improvement of crime prevention in the past. Even with the most recent advances in Natural Language Processing, as seen in today's virtual assistants such as Siri, Alexa, and others, there are still limitations. Maria is a Virtual Assistant who assists in the resolution of the Philippines' safety and security issues, as well as in bridging the gap between the Filipino language and NLP. A rule-based approach is used to develop a system that can classify the crime and location given in a crime report. It was tested for its F-score to determine its accuracy. The system is 85% accurate in identifying crimes and 86% accurate in identifying locations. A criteria-based assessment was also used to test the system's usability, sustainability, and functionality. The >[email protected] Liao, Paolo Miguel Department of Computer Science, Far Eastern University Alabang Blk 11 Lot 14 J.Luna St. Ph. 1 Cherry Homes Subd. Bacoor, Cavite 09324555742 [email protected] Quijano, John Neiro P. Department of Computer Science, Far Eastern University Alabang Blk 15 L2C Pasonanca St. Teresa Park, Pilar Village LPC 093456345340 [email protected] Barreto, Tyrone Maximus Department of Computer Science, Far Eastern University Alabang Lot 8 Unit 6 Rio de Janeiro St. Bf Homes, Talon Tres, Las Pinas City 09195342066 [email protected] ABSTRACT This research project investigates the accuracy of sign language recognition using Machine Learning Algorithm, most specifically Multiclass SVM. Throughout the years, technological advancements have touched many aspects of everyday life that includes the technology of image, motion and gesture recognition. Image, motion and gesture recognition is a remarkable area in the field of Computer Science that has helped society in understanding more about machine learning and in turn helped humanity understand more about the complexities of the human mind. The main goal of this study is to create a program that would be able to recognize Filipino Sign language gestures and symbols, such a project is done using devices such as Leap Motion, Kinect and many more hardware and software applications that could be used in tracking and recognizing patterns and symbols. In this project, Intel’s RealSense camera will be used to acquire sign language input. Similar to Kinect and Leap Motion, Realsense cameras have the ability to track human body information. The multiclass SVM is created using Matlab and training sets would be used in order to teach the program which sign language symbol means which. Respondents are picked in regard to specific qualifications, those that know or are willing to learn Filipino Sign Language, IT professionals in order to know the efficiency of the program and to critique the graphical user interface. The respondents were satisfied with the program’s efficiency and the project overall, be that as it may, a few updates were made to improve the program’s efficiency and the GUI. 1. INTRODUCTION The act of communication, it is one of mankind’s greatest achievements, with it humanity continuously evolved and had progressed to the point that communication is one of the If not the most essential things in everyday life, but what happens when the ability to communicate is taken from oneself. Communication can be really frustrating when it comes to the deaf community even more so when they attempt to communicate with others that are not knowledgeable with sign language thus hindering the progression of those around them. It is a very unfortunate thing not being able to express oneself especially during the time wherein communication and expression is everywhere. Inventions such as pacemakers would help people by replacing dysfunctional hearts, bionic parts would make people walk again and hearing aids to help the deaf hear and sign language, one of the oldest ways in helping the disabled, to help the mute. These kinds of technologies are why mankind was able to progress further and that is why fields of engineering and other branches of science have been persistent in its evolution and following that progression, is the drive to help more, to know more, this is why research in technological advancement has to prosper and flourish. This research project explores the possibility of using Multiclass SVM in capturing signs of Filipino sign language and translating it into text. Using Sign recognition software the proponents would be able to capture the hand symbols that are made while doing Filipino sign language. With the recorded input brought by the Intel RealSense Camera, the program would be able to perceive the symbol using the Multiclass SVM, and turn it into letters or words.


