Dr Gloria Washington on empathetic fitness trackers

Dr. Gloria Washington is an Assistant Professor at Howard University in the Computer Science Department. At Howard, she runs the Affective Biometrics Lab and performs research with her students on affective computing, biometrics, and computer science education. Her research is supported by the Department of Homeland Security, Leidos, and the TIDES Foundation. Before coming to Howard University she was an Intelligence Community Postdoctoral Research Fellow in the Department of Computing Science at Clemson University. She performed research on identifying individuals based solely from pictures of their ears. Dr. Washington has more than fifteen years in Government service and has presented on her research throughout industry. Ms. Washington holds M.S. and Ph.D. in Computer Science from The George Washington University, and a B.S. in Computer Information Systems from Lincoln University of Missouri.

Dr. Washington’s talk had highlighted that the incidence of children with chronic disease is growing in the U.S. and these children have special educational needs that relate to the way they learn how to care for themselves. Children with chronic disease learn positive health behaviors taught through self-management education taught by patient advocates, nurses, and their families. Unfortunately, this education usually begins around age 10 or 12; leading some to develop unhealthy habits and lack self-efficacy in improving their health. Fitness trackers were first created to help adults keep abreast of their fitness goals. However, these devices are slowly being introduced to children. There are no health and wellness technologies that are designed for children and exploit human physiological information to interpret and empathize with a child’s mental and/or physical health. Additionally, social cognitive models/theories were developed to help educational professionals identify the factors that influence how a person learns positive and negative health behaviors. These models include factors related to ethnicity, age, and socioeconomic status. Although these factors have proved significant in helping to design educational interventions for health psychologists; these theories have not been adapted for creation of educational materials relevant to children with chronic disease. There exists an opportunity for a new genre of fitness trackers that empathizes with the user, teaches positive health behaviors, contributes to a child’s self-efficacy and emphasizes the scientific underpinnings of a disease. This tool should also allow children the ability to teach themselves, their peers, and their caregivers through show and tell, positive reinforcement, and fun game-based activities. This talk focuses on introduction of a new empathetic fitness tracker that is used for instructional teaching of young children with chronic disease.

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Private Penny: The Resistance Privacy Policy and End-User License Agreement

END-USER LICENSE AGREEMENT

By downloading, installing, or using Private Penny: The Resistance (referred to herein as the “Game”), you, the end-user (referred to herein by the words “you”, “your”, “yours”, and their derivatives), agree to be bound by this End-User License Agreement. This EULA establishes a legal agreement between you and the creators of the Game— Raphael Angelo Reventar, Melvin Luis Mendoza, and Therese Beatriz Pedro (referred to herein as “Authors” or with words such as “we”, “us”, “our”, and their derivatives)— with regard to the use of the Game and its Content.

“Content” means the text, script, 2D assets, and other multimedia elements you can view or access through the use of the Game.

If you do not agree with the terms and conditions listed hereof, do not download the Game.

1. Description and Use of the Game

Private Penny: The Resistance is a 2D action mobile platformer about antibiotic misuse and resistance developed by the Authors, which you may download and use through a compatible electronic device, such as a smartphone or tablet (“Device”).

At our discretion and without providing you prior notice, we reserve the right to modify the Game, including but not limited to its design, functionalities, and overall Content. Moreover, provide you with updates, upgrades, and/or support for the progression of the Game and its Content.

Additionally, you understand and agree that Content available in the Game is provided to you as is and is intended for entertainment and game play. Hence, it is not guaranteed that they are accurate. You, as a concurring user, should exercise judgment in your use of the Game and its Content.

2. License Grant

You are granted a personal, non-commercial license to download, install, and use the Game and to access the Content within for your use.

3. Restrictions and Ownership

Using the Game does not grant you ownership of any intellectual property rights in the Content that you access. Any form of the utilization of Content from the Game is not permitted unless requisite consent is duly obtained from the Authors. These terms do not accord you the right to own or use any distinguishing branding, trademarks or logos used exclusively within and for the Game.

Unless awarded with a written authorization from the Authors, the provider of the Game’s Content, you shall not:

1. copy, translate, alter in any way, or create any derivative work of the Game, its Content, or any part thereof;

2. redistribute, publish, sell, or in any other way make the Game available to third parties;

3. use the Game and access its Content through any technology or technique other than those provided by default (such as but not limited to bots, automation software, GPS-mocking, or any form of hacks); or

4. use the product for any purpose, commercial or otherwise.

