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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

014
Publications

2020

Authoring Game-Based Learning Activities that are Manageable by Teachers

Authors
Cardoso, P; Morgado, L; Coelho, A;

Publication
ERCIM NEWS

Abstract
The great ambition of using games as the cornerstone of education is hindered by its associated teaching workload. The BEACONING project developed a framework based on an authoring tool for gamified lesson paths, which has been rolled-out in large scale across Europe. It includes stages for planning game-based educational activities, plus their deployment, monitoring, and assessment.

2020

A gamification platform to foster energy efficiency in office buildings

Authors
Iria, J; Fonseca, N; Cassola, F; Barbosa, A; Soares, F; Coelho, A; Ozdemir, A;

Publication
Energy and Buildings

Abstract

2020

Introduction to the Special Issue on Technology-Based Writing Instruction: A Collection of Effective Tools

Authors
Limpo, T; Nunes, A; Coelho, A;

Publication
JOURNAL OF WRITING RESEARCH

Abstract
This article introduces a Special Issue that gathers a collection of effective tools to promote the teaching and learning of writing in school-aged and university students, across varied contexts. The authors present the theoretical rationale and technical specificities of writing tools aimed at enhancing writing processes (e.g., spelling, revising) and/or at providing writers with automated feedback to improve the implementation of those processes. The tools are described in detail, along with empirical data on their effectiveness in improving one or more aspects of writing. All articles conclude by indicating future directions for further developing and evaluating the tools. This Special Issue represents an important contribution to the field of technology-based writing instruction, in a moment in which online teaching and learning tools have shifted from being an instructional asset to a necessity. We hope that in the future the validation of each tool can be expanded by reaching out to different populations and cultural contexts.

2020

Serious Pervasive Games

Authors
Coelho, A; Rodrigues, R; Nóbrega, R; Jacob, J; Morgado, L; Cardoso, P; Zeller, Mv; Santos, L; de Sousa, AA;

Publication
Frontiers in Computer Science

Abstract

2020

"INVASIVE PLANTS" - A SERIOUS GAME TO BRING AWARENESS ABOUT INVASIVE SPECIES

Authors
Santos, L; Reis, P; Costa, F; Esteves, M; Teixeira, R; Coelho, A;

Publication
14TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED2020)

Abstract
Invasive species present a global problem that requires better awareness from the general population. Serious games can serve as a tool for bringing attention to issues of this kind. People who are not informed cannot distinguish the invasive species apart from the ones native to a particular ecosystem. In this wok we present a serious game designed with the primary objective of informing people about the main characteristics of invasive plant species in Portugal, as well as showing proper ways of removing and disposing it, without allowing to spread throughout the local ecosystem. A game prototype was developed for mobile devices, since these are the most widely used platform, allowing the game's message to have a wider reach. Currently, the game has a single level focusing on a plant species, the water hyacinth, that thrive in rivers and lakes. User tests were performed to evaluate the prototype and to gather feedback and suggestions for future improvements. Results revealed a positive reception and an interest in further developments.

Supervised
thesis

2019

Integração de modelos CAD no motor de jogo Unreal Engine

Author
Bruno Miguel Vicente dos Santos

Institution
UP-FEUP

2019

Aplicação móvel ludificada para promover a mudança comportamental na área da eficiência energética

Author
Pedro Almeida Santiago

Institution
UP-FEUP

2019

Games for creative literacy: A play-oriented framework for cultivating creative literacy

Author
José Manuel da Conceição Raimundo

Institution
UP-FEUP

2019

Impact of Player Type and Background Music in Player’s Reaction to Video Games

Author
Pedro Miguel Oliveira Arnaldo

Institution
UP-FEUP

2019

Knowledge and Interaction Analysis System for VR Museum Applications

Author
José Carlos Alves Vieira

Institution
UP-FEUP