CD CS111ggggggggggggggggg
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Accepted and approved as partial fulfillment of the requirements for the degree
of Bachelor of Science in Computer Science.
i
Abstract
glish teacher, education technology, content generation, virtual avatars, interactive learning,
Acceptance Sheet i
Abstract ii
List of Figures vi
I. Introduction 1
A. Background of the Study . . . . . . . . . . . . . . . . . . . . . . . 1
B. Statement of the Problem . . . . . . . . . . . . . . . . . . . . . . . 1
C. Objectives of the Study . . . . . . . . . . . . . . . . . . . . . . . . 2
D. Significance of the Project . . . . . . . . . . . . . . . . . . . . . . 2
E. Scope and Limitations . . . . . . . . . . . . . . . . . . . . . . . . 2
F. Assumptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
iii
E..1 Google TTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
F. Oculus Lipsync . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
F..1 Visemes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
G. MetahumanSDK . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
V. Results 19
A. Overview of the System’s Final Design . . . . . . . . . . . . . . . 19
B. Evaluation Process . . . . . . . . . . . . . . . . . . . . . . . . . . 21
VI. Discussions 25
A. Comparative Analysis of Expert Feedback . . . . . . . . . . . . . 25
A..1 Performance and Instructional Aspects . . . . . . . . . . . . . 25
A..2 User Interface and Functionality . . . . . . . . . . . . . . . . . 26
A..3 Adaptability and Customization . . . . . . . . . . . . . . . . . 26
A..4 Prompt Customization . . . . . . . . . . . . . . . . . . . . . . 26
VII. Conclusions 28
VIII. Recommendations 29
IX. Bibliography 31
X. Appendix 34
A. Forms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
A..1 Evaluation Form of Expert 1 . . . . . . . . . . . . . . . . . . . 34
A..2 Evaluation Form of Expert 2 . . . . . . . . . . . . . . . . . . . 38
B. Source Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
B..1 Initialize Level . . . . . . . . . . . . . . . . . . . . . . . . . . 43
B..2 Generate AI Lecture . . . . . . . . . . . . . . . . . . . . . . . 43
iv
B..3 Generate AI Answer . . . . . . . . . . . . . . . . . . . . . . . 44
B..4 Start Animation . . . . . . . . . . . . . . . . . . . . . . . . . 44
B..5 Edit and Save Settings . . . . . . . . . . . . . . . . . . . . . . 45
XI. Acknowledgment 46
v
List of Figures
vi
27 Expert 2’s Evaluation Form, page 4 . . . . . . . . . . . . . . . . . . . 42
28 Initialize level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
29 Generate AI Lecture . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
30 Generate AI Answer . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
31 Start Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
32 Edit and Save Settings . . . . . . . . . . . . . . . . . . . . . . . . . . 45
vii
I. Introduction
In recent years, there has been an increasing interest in using artificial intelligence
(AI) to create digital assistants (chatbots). These AI chatbots are used in wide variety
of fields such as ecommerce [1], medicine [2], education [3], etc.
Most chatbots in the Philippines are focused on ecommerce, assisting users on
their queries. Even IskOU, an educational chatbot of University of the Philippines
Open University, primarily deals with assisting users with their admission questions
[4].
A milestone in the development of chatbot technology is the AI’s ability to gen-
erate its own content [5]. OpenAI is a research and deployment company that has
made publicly available state of the art AI models that can create essays, answer
questions, and summarize topics based on a rapidly-growing knowledge base [6]. The
technology inspired educators to utilize AI in the field of education [7].
Integrating a 3D avatar and environment to a chatbot was previously a hurdle due
to technological limitations. But through technological advancements in graphical
processing as well as the emergence of efficient 3D rendering softwares like Unreal
Engine, it is now possible to create a real-time 3D AI chatbot [8] [9].
One important concern in utilizing AI chatbots in the field of education is the quality
of their outputs [10]. GPT-3 excels as an English language model because it was
trained on a very large English dataset. However, integrating it as the core content
generator for an AI teacher requires extensive observation and evaluation by domain
experts.
1
C. Objectives of the Study
The study aims to develop a real-time 3D primary school English teacher using Ope-
nAI and Unreal Engine and evaluate the quality of its contents. In particular, the
system will:
1. Allows teachers to
2. Allows students to
The findings of the study will be a contribution to the field of education as developing
a 3D primary school English teacher can reinforce our current education system.