35 Computer Sience 2. Filipino Sign Language Recognition Nowadays, gesture recognition can also be applied and is most commonly applied through virtual reality, human computer interaction, robotics and several others (Sravani Mudduluru, 2017)(Lionel Pigou, 2015). According to Cabalfin, et al (2012) there are two major approaches to sign language recognition, which are device-based and video-based methods. Although, there may have been a significant amount of projects regarding recognition of sign language, only a few researches have been done with the recognition of Filipino Sign Language, this include recent studies from Lasalle, “Recognizing Non-Manual Signals in FSL” (Joanna Pauline Rivera & Clement Ong, 2018), in which facial expressions were the main focus of the study with the use of 3D animation units and using artificial neural network as algorithm. The research project aims to convert Filipino Sign Language (FSL) to text using Intel’s RealSense Camera. RealSense Camera is a USB powered controller that can be supported by windows 8 and above, it features two depth sensors for 3D imaging capabilities, an RGB sensor and an infrared projector for illuminating objects, thus improving depth >[email protected] Abacan, Ray Carlo A. FEU Alabang Filinvest City, Alabang, Muntinlupa City, Phillippines [email protected] Faca, Kristine Marie N. FEU Alabang Filinvest City, Alabang, Muntinlupa City, Phillippines [email protected] Juntereal, Thatiana Erica D. FEU Alabang Filinvest City, Alabang, Muntinlupa City, Phillippines [email protected] Diamante, Nadine Gweneth C. FEU Alabang Filinvest City, Alabang, Muntinlupa City, Phillippines [email protected] ABSTRACT The main objective of this project was to evaluate typhoon-related Tweets’ urgency using sentiment analysis with supervised learning over an artificial neural network. The researchers implemented artificial neural network and natural language processing techniques for sentiment analysis and evaluation of the urgency score of typhoon-related Tweets. The model’s accuracy on training and validation was evaluated simultaneously. A separate validation using 100 >[email protected] Trisha Ghael Garcia College of Computer Studies and Multimedia Arts FEU Alabang Alabang, Muntinlupa City 09292421747 [email protected] Vianni Tetsuya Osugui College of Computer Studies and Multimedia Arts FEU Alabang Alabang, Muntinlupa City 09163333097 [email protected] Jhan Jethrix Masaya College of Computer Studies and Multimedia Arts FEU Alabang Alabang, Muntinlupa City 09552787425 [email protected] ABSTRACT The purpose of this project is to design a 3D escape room game on pc that features room puzzles and a detective-style narrative. It depicts a mystery style of the game in which the player can explore the room to solve and escape. By developing this game, the proponents would like for this game to be new and fun for the players in using their mental and logic skills. The game will be published on itch.io website for Windows 10 OS using Unity 3D and different software programs that are used for the game development. For game testing and evaluation, the GUESS assessment was used for the online survey. The results of the survey show an overall mean of 4.48 with an interpretation of “Very Good” and excels in the “Enjoyment” factor. The proponents have designed and created a first-person 3D video game with an escape room concept and a detective storyline. The proponents recommend improving the complexity of the puzzle and the user interactions in the gameplay. Keywords Escape room, Puzzles, Detective, Mystery, Itch.io, Unity. 1. INTRODUCTION The proponents are a group of Animation and Game Development Students that are to develop an original game. Due to the increase of game production every year, different game genres create a huge market for each area. In the gaming industry, the mystery genre is rarely seen and has a lower player base than other genres. Even though this type of genre has been popular in other industries, mystery games seem to not be receiving the same love in the gaming industry [1]. The proponent’s game project would develop a puzzle game that incorporates the mystery genre. As game designers, the project would concentrate on the impact qualities of motivation by understanding the key factors that made games fun for players on various challenges. The Animation and Game Development sector is expected to grow 7.3% percent to 12.3% in its revenue [2]. This creates various opportunities to expand the industry. According to the Philippine Board of Investments (2017), the video games development industry has high potential as a segment of the Philippines's Creative Services Industry [3]. This creates a boom in the local market and continues to expand in the opportunities in the video game industry. This would be a contribution to the Philippine Game industry that showcases the capabilities of Filipino game developers. 2. RELATED LITERATURE 2.1 The Sense of Lighting inside Gaming World Understanding the player's visual attention patterns within the game environment is an important research area that will improve the game level design and graphics [4]. Also in another research about the Effects of Luminance on Available Information and Information-Extraction Rate by Loftus (1985) stated that, "Luminance is a powerful variable in everyday visual experience--it seems more difficult to perform visual tasks such as searching or reading, under conditions of dim illumination than under conditions of bright illumination", that being said lighting will have a major impact on the game because on how the player perceive its lighting and the environment. [5] 2.2 User Interface for Casual Games The game's style and feel is influenced by the user interface. A UI designer's main responsibility is to concentrate on the game's graphic design and the player's perception. There are several tips on having a good video game menu. One of them was to “Let the players know”. In this way, the player can instantly recognize how they are gonna navigate the game without telling instructions [6]. In the Firewatch game, the UI is only telling the player the controls on how to control the fishing pole. In certain Puzzle games, it is important to focus on simplicity to each the complexity of the game. The UI should not be overly complicated, but rather a minimal space on the screen.


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