Claim Missing Document
Check
Articles

Found 4 Documents
Search

Development of Retrievr: A Line-Of-Sight Beacon System for Autonomous Object Return in Indoor Workspaces Kevin C. Gaza; Baron Terence S. Mijares; Christine Paula C. Rodel; Eliza B. Ayo
International Journal of Multidisciplinary: Applied Business and Education Research Vol. 7 No. 5 (2026): International Journal of Multidisciplinary: Applied Business and Education Rese
Publisher : Future Science / FSH-PH Publications

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/ijmaber.07.05.19

Abstract

This study presents the design, development, and evaluation of Retrierv, a wheeled autonomous device engineered to return loaded objects to their designated locations using Bluetooth Low Energy (BLE) line-of-sight beacon technology. Persistent challenges of object misplacement and spatial disorganization in indoor workspaces motivated this work. Retrierv integrates BLE modules for proximity-based positioning, a Force Sensitive Resistor (FSR) sensor for occupancy detection, and ultrasonic sensors for obstacle avoidance. A descriptive-developmental research design guided by Agile methodology was employed, with iterative prototype development and evaluation across multiple performance dimensions. Testing revealed a mean positional error of 2.72 cm, a maximum load capacity of 11.34 kg (25 lbs), and a mean navigation speed of 0.26 m/s. Quality assurance evaluation demonstrated high usability (System Usability Scale score of 82), strong occupancy detection reliability (98% accuracy), and effective obstacle avoidance (91% detection rate). However, reliability testing showed a Mean Time Between Failures of 42 hours, below the target threshold of 100 hours—an area needing refinement. Retrierv provides a viable and cost-effective solution for automated object repositioning, performing best in controlled indoor environments with hard flooring and moderate obstacle density.
Student Continued Engagement in Taekwondo Activity in Selected Colleges and Universities: A Self-Determination Theory-Based Process Model Jonathan P. Catapang; Rizzenellie P. Gonzales; Eliza B. Ayo
International Journal of Multidisciplinary: Applied Business and Education Research Vol. 7 No. 2 (2026): International Journal of Multidisciplinary: Applied Business and Education Rese
Publisher : Future Science / FSH-PH Publications

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/ijmaber.07.02.10

Abstract

Self-Determination Theory (SDT) provides a comprehensive framework for understanding student motivation and engagement through three psychological needs: autonomy, competence, and relatedness. While extensive research has examined SDT in traditional academic contexts, limited investigation has explored its application to martial arts education, particularly Taekwondo. This study examined the relationship between SDT constructs and student engagement in Taekwondo activities among college students. A cross-sectional survey design was employed with 125 Taekwondo practitioners (107 females, 18 males) from selected colleges and universities. Participants completed a multi-item Likert scale measuring four SDT constructs: autonomy, competence, relatedness, and motivation, with five items per construct. Data analysis included descriptive statistics, independent samples t-tests, one-way ANOVA, and multiple linear regression. Results revealed that relatedness scored highest among participants (M = 4.18), followed by competence (M = 3.73), motivation (M = 3.22), and autonomy (M = 2.98). No statistically significant differences were found between genders or across sleep hour categories. Interestingly, parental involvement significantly affected motivation, with students reporting low parental involvement demonstrating higher motivation levels than those with medium involvement. Multiple regression analysis revealed that all three SDT needs significantly predicted motivation, with competence emerging as the strongest predictor (β = 0.394), followed by relatedness (β = 0.313) and autonomy (β = 0.234). The model explained 50.7% of the variance in student motivation (R² = 0.507). These findings suggest that Taekwondo training environments that foster feelings of competence, social connection, and appropriate autonomy support can enhance student engagement and sustained participation in Taekwondo activities.  
Managing Digital Presence: A Comparative Cost-Benefit Analysis of Onsite and Remote Operational Models Josan D. Tamayo; Eliza B. Ayo; Joey O. Chua; Czarina Mitz Natino
International Journal of Multidisciplinary: Applied Business and Education Research Vol. 7 No. 2 (2026): International Journal of Multidisciplinary: Applied Business and Education Rese
Publisher : Future Science / FSH-PH Publications

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/ijmaber.07.02.17

Abstract

Organizations face critical decisions regarding work models for digital presence management (DPM) teams, where onsite and remote operations present distinct trade-offs in cost, security, collaboration, and engagement. This study developed and compared scenario-based cost-benefit models for four staffing configurations (30, 60, 90, 150 workers) across onsite and remote DPM operations. We employed a scenario-based comparative analysis using projected operational data for hardware, software, licensing, staffing, and infrastructure costs (denominated in PHP). Social media engagement projections were based on a 3.5% organic reach rate, benchmarked to the dominant Philippine platform, Instagram. Sensitivity analysis was included. Remote operations demonstrated 21–28% monthly cost savings (PHP 669,850–1,337,250 vs. PHP 850,600–1,860,600 onsite). Cost per 1,000 projected reach was lower for remote models (PHP 2.66–3.18) compared to onsite (PHP 3.37–4.43). Onsite models incurred substantial upfront infrastructure costs (PHP 532,428–2,002,256). While remote DPM offers significant cost advantages, achieving equivalent security requires investment in advanced frameworks, which may offset a portion of the savings. The decision framework must therefore prioritize organizational security requirements, governance needs, and budget constraints alongside cost efficiency.
AI-Powered Sprite Generation for Visual Novel Games: A Latent Diffusion Model Approach Eliza B. Ayo; Pio Honesto Rico Belleza; Aaron Dwayne F. Esmaquel; Edmund N. Lazaro
International Journal of Multidisciplinary: Applied Business and Education Research Vol. 7 No. 4 (2026): International Journal of Multidisciplinary: Applied Business and Education Rese
Publisher : Future Science / FSH-PH Publications

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/ijmaber.07.04.02

Abstract

Creating character sprites for visual novel games has long been a resource-intensive process, erecting significant barriers for independent developers and small studios. Accessible, high-quality asset generation remains an unmet need—one this study addresses by developing a specialized AI-powered sprite generator built on a Latent Diffusion Model (LDM) fine-tuned with Low-Rank Adaptation (LoRA). Unlike general-purpose image generators, the system is optimized specifically for 2D anime-style character sprites with multiple emotional variants, making it suitable for narrative-driven gameplay. Development followed a seven-phase Agile methodology, and evaluation involved 50 student game developers working against ISO/IEC 25010 software quality standards. Results confirm that the system reliably generates up to nine cohesive emotional variants from a single text prompt, substantially streamlining the asset-creation workflow. User scores indicate strong satisfaction with Functional Suitability (M=3.73), Security (M=3.74), and Usability (M=3.66). Performance Efficiency received a lower rating (M=3.20, Agree), attributable to a generation latency of approximately 2–3 minutes per sprite set—acceptable for final production, but less so for rapid prototyping. Taken together, these findings support the viability of specialized LDM applications as practical tools for democratizing visual game development and empowering collaborative storytelling.