There are remote areas that human teachers cannot reach, and thus developing the
technology that can extend to these areas can greatly help both teachers and students.
Moreover, the study will help create a more individualized learning environment.
There are students that find it hard to cope up with learning in a class environment,
and deploying teachers to individual students is not possible due to lack of manpower.
AI can be utilized to cater to an individual’s learning needs.
1. The intended users are primary school English teachers and students.
2
2. The study will focus on the quality of the content and delivery of the 3D AI
teacher by having domain experts evaluate the system.
F. Assumptions
2. The domain experts will assume that the system is to be used on an actual
English class.
3. The users will only enter relevant topics on primary school English subject.
Some examples would be short story discussions, basic grammar, etc.
3
II. Review of Related Literature
A. AI Content Generation
At the early stages of AI content generation, a person can easily distinguish what
was created by a human from an AI. However, AI generated content has drastically
improved and has reached the point where it is challenging to determine which con-
tent was created by an AI. This technology can be greatly utilized in the field of
journalism as news articles can ideally be generated efficiently without human inter-
vention. However, it is important to determine how effective these contents are from
the perspective of its readers.
Researchers conducted an experiment to determine if readers can distinguish be-
tween human and AI-generated contents. Results showed that on a purely text-based
content, readers cannot distinguish between human and AI-generated content. More-
over, readers tend to find AI-generated content more objective and informative. This
proves that AI is capable of generating human-like content [5].
On the other hand, the participants of the experiment were still able to distinguish
between human and AI in terms of audio delivery of information. This means that
although the content itself is human-like, the technology behind text-to-speech is yet
to reach the same level of realism. The researchers were unable to include video
contents in the experiment due to technical limitations.
Both content generation and information delivery are crucial for developing a 3D
AI teacher. This paper aims to create a system that integrates AI-generated content
4
Figure 1: A news article written by AI translated to English.
to a real-time 3D environment with the use of Unreal engine, which was previously
not feasible for the aforementioned.
B. Human-AI Interaction
In addition to AI being able to generate content on its own, there are now AI-chatbots
that can interact with humans. Similar to content generation, AI-chatbots have also
improved and are now more human-like in terms of its interaction and responses to
its users.
AI-chatbots are often considered to be functional AI, whose purpose is to help
humans accomplish tasks. Business owners find that the use of AI-chatbots as virtual
assistants tend to help their customers with their sales as it improves their overall
virtual flow and decision making [1]. The ability of AI to interact and meaningfully
respond to users is a key factor for the customers’ flow experience.
Aside from functional AI, there are also AI-chatbots that are considered as social
companions. The COVID-19 pandemic has created a very stressful situation for a
lot of people. Replika, an AI-chatbot, was used by some people during the pandemic
in order to cope with the situation. Interestingly, researchers have observed five
types of digitally mediated empathy from the interaction of Replika and its users:
crafting normalcy, affirming identity anchors, maintaining and using communication
networks, putting alternative logics to work, and downplaying negative feelings while
5
foregrounding positive emotions [11]. Moreover, users felt that Replika was able to
help them cope with the pandemic as they felt connected with it despite it being just
an AI-chatbot.
6
education due to the advancements in deep learning methods as well as natural lan-
guage processing that allowed intent recognition. The researchers propose creating
an encoder-decoder AI chatbot system that will analyze the user’s input intents to
provide an appropriate response which is aimed to help student comprehension and
ease faculty workloads.
Intent recognition is a vital part of the proposed system. Natural language pro-
cessing can allow for the AI teacher to understand queries coming from students and
use them as a prompt for a response that is meaningful and relevant.
C. AI Education
As AI technology rapidly expands, AI-literacy has now become an important skill for
people. However, there is a huge gap for AI-based materials and learning in the early
childhood education curiculum as the existing educational system focuses on teaching
AI-education mostly in secondary and tertiary education [14]. The study discovered
effective ways of incorporating AI-based learning in early childhood education through
the use of social robots as learning companions. Moreover, problem-based learning
was deemed to be the most effective method of helping children develop AI-literacy.