Any rights not purposely granted to you herein are herewith reserved by the Authors as the sole and exclusive owner of all rights and titles.


PRIVACY POLICY

The nature of Private Penny: The Resistance does not require the developers to collect or share any personal information from the Game’s users. Personal information refers to any information referring to an identifiable or identified human person. No such information will thus be asked of the product’s users.

 

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Analysis of Novice Programmer Tracing and Debugging Skills using Eye Tracking Data

Description of the Project

Eye-tracking is an emerging field in which special video cameras are used to follow and record the movements of a test subject. Eye gaze fixations indicate the test subject’s focus, hence the behavior of the test subject’s eyes can be used as an empirical measure of user attention. Eye gaze data has been used for a variety of fields from autism research (Navab, et al., 2012) to sports (Barfoot, et al., 2012) to animal behavior (Kano & Tomonaga, 2009) to fashion design (Ho, 2014) to reading comprehension (Graesser, et al., 2005).

Because accurate eye tracking requires relatively new and expensive technology, research and publications that make use of eye tracking data is somewhat rare.  This implies that the field is open for contributions.

We propose to develop national capacity to conduct eye tracking related research.  This entails the hosting of eye tracking workshops and the execution of a common research project. Because the proponents are from computer science, the common research project will focus on novice programmer tracing and debugging skills.

Statement of the problem

During the 4th International Outsourcing Summit held in 2012, Silicon Valley-trained Filipino information technology experts noted that “only 10 percent of information technology (IT) or computer science graduates are hireable.”  Although the Philippines produced 70,000 IT graduates in 2011, big companies consider most of these graduates to be undereducated and even uneducated by their standards.  To blame, these experts say, are substandard training and education programs.  Many schools allow their graduates obtained degrees without knowing how to program (Cuevas-Miel, 2012).

Programming is a fundamental skill that all graduates of IT-related courses must possess, yet it is a difficult skill to learn.  Since 2006, Dr. Rodrigo of the Ateneo de Manila has fostered an active research group that has studied novice programmer education.  Funded by several Department of Science and Technology grants, the Ateneo has studied novice programmer errors (Rodrigo et al., 2013), novice programmer affective states such as confusion (Lee, et al, 2011) and frustration (Rodrigo & Baker, 2009), and has built systems to analyzing novice programmer compilation logs (e.g. Dy & Rodrigo, 2010).

Prior works’ data sources have been limited to logs of novice programmer compilations and human observations. Both of these tended to be coarse grained.  The logs were essentially snapshots of novice programmer activity that have no representation for interim thought processes.  The human observations of each student were recorded every three minutes or so. This research project collects finer-grained data that enables us to track what it is that the students are attending to.  This, in turn, helps us determine whether they are in fact tracing the logic of the code or if they are confused.

Purpose of the research

This research project studies the tracing and debugging strategies employed by novice programmers, both as individuals and as pairs. Subsequent analyses will attempt to draw differences between high- and low-performing students and then arrive at recommended debugging strategies that teachers can then convey to students. The research questions that the group hopes to answer include but are not limited to the following:

  • What problem solving strategies do novice programmers employ when visually parsing through a code fragment?

  • How do the strategies employed by high-performing and low-performing students differ?

How does collaboration between pairs of novices affect the speed and accuracy with which bugs are identified and resolved?

Theoretical Framework

Eye-tracking is a data collection technique in which an individual’s eye movements are measured (Poole & Ball, 2006).  These measurements enable the researcher to determine where a person is looking (point-of-regard) and the sequence in which the eyes shift from one object to another.  Eye-tracking research is founded on the “eye-mind hypothesis” that asserts that eye traces are an indicator of where an individual’s attention is focused.   Visual attention refers to focalization. Individuals withdraw from some environmental stimuli so that they can effectively deal with others (Duchowski, 2007). Hence, eye-tracking data can provide researchers with insight regarding individuals’ visual information processing.

There are typically two types of eye-trackers: table-mounted and head-mounted.  Table-mounted eye trackers, as the name implies, are positioned on a table and are focused on the participant’s eye.  Head-mounted eye-trackers are similar eye glasses (Duchowski, 2007).

