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About

António Coelho is a senior researcher at INESC TEC and coordinates the Computer Graphics and Virtual environments area of the CSIG.

He is actively involved in several research projects (from H2020 European projects to I&DT projects with the industry) and PhD supervisions, focused in the areas of Computer Graphics (Virtual Reality and Procedural Modeling), Serious Games (Procedural Content Generation, Mobile Gaming and Games-based Learning) and Geospatial Systems (Location-based Systems and Spatial Databases). 

He is also Assistant Professor at the Department of Informatics Engineering of the Faculty of Engineering of the University of Porto where he teaches in the areas of Computer Graphics, Programming and Digital Games. He is the director of the Doctoral Program in Digital Media at the University of Porto and member of the Board of advisors of the UT Austin | Portugal Program.

Interest
Topics
Details

Details

020
Publications

2022

Visitors come to experience science: towards a non-obtrusive evaluation method based on immersive virtual reality

Authors
Morais, C; Moreira, L; Teixeira, A; Aguiar, T; Coelho, A; Pereira, V; Jacinto, A; Varzim, M; Paiva, JC; Rosa, M;

Publication
JCOM-JOURNAL OF SCIENCE COMMUNICATION

Abstract
This paper focuses on developing and assessing a non-obtrusive and transformative method, based on virtual reality, to evaluate science communication projects in science centres. The method was tested using deep-sea cutting-edge scientific content. We applied a mixed design, with 72 adult participants randomly assigned to experimental conditions (with/without exhibition exposure). Results showed that the exhibition promoted a better understanding of science. The non-obtrusive measures on awareness and engagement were positively related with questions posed via questionnaire and interview. The study adds theoretical and empirical support to the design and implementation of non-obtrusive and transformative evaluation experiences in science exhibitions in science centres and museums.

2022

Network-secure bidding strategy for aggregators under uncertainty

Authors
Iria, J; Coelho, A; Soares, F;

Publication
SUSTAINABLE ENERGY GRIDS & NETWORKS

Abstract

2022

Game-Based Learning, Gamification in Education and Serious Games

Authors
de Carvalho, CV; Coelho, A;

Publication
COMPUTERS

Abstract
Video games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects [...]

2022

Design and Evaluation of a Choreography-Based Virtual Reality Authoring Tool for Experiential Learning in Industrial Training

Authors
Cassola F.; Mendes D.; Pinto M.; Morgado L.; Costa S.; Anjos L.; Marques D.; Rosa F.; Maia A.; Tavares H.; Coelho A.F.; Paredes H.;

Publication
IEEE Transactions on Learning Technologies

Abstract
The use of virtual reality (VR) for industrial training helps minimize risks and costs by allowing more frequent and varied use of experiential learning activities, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools lack integration with existing data and are desktop-oriented, which detach the pedagogic process of creating the immersive experience from experiencing it in a situated context. We present a novel interactive approach for immersive authoring of VR-based experiential training by the trainers themselves, from inside the virtual environment and without the support of development experts. The design includes identifying interactable elements, such as 3-D models, equipment, tools, settings, and environment. The trainer also specifies by demonstration the actions to be performed by trainees, as a virtual choreography. During course execution, trainees' activities are also registered as virtual choreographies and matched to those specified by the trainer. Thus trainer and trainee are culturally situated within their area semantics and social discourse, rather than adopting concepts of the VR system for the learning content. We conducted a usability case study with professionals from an international wind energy company, using detailed models of wind turbines and real-world procedures. Trainers set up a training course using the immersive authoring tool, and trainees executed the course. The learning experience and usability were analyzed, and the training was certified by comparing real-world task completion between a user that had undergone virtual training and a user that did not.

2022

Using Virtual Choreographies to Identify Office Users’ Behaviors to Target Behavior Change Based on Their Potential to Impact Energy Consumption

Authors
Cassola, F; Morgado, L; Coelho, A; Paredes, H; Barbosa, A; Tavares, H; Soares, F;

Publication
ENERGIES

Abstract
Reducing office buildings’ energy consumption can contribute significantly towards carbon reduction commitments since it represents ~40% of total energy consumption. Major components of this are lighting, electrical equipment, heating, and central cooling systems. Solid evidence demonstrates that individual occupants’ behaviors impact these energy consumption components. In this work, we propose the methodology of using virtual choreographies to identify and prioritize behavior-change interventions for office users based on the potential impact of specific behaviors on energy consumption. We studied the energy-related office behaviors of individuals by combining three sources of data: direct observations, electricity meters, and computer logs. Data show that there are behaviors with significant consumption impact but with little potential for behavioral change, while other behaviors have substantial potential for lowering energy consumption via behavioral change.

Supervised
thesis

2021

Rotulagem: visão, posição e opinião do profissional português da área alimentar

Author
Daniela Salgueiro Brás Aurora Vareiro

Institution
UP-FCNAUP

2021

Ludificação do acolhimento de novos colaboradores

Author
Carlos Eduardo Brites dos Santos

Institution
UP-FEUP

2021

Recognizing refund values in complaints against brazilian teleommunication companies

Author
Leandro de Lima Lira

Institution
UP-FEP

2021

Neuropal - Mobile game for preventing spinal cord injuries

Author
Luísa Maria Araújo Freire

Institution
UP-FEUP

2021

Immersive media, social change, and creativity: a framework for designing collaborative 360° video productions

Author
António Alberto Castro Baía Reis

Institution
UP-FEUP