Furthermore, there have been other attempts at integrating AI literacy in educa-
tion. Researchers have proposed the use of digital story writing as an inquiry-based
teaching strategy to further improve AI literacy of primary students [15]. Students
were given some lessons about artificial intelligence and from there are tasked to for-
mulate a story about it. This challenged the students to come up with stories based
on their understanding of AI. The approach considers whether a student comes up
with a fictional or non-fictional story. The program gathered 16 of the top-performing
students in digital story writing and observed that thiey were able to formulate au-
thentic stories where artificial intelligence could be utilized as a form of solution or
innovation. Thus, digital story writing was found to be an effective pedagogy to
7
reinforce students’ understanding of Artificial Intelligence.
In addition to the methods mentioned in the paper, having an actual AI interact
and discuss Artificial Intelligence education in class can also bolster children’s knowl-
edge and interest in Artificial Intelligence. Exposing children to AI technology can
help improve their interest in learning more about AI. Researchers have proposed the
use of AI chatbots to impact children’s interest in reading [16]. The study focuses
on the manner of interaction of children with an AI chatbot and its impact on their
interest in reading, utilizing book talk cues and social affective cues. The researchers
discovered that the chatbot was able to engage the children in conversations and that
the children developed interest in the AI chatbot.
Further, not only students but also teachers can greatly benefit from the use of
AI. Responsive teaching is a major skill every teacher must learn. Researchers aim
to utilize AI chatbots’ ability to act as students that will meaningfully engage with
pre-service teachers and create an interactive training environment [17]. The study
proved the feasibility of the concept as the participants were able to practice their
questioning skills on the chatbot. It also established the use of AI in the field of
education. However the AI was not perfect, especially since technical limitations
restricted the realism of the AI’s responses.
The rapid improvement of AI chatbot technology paved the way for more realistic
human-AI interaction, which is a very important aspect in the field of education.
In the stated paper, AI was utilized to act as a student to aid teachers enhance
their questioning skills. Given our current technology, it is not far-fetched to utilize
chatbots to act as teachers as well.
In summary, we have reached the point where AI can reliably and independently
generate its own content, meaningfully interact with users, which can and is being
harnessed in the field of education. To improve upon the previously mentioned uses
of AI-chatbots, this study aims to create a system that will integrate OpenAI’s AI
8
Figure 3: Conversation of Jiwo and a Preservice Teacher.
models that can generate content and Unreal engine that can give a visual represen-
tation of the educational chatbot, and evaluate the quality of its content and delivery
of English lectures.
9
III. Theoretical Framework
A. AI Chatbot
Natural language processing is a branch of Artificial Intelligence that deals with the
development of AIs that have the ability to comprehend texts the same way as humans
[19]. This is a key factor in the development of AI chatbots as it allows such programs
to converse and understand its users.
C. OpenAI
C..1 GPT-3
GPT-3 is the latest machine learning model developed by OpenAI which can generate
content in natural language based on prompts [20].
C..2 Prompt
Prompts are inputs given to an AI model that influences its behavior and output
[21]. OpenAI’s GPT-3 is a powerful model that requires prompt engineering to fully
utilize.
10
Figure 4: Algiola customer support that uses gpt-3
Figure 5: Gpt3 sample prompt and response for OpenAI Q and A model.
D. Unreal Engine
Unreal Engine is a game engine developed by Epic Games that allows real-time 3D
rendering [8].
D..1 Metahuman
E. Text-to-Speech
Text-to-speech is a technology that can generate audible speech from a series of text.
These technologies use machine learning model to synthesize voice, tone, and words
11
Figure 6: A real-time 3D scene made in unreal engine for virtual production
12
F. Oculus Lipsync
F..1 Visemes
G. MetahumanSDK
13
IV. Design and Implementation
Figure 9 shows the integration of Unreal Engine and OpenAI in the 3D AI teacher’s
system. The teacher will enter a simple text prompt that will include the topic they
want the AI teacher to discuss. On the input box inside Unreal Engine, the text input
will be processed to standardized the prompts to get consistent responses from the
OpenAI api. The processed prompt will then be passed to OpenAI which will perform
natural language processing to understand the prompt and generate an appropriate
response.
As per the prompt, the system would only take in the topic intended to be dis-
cussed. The formatting of the input would take place in Unreal Engine’s program-
ming. For example, a teacher would like the AI to discuss about the short story
”The Little Prince”, after inputting it on the text box, Unreal Engine will send an
API request in the form of: ”You are a grade 7 English teacher. Create a monologue
14
script of a lecture where you discuss the topic ’The Little Prince’. Explain and give
examples.” Indicationg to OpenAI’s GPT-3 model what it is (in this case, a grade 7
English teacher) is essential in getting a proper response from the AI. Asking it to
create a monologue script gave results that feels like the AI is conducting the lecture
rather than simply listing all information it knows about the topic.