Poole and Ball (2006) and (Duchowski, 2007) describe several features used to measure eye-gaze.  Fixations refer to positions of the eyes when the eyes are relatively stationary.  They are an indicator of the amount of attention that is being applied to the point-of-regard.  Saccades refer to movement of the gaze from one point to another. No encoding takes place during a saccade, but regressive saccades, i.e. backward movement across a region that has already been visited, can indicate that an individual is having difficulty processing the material. Scanpaths are sequences of saccades and fixations.  They can indicate compliance with or departure from what is regarded to be an optimal path through the material.  Blink rate and pupil size can both indicate cognitive effort.  A low blink rate indicates a high workload while large pupils imply greater processing.

Eye-tracking research has been used to study human attention in a variety of circumstances.  These include but are not limited to reading, driving, marketing and advertising, and computer science.

Expected Output

This research project should result in prescriptions for teaching code comprehension, tracing, and debugging, some of the hardest computer-programming skills to learn.  It should also lead to research capacity building and publications in highly reputable journals and conferences.

Justification

The project is significant in at least three ways:

  1. The addition of the eye-tracking component develops local expertise in the collection, analysis and interpretation of eye-tracking data. Because the technology is not yet widely used for this type of research, it has a high potential to lead to new contributions and collaborations in other areas of research.

  2. It will contribute to the body of literature about novice programmer cognition, learning strategies, and debugging strategies.

  3. It will contribute to novice programmer education by helping establish expert patterns of parsing code that can then inform instructors about how to teach novices how to read and trace through code fragments.  This can lead to a higher level of IT preparation and training.

 

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JOLLY: Jokes On-line to improve Literacy and Learning digital skills amongst Young people from disadvantaged backgrounds

Proposal Summary

The JOLLY collaboration will develop innovative web based technology to improve English comprehension and digital skills amongst disadvantaged Filipino children transitioning from primary to secondary school. Disadvantaged children often lack the comprehension skills needed at secondary school due to poor access to resources, learning opportunities or help at home. Up to 40% of 6th grade Filipino students have average to poor mastery of English: one of two official languages. Literacy is significantly related to life chances, long-term aspirations and self-efficacy. Digital skills are also vital in modern technological society, allowing learning across cultures. JOLLY will train students to use digital technology to understand, create and share joking riddles: an approach that has previously
produced improvements in reading comprehension and digital proficiency. JOLLY will motivate children to learn through fun exchanges of humour: a powerful component of Filipino and British cultures.

Objectives

  • To increase reading comprehension and digital skills amongst learners aged 11-12 years old by using technology to engage them in understanding, creating and sharing joking riddles;
  • To help young people to make the transition from primary to secondary school and increase their chances of using education to break free from the cycle of deprivation and disadvantage;
  • To develop a user centred design process with teachers and learners through which they can contribute to the design of the activities and software we develop to support their understanding, creation and sharing of riddles. This should also increase student and teacher effectiveness and self confidence;
  • To build a collaborative partnership between academic and non-academic partners in the UK and the Philippines that will endure beyond the lifetime of the Newton grant funding;
  • To build capacity across the UK and Philippines through developing the skills and expertise of young researchers, teachers and students.

Details of the work that is to be undertaken in the proposed Institutional Links Collaboration

UNESCO (2011) reports that Philippine government spending on
education only grew by 0.2% from 1999 to 2008, despite the fact that the Philippine economy grew by 5% in the same period. As a result, more and more Filipinos are illiterate, the country has an increasing number of out-of-school youths, and those who do graduate are not prepared for the workforce (Philippines Department of Education, 2008). One of the economic consequences of this inadequate preparation is that a large segment of the population is unable to participate in high-skill, high-value industries such as BPO (Alava, 2010); A clear link between a learner’s understanding of the ambiguity in riddles and their English comprehension has been demonstrated (Yuill, 1988; Yuill and Oakhill, 1988). An trained group of children improved significantly more than those given decoding practice; The role of peer discussion in fostering comprehension improvement has also been demonstrated (Yuill, 2009). 24 children who worked in pairs to discuss and resolve ambiguities in joking riddles showed an increased reading comprehension significantly more than a group of 24 no-treatment controls; Computers have been shown to be effective at structuring and supporting collaborative discussion (Luckin et al., 2012). Specifically technology has been used effectively to scaffold collaborative discussion between pairs of students to promote the joint construction of meaning from ambiguous language (Yuill et. al. 2009); Personal narrative sharing and voicing opinions through online international children’s communities has been shown to lead to increased sense of empowerment, widening of perspectives and development of common forms of communication (e.g. Cassell and Tversky, 2005); Technology is increasingly shown to improve literacy skills of children with varying skills (Cassell, 2004); A wide literature discusses the way in which User Centred Design can benefit stakeholders (e.g. Norman & Draper 1986; Carroll, 2002).