The OpenAI’s response will then be used by Google TTS to generate an audio
speech following the text response. Unreal Engine will then process the audio file
generated to create and apply lipsync animation to the metahuman. Once everything
is set, the animation and audio will then play.
Figure 10: Overview of the project implementation considering the user student
Figure 10 shows the same process, but with a student user. The difference will
be on the prompt engineering, where instead of asking gpt-3 to generate a lecture, it
will be asked to generate an answer to the student’s question.
As per the prompt, it will follow the same format earlier with a few modification.
Instead of tasking it to create a lecture script, we are now going to use OpenAI’s
15
Q and A model where we input the question and the AI will answer based on its
knowledgebase. For example: ”You are a grade 7 English teacher. You discussed
about the topic ’The Little Prince’. A student asked the question: Question entered
in the text box. Create a dialogue script of you answering the question.”
In order to evaluate the content, the study will require the help of two primary
school English teachers. One teacher will evaluate the AI teacher’s content and de-
livery for topics within grades 1 to 3 curriculum, and the other for grades 4 to 6. The
English teachers will be interviewed to examine and evaluate the system after testing.
16
Figure 12: Sample Prompt for OpenAI and its response
topics outside the scope of the research. Figure 12 shows a sample prompt for the
chatbot and its response in green highlight. In this example, we prompted the chat-
bot to assume a teacher’s role and create a script as if it was conducting a lecture.
Without those prompts, asking for it about fractions would get a direct answer in-
stead.
One ethical concern of using OpenAI as the backbone for the AI English teacher
is plagiarism. Since the AI model was trained on a dataset of already existing works,
some argue that using GPT-3 to automatically write essays for school papers is a
form of plagiarism. There were attempts at using plagiarism detectors at AI-written
contents in which the results show that the texts were not plagiarized [26]. However,
this does not excuse academic dishonesty as students use AI to get around writing
their own essays.
On the other hand, the intent of the study is to create an educational tool that
can be used to teach students rather than create a mechanism for students to commit
17
fraud. The contents produced by the AI teacher would resemble presenting a para-
phrased portion of a textbook, but automatically and animated. Ultimately, the AI
teacher is a tool, and the user is responsible for any form of misuse.
18
V. Results
This chapter aims to provide a comprehensive analysis of the system while providing
the domain experts’ feedback on the functionality, usability, and design of the 3D AI
teacher. The researcher will consolidate the data collected from the domain experts
and draw themes and patterns to their responses that can be used to further evaluate
the system.
The system design is characterized by its simplicity and user-friendly interface. Upon
launching the 3D AI Teacher, a brief introduction is provided, followed by the appear-
ance of menu controls. The main menu prominently features two buttons: one for
creating a lecture and another for creating a question as shown in figure 13. Clicking
on either button opens the main interface, which includes the subject/question input,
send button, response text area, start audio lecture/answer button, prompt settings,
and a back button.
19
In the subject/question input, users can enter their desired topic or question, and
upon clicking the send button, the system prompts OpenAI to generate the script.
Notably, the ”Start a lecture” and ”Ask a question” features differ in the prompts
used, which are established on the backend. The response generated by OpenAI
is then displayed in the text area, allowing the teacher to review and refine it as
necessary. Clicking the ”Start audio lecture/answer” button processes the script and
generates a text-to-speech audio, which is accompanied by corresponding animations.
Figure 14 shows the main interface where users can interact with the 3D AI Teacher.
While the system provides users with the ability to customize certain prompts,
the final prompt sent to GPT-3 follows a fixed formatting approach established on
the backend. For the lecture feature, the prompt includes specific instructions, such
as introducing oneself and creating a monologue script on the given topic. These
instructions are crucial in guiding GPT-3 to respond as a teacher conducting a lesson,
rather than providing a third-person summary. Similarly, for the question prompt,
the addition of the ”One of your students is asking a question” prompt prompts
GPT-3 to assume the role of answering a student’s query. Figures 15 and 16 shows
20
the backend implementation of prompt engineering GPT-3 to the system’s use-case.
In addition to the fixed parts of the prompts, the system allows users to adjust
the ”Role,” ”Situation,” ”Instructions,” and add ”Additional Information” to further
customize the prompt as shown in 17. This flexibility enables scenarios like greeting a
student on their birthday before starting the lecture or requesting GPT-3 to provide
a specific number of questions at the end.
B. Evaluation Process
Prior to the evaluation process, the researcher sought the assistance of two domain
experts in the field of Primary school English education. The first expert is a 50-
21
Figure 17: Prompt Settings
22
experts were mostly curious with how it the system is able to generate the responses
and perform its features, and very few questions were raised with regards to making
something work. The experts had the opportunity to interact with various compo-
nents of the system and provide their feedback based on their experience. After the
exploration phase, the experts were asked to complete questionnaires to provide their
feedback on specific aspects of the system. Figure 18 shows the experts conducting
the usability test of the 3D AI Teacher’s system.
23
tiveness in communication, adaptability to students’ learning styles, organization of
instructions, attitude in creating a positive learning environment, visual design and
navigation of the interface, responsiveness and functionality of the system, as well
as the effectiveness of prompt customization in generating high-quality English les-
son content. These questions were consulted with the experts beforehand, ensuring
that they effectively evaluate the aspects of the system from the perspective of its
intended users. The questions provided a rating scale of 1-10, where 1 indicates the
lowest rating and 10 indicates the highest. The experts’ responses provided valuable
insights into these areas, highlighting the strengths and areas for improvement of the
system, which will be discussed further in the subsequent sections. Figure 19,
24
VI. Discussions
This section will provide an in-depth analysis on the experts’ feedback regarding the
system. The goal is to identify common themes, patterns, and discrepancies in their
assessments. Doing so will give valuable insights into the strengths and areas of
improvement of the system from the perspective of two different experts.
Both experts highly rated the application of content knowledge (9 and 10 respectively)
and language proficiency (10 for both) demonstrated by the 3D AI teacher. They
acknowledged the system’s ability to provide useful and precise information making
it a valuable resource for teaching English in primary school classrooms.
After engaging in deeper conversations and providing detailed explanations about
the fundamental elements of the system, the two domain experts reached a consensus
on the remarkable effectiveness of incorporating OpenAI’s GPT-3. They acknowl-
edged that the utilization of GPT-3, with its access to extensive data pertaining to
English education, offers a substantial advantage. This advantage stems from the fact
that a human teacher would not be capable of retaining the same breadth and depth
of knowledge as the AI system.
However, one expert noted that the real-time skill practice application was not
possible due to the lack of an option to pause the 3D AI Teacher from its discussions.
By skill practice, the expert means the question and answer part of the teacher. What
happens during lectures is, even if the users add the prompt ”provide questions to
test student understanding,” the AI teacher will just read on those questions without
allowing the students time to respond, which the expert emphasized to be an impor-
tant part of English education. This feedback highlights one lacking feature of the
25
system that could have greatly improved its interactivity.
In terms of the user interface, both experts found the system’s design to be visually
appealing (9 for both) and the navigation to be easy (9 for both). They appreciated
the straightforward approach of the design, allowing even the non-tech-savvy teacher
to use it despite having a harder time coping with new technology. Despite some
loading times for generating response and animation, both experts highly rated the
system’s responsiveness and functionality (10 for both), indicating that the features
and functions worked smoothly.
Regarding adaptability to students’ learning styles and individual needs, both experts
provided a positive rating (9 for both). They recognized the system’s potential to
cater to different learning preferences and adjust the level of instruction accordingly.
However, one expert expressed that there is still a need for teacher instructions and
oversight when using the system. This still stems to the fact that there is a lacking
pause feature, which can hinder students from processing one information or question
effectively before the next one is given by the AI teacher.
26
the system was not able to provide some requirements that are very specific Filipino
context as GPT-3 is not trained for that. Still, prompt customization proved very
useful especially when instructing the AI to emphasize a point.
27
VII. Conclusions
28
VIII. Recommendations
While the system received positive feedback from the domain experts, there are still
areas that require further development and testing to enhance its overall effectiveness
and usability. The following are recommendations proposed for future improvements:
1. Implement the pause feature: One notable suggestion from the experts is the
inclusion of a pause feature within the system. This feature would allow for
increased interactivity and engagement, enabling students to pause the AI
teacher’s lecture or question session to provide their answers or discuss concepts
with their peers. The addition of this feature would foster a more interactive
learning environment and promote student participation.