Relevant Stakeholders and Potential Users

Teachers and students: Dr. Rodrigo and ACED have developed digital literacy materials for public school teachers and helped deliver the training in Metro Manila and the provinces. Past collaborations between Dr. Rodrigo and ACED led to the installation of learning software in public schools with the systematic collection of usage data and ACED and its network of schools is eager to learn about new ways in which technology can support learning and to develop teacher competencies both in content and pedagogy. The UK team also has existing relationships with primary and secondary schools and JOLLY will work with them to identify students who would be able to build online relationships with Filipino students. The UCL Institute of Education is the leading teacher-training organisation; this will enable us to effectively disseminate our findings to classroom practitioners. ACED, in partnership with faculty members of the Ateneo, also regularly offers public school teacher training and findings from JOLLY will be disseminated to schoolteachers and administrators as part of these regular training sessions. National & Regional Policy makers: We will work with the Philippines Department of Education and its public schools who are already in partnership with ACED. Existing relationships between ACED and the school system ease access to school leadership, teachers, and students. Existing relationships with policy makers in the UK, in particular the Dept. for International Development will be built upon to communicate what JOLLY can offer disadvantaged learners. Educational Technology companies: Luckin and Porayska-Pomsta work closely with many Educational technology companies, particularly small and medium sized companies and startUps. We will tap into this community to ensure that the work of JOLLY is widely disseminated and further software can be developed. We will assist our partners in the Philippines to develop similar working relationships local companies.

 

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Mobile Augmented Reality Game Engine for Instructional Support (MAGIS)

We propose to extend MAGIS: Mobile Augmented Reality Game Engine for Instructional Support.  MAGIS was developed as part of a prior P3 million CHED-funded grant entitled “Design, Development, and Deployment of an Augmented Reality Game for Philippine History”. The project began in September 2014 and ended in September 2015.  The project resulted in a game now available on the Google Play Store and the Apple App Store called Igpaw: Intramuros. It also resulted in three conference papers (two Scopus-listed conferences and one ACM SIGGRAPH-sponsored conference) and various presentations in educational and science and technology fora.

Igpaw: Intramuros is a serious game that uses an adventure game format to introduce players to historical figures, places, and events. The premise of the game is that a malevolent being has displaced historic figures from the past. The player embarks on various quests in order to restore these characters to their correct time periods, visiting several key historic locations within Intramuros and learning about Philippine history in the process (Rodrigo, et al., 2015).

Since Igpaw is a tablet- and smartphone-based AR application, the level of visual fidelity that can be provided is limited to the capabilities of the target devices. Both Google’s Android and Apple’s iOS operating systems were targeted to maximize audience reach. In order to achieve a good level of visual fidelity for the game while maintaining cross-platform compatibility across these two mobile OSes, MAGIS was developed by the team for Igpaw and future games (educational and non-educational). MAGIS is based on top of the Unity game engine and uses PTC’s Vuforia for the computer-vision-based tracking component, as well as a device-sensor-based tracking solution developed in-house that uses accelerometer, compass, gyroscope and GPS sensor data to improve tracking. This combination of vision-based and sensor-based tracking allows for the creation of full 360-degree AR scenes around the viewpoint of the player (Rodrigo, et al., 2015).

The proposed project, if approved, will improve upon the existing MAGIS framework.  Planned improvements may include the following:

  1. Enhancement of AR tracking algorithms, improving the tracking so that virtual objects are more accurately drawn on top of real-world objects at all times despite irregular camera movement. These include selection and enhancement of both vision-based (Kato & Billinghurst 1999; Reitmayr & Drummond 2006; Chekhlov et al. 2007) and sensor-based (Azuma & Bishop 1994; You et al. 1999; Hol et al. 2006; Kahari & Murphy 2006) tracking algorithms.

  2. Inclusion of other interactivity modes apart from narrative-based adventure games.  These modes may be game- or non-game-related.  Currently, MAGIS is designed primarily for games with tightly-written narratives (e.g., historical adventure games), but other modes such as educational sandboxing (e.g., physics-simulation sandboxes, Second Life-style social sandboxes), multiplayer gaming (e.g., Ingress, Pokemon Go) and social networking features (e.g., posting selfies on Facebook/Twitter, achievement systems) will be explored.