3. Explore the ethics of using AI as teachers: The use of AI incurred a bad traction
especially at the onset if its popularity as reports of students using AI to cheat
on their school activities. There are a lot of gray areas with the use of AI,
especially issues on intellectual property. Thus, further study on the ethics of
the use of AI in education is necessary in our path towards formal use of AI in
education.
29
Furthermore, it is important to acknowledge the limitations of the current lan-
guage model provided by OpenAI. While the model is highly capable and knowledge-
able in various English subjects, it may lack the ability to provide content in a true
Filipino context. For instance, aspects such as Filipino-style jokes, prayers, or greet-
ings may not be accurately reflected in the AI-generated responses. As such, future
work should focus on refining the language model to incorporate a more authentic
Filipino context, taking into account cultural nuances and specific linguistic features
unique to the Filipino language.
30
IX. Bibliography
[4] upopenu, “Meet iskou and iska: Upou chatbot at your service,” Jul 2019.
[5] J. Kim, S. Shin, K. Bae, S. Oh, E. Park, and A. P. del Pobil, “Can ai be a con-
tent generator? effects of content generators and information delivery methods
on the psychology of content consumers,” Telematics and Informatics, vol. 55,
p. 101452, 2020.
31
[9] A. Kurniawan, W. Fachri, A. Elevanita, Suryadi, and D. Agushinta R., “Design
of chatbot with 3d avatar, voice interface, and facial expression,” in 2015 Inter-
national Conference on Science in Information Technology (ICSITech), pp. 326–
330, 10 2015.
[12] J. Kim, K. Merrill Jr., and C. Collins, “Ai as a friend or assistant: The medi-
ating role of perceived usefulness in social ai vs. functional ai,” Telematics and
Informatics, vol. 64, p. 101694, 2021.
[16] C.-C. Liu, M.-G. Liao, C.-H. Chang, and H.-M. Lin, “An analysis of children’
interaction with an ai chatbot and its impact on their interest in reading,” Com-
puters & Education, vol. 189, p. 104576, 2022.
32
[17] D. Lee and S. Yeo, “Developing an ai-based chatbot for practicing responsive
teaching in mathematics,” Computers & Education, vol. 191, p. 104646, 2022.
[18] J. Ventoniemi, “What is an ai chatbot? here’s what you should know (+ info-
graphic).”
[20] OpenAI, “Gpt-3 powers the next generation of apps,” May 2022.
[24] C. L. Sam Johnson, “Tech note: Enhancing oculus lipsync with deep learning.”
33
X. Appendix
A. Forms
34
Figure 21: Expert 1’s Evaluation Form, page 2
35
Figure 22: Expert 1’s Evaluation Form, page 3
36
Figure 23: Expert 1’s Evaluation Form, page 4
37
A..2 Evaluation Form of Expert 2
38
Figure 24: Expert 2’s Evaluation Form, page 1
39
Figure 25: Expert 2’s Evaluation Form, page 2
40
Figure 26: Expert 2’s Evaluation Form, page 3
41
Figure 27: Expert 2’s Evaluation Form, page 4
42
B. Source Code
43
B..3 Generate AI Answer
44
B..5 Edit and Save Settings
45
XI. Acknowledgment
I became interested in exploring AI and 3D graphics, which led to the idea for this
paper. However, I soon discovered that developing the system required was very com-
plex. Despite this, the unwavering support and encouragement I received motivated
me to persevere and complete this research successfully.
First and foremost, I express my gratitude to God, my rock and savior, for sus-
taining me and guiding me throughout this research paper. I am immensely thankful
to my parents, Jessie and Estrellita De Jesus, and my entire family for their un-
derstanding and unwavering support, providing for my needs without hesitation. I
would also like to extend my heartfelt appreciation to my research adviser, Avegail
D. Carpio, for her invaluable guidance throughout the entire process.
To Nicole Bernal, your words of encouragement kept me going during times when
I felt like giving up. To Masahiro Kobayashi, I am grateful for your insights and fresh
perspective that greatly contributed to the development of my paper. Lastly, I want
to acknowledge my classmates, for their unwavering support while we work on our
respective papers.
I cannot emphasize enough how vital each and every one of you has been in this
journey. It would have been impossible for me to achieve this without your support.
From the bottom of my heart, thank you.
46