  3. Improved map rendering, to more accurately depict environment structures in overhead map mode (e.g., accurate rooftops, roads, etc.)

  4. Improved authoring tools, to enable faster prototyping of in-game levels.

  5. Support for gesture recognition, which would allow players to interact with virtual objects using their hands instead of the device’s touch-screen input.  Due to the complex nature of gesture recognition (Buchmann et al. 2004; Reifinger et al. 2007; Lee & Hollerer 2007; Radkowski & Stritzke 2012), a study will first be conducted in order to determine the feasibility of this feature.

  6. An inline advertisement subsystem that will allow context-aware augmented reality ads to be shown to the user. This subsystem may also be harnessed to enhance the actual gameplay (e.g., an in-game food item can be exchanged at a fast-food restaurant for a real food item).  This feature will be undertaken if development time permits.

We will build two proofs of concept—one game application and one educational application.  The scope of both applications is yet to be determined, based on the agencies that are willing to cooperate with us.  Both applications will be deployed on Google Play and the App Store for people to download.

Finally, the project will include the development of a business plan to determine how these products and services can be monetized.  The business plan will include details such as:

  1. Project management and staffing structure

  2. Pricing for AR application development services

  3. Pricing for product placement

  4. Pricing for advertising

 

Philippine Game Industry

Since at least 2008, the Philippines’ information technology (IT) outsourcing industry has been enjoying double-digit growth (Philippine Software Industry Association in Philippines Board of Investments, 2010).  The industry offers international clientele technology services that include applications development, applications maintenance and support, quality assurance, and so on.  However, competition from other countries such as China, Sri Lanka, and Vietnam threatens to erode our business process outsourcing market share (Adriano, 2011).  To sustain our medium- to long-term IT competitiveness, we need to increase our pool of high-skill, high-knowledge IT professionals.  One of the high-value production services in which we can continue to grow is game design and development, an industry worth an estimated $111 billion (Statista, 2015).

As of the fourth quarter of 2010, 60 Philippine-based companies were involved in the game development process with revenues estimated at US$9 million as of the end of 2010 and US$14 million as of the end of 2011, an annual increase of 50% per year.  These companies employ approximately 2,000 people with skills in C/C++, Flash, 2D/3D modeling, PHP, Java, Photoshop, console, and smart phone programming.  These companies carry out most if not all phases of the game development process—concept design, prototyping, program development, art and music design, testing, and release and maintenance—for a clientele that is 90% foreign (Tolentino, 2011). When we compare the size of the global industry with that of the local industry, there is clearly an opportunity to increase the country’s participation, if we had the skills and resources. This lack of skills and resources is the problem we are trying to address.

Given this, the purpose of this project is to help build local game development industry expertise that will enable us to broaden our participation in the global game industry. The beneficiaries of this project include the cooperating agencies, the users of the applications, the game development community, and the educational game research community.

Augmented Reality

Augmented reality refers to the superimposition of digital information on top of real settings in 3D space, providing the user with situated knowledge (Azuma, 1997). Smart phones and tablet computers with back-mounted cameras afford the creation of “magic window” AR applications that display a composite of real and digital images on the user’s screen (Normand, et al., 2012).

In the 1990s and early 2000s, AR was implemented using cumbersome head-mounted displays, with processors carried in backpacks as the user moves in various spaces (Vlahakis et al., 2001). In recent years, however, increases in processing power and miniaturization (Löchtefeld, Krüger, & Rohs, 2011), the pervasiveness of Internet access (Ferreira & Boavida, 2011), and the availability of easy-to-use toolkits (Gu & Duh, 2011) have made it possible to deploy AR applications on tablets and mobile phones. Indeed, researchers now regard AR as a game-changing application in education because it can be used for visual and highly interactive learning, is an active technology that can interact with students, is situated and immersive, and can therefore foster greater transfer of learning (Johnson, Smith, Willis, Levine, & Haywood, 2011).

Examples of AR applications in education cut across different subject domains.  A review by Santos (2015) shows that educational AR applications have been built to teach about magnetic fields, the solar system, and mathematics. Santos himself developed an educational AR application to teach vocabulary.

Theoretical Framework

The theoretical framework of this proposal is broken into three major frameworks:  a framework for game design, a framework for educational software design, and a framework for augmented reality design.

Game design framework

There are several frameworks available for the design and development of digital games. Among these, one of the most cited is the Mechanics, Dynamics, and Aesthetics framework, or MDA. MDA is a formal game design methodology with a focus on player experience (Hunicke et al., 2004). As its name implies, it breaks down a game’s behavior into three causally-linked components: Mechanics, Dynamics, and Aesthetics. Mechanics are the rules that formally specify the game as a system. Dynamics describes the run-time behavior of the system resulting from the interaction of the game’s mechanics with each other. Aesthetics describes the desirable emotional responses evoked in the player as he or she interacts with the game system – in other words, the player’s experience as he or she plays the game. Using the MDA framework in an experience-driven approach, game designers consider the player and start with aesthetics by deciding on what experience they want their players to have. The required dynamics are derived from there, and the mechanics needed to achieve these dynamics are established.

Educational game design framework

The process of developing of a game that carries educational content is a nuanced application of the framework outlined above.  The specifications for the game have to include details about the learning and about the content to be learned.  In specific, the designers must articulate the learning objectives of the game, the characteristics of the target learner, the different learning tasks (not unlike the quests of role-playing games), and the forms of assessment. Further details will be discussed in the methodology.

The key element of educational game design, though, is that the player’s progress must be dependent on his or her mastery of the content.  If the game’s mechanics rely solely on chance or luck, the game will undercut any desire on the part of the learner to learn the content.  Progress in the game should be an indication of how much the learners has in fact internalized the material. He should make use of whatever skills or knowledge he acquired about the subject matter to succeed in the game tasks.

Augmented reality framework

Augmented reality applications can be characterized according to several dimensions: Tracking, augmentation type, temporal base, and rendering modalities (Normand, et al., 2012). Tracking refers to the amount of information that the application needs to know about the position and orientation of the user.  0D applications detect a marker, e.g. a QR code, and then display additional information about the marker.  2D applications make use of location-based services to display information about the user’s environment.  2D + theta applications require both location and orientation of the user.  Finally 6D applications require several sensors to acquire location, orientation, and possibly motion of the user.

There are two main augmentation types:  mediated or direct.  Mediated augmentation refers to the use of optical see-through devices (experimental at this point) or video see-through devices such as phones or tablet PCs with back-located cameras.  The latter function as “magic mirrors” or “magic windows,” displaying the augmented reality composite on the user’s screen (Normand, et al., 2012).  The portability, wide availability, and computational power of smart phones and tablet PCs make them ideal platforms for augmented reality application deployment (Thomas, 2012).

Temporal base refers to the time period of the content displayed on the screen.  Is it historical content, present day content, future states, or imaginary or fictional content (Normand, et al., 2012)?

Finally, rendering modalities refer to the media that will be available to the user.  Is the overlay purely visual or will it include sound or haptic information (Normand, et al., 2012).

Relationship with CHED’s research agenda

This proposed research program is consistent with CHED’s emphasis on Smart Analytics Engineering Innovations.  The technology to be developed is a framework for augmented reality applications. It is relatively new technology that can in turn lead to the creation and deployment useful AR applications.

It is also related to CHED’s theme of Education for STEAM. The process of creating this framework and the proofs of concept applications will train computer scientists to develop AR technologies such as games.

Relationship with the HEI’s research agenda

Among the Ateneo’s focus areas are Public Education Reform (which includes technological innovations) and Creativity, Innovation, and Culture. The proposed project contributes a creative technological solution that has already been used and can continue to be used for the promotion and preservation of culture.

Relationship with the local and international community’s research agenda

Augmented Reality is a growing research area in the international community.  As mentioned earlier, it is regarded as a game-changing application.

Multidisciplinary nature

In order to produce Igpaw: Intramuros, this grant’s precursor funded by CHED, we had to involve computer scientists, artists, historians, writers, and editors.  For this proposed project, we again anticipate relying on a multidisciplinary team composed of computer scientists, artists, subject matter experts, educational specialists, writers, and business development specialists.

Mentoring activities

The development of the system will involve the participation of Masters and PhD students and early-career computer scientists.  Eric Vidal and Jenilyn Agapito, for example, are both  PhD Computer Science students.  Jonathan Casano is currently an MS Computer Science student but will most probably have graduated by the time funding is approved (if at all).

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