Cookies Policy
The website need some cookies and similar means to function. If you permit us, we will use those means to collect data on your visits for aggregated statistics to improve our service. Find out More
Accept Reject
  • Menu
About

About

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

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 Associate Professor with Habilitation 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 academic leader of the European University Alliance for Global Health (EUGLOH).

Interest
Topics
Details

Details

  • Name

    António Coelho
  • Role

    Area Manager
  • Since

    01st March 1995
013
Publications

2024

Melanoma prevention using an augmented reality-based serious game

Authors
Ribeiro, N; Tavares, P; Ferreira, C; Coelho, A;

Publication
Patient Education and Counseling

Abstract
Objectives: The purpose of this study was to field-test a recently developed AR-based serious game designed to promote SSE self-efficacy, called Spot. Methods: Thirty participants played the game and answered 3 questionnaires: a baseline questionnaire, a second questionnaire immediately after playing the game, and a third questionnaire 1 week later (follow-up). Results: The majority of participants considered that the objective quality of the game was high, and considered that the game could have a real impact in SSE promotion. Participants showed statistically significant increases in SSE self-efficacy and intention at follow-up. Of the 24 participants that had never performed a SSE or had done one more than 3 months ago, 12 (50.0%) reported doing a SSE at follow-up. Conclusions: This study provides supporting evidence to the use of serious games in combination with AR to educate and motivate users to perform SSE. Spot seems to be an inconspicuous but effective strategy to promote SSE, a cancer prevention behavior, among healthy individuals. Practice implications: Patient education is essential to tackle skin cancer, particularly melanoma. Serious games, such as Spot, have the ability to effectively educate and motivate patients to perform a cancer prevention behavior. © 2024 The Authors

2024

Editorial: The creation and impact of visual narratives for science and health communication

Authors
Magalhães, J; Coelho, A; Jarreau, P;

Publication
Frontiers in Communication

Abstract

2024

COMPARATIVE ANALYSIS OF EXISTING FRAMEWORKS ON TRANSVERSAL COMPETENCES FOR HIGHER EDUCATION

Authors
Osipovskaya, E; Coelho, A;

Publication
INTED Proceedings - INTED2024 Proceedings

Abstract

2023

Inven!RA Architecture for Sustainable Deployment of Immersive Learning Environments

Authors
Morgado, L; Coelho, A; Beck, D; Gutl, C; Cassola, F; Baptista, R; van Zeller, M; Pedrosa, D; Cruzeiro, T; Cota, D; Grilo, R; Schlemmer, E;

Publication
SUSTAINABILITY

Abstract
The objective of this work was to support the sustainable deployment of immersive learning environments, which face varied obstacles, including the lack of support infrastructures for active learning pedagogies. Sustainability from the perspective of the integration of these environments in educational practice entails situational awareness, workload, and the informed assessment ability of participants, which must be supported for such activities to be employed in a widespread manner. We have approached this wicked problem using the Design Science Research paradigm and produced the Inven!RA software architecture. This novel result constitutes a solution for developing software platforms to enable the sustainable deployment of immersive learning environments. The Inven!RA architecture is presented alongside four demonstration scenarios employed in its evaluation, providing a means for the situational awareness of immersive learning activities in support of pedagogic decision making.

2023

Intelligent Wheelchairs Rolling in Pairs Using Reinforcement Learning

Authors
Rodrigues, N; Sousa, A; Reis, LP; Coelho, A;

Publication
ROBOT2022: FIFTH IBERIAN ROBOTICS CONFERENCE: ADVANCES IN ROBOTICS, VOL 2

Abstract
Intelligent wheelchairs aim to improve mobility limitations by providing ingenious mechanisms to control and move the chair. This paper aims to enhance the autonomy level of intelligent wheelchair navigation by applying reinforcement learning algorithms to move the chair to the desired location. Also, as a second objective, add one more chair and move both chairs in pairs to promote group social activities. The experimental setup is based on a simulated environment using gazebo and ROS where a leader chair moves towards a goal, and the follower chair should navigate near the leader chair. The collected metrics (time to complete the task and the trajectories of the chairs) demonstrated that Deep Q-Network (DQN) achieved better results than the Q-Learning algorithm by being the unique algorithm to accomplish the pair navigation behaviour between two chairs.

Supervised
thesis

2023

Aplicação de realidade aumentada de apoio ao desenvolvimento cognitivo de crianças

Author
Nuno Filipe Amaral Oliveira

Institution
UP-FEUP

2023

Training needs and didactical requirements to embrace the digital transformation challenge by SME

Author
Tiago da Custódia de Carvalho

Institution
UP-FEP

2022

Immersive VR eHealth Strategies: VR Games to Treat Schizophrenia Negative Symptoms

Author
Beatriz Almeida Miranda

Institution
UP-FEUP

2022

A gamified application for Service Plan Management

Author
Tiago Augusto Pacheco Ludovico Pinto de Barros

Institution
UP-FEUP

2022

Jogar o Museu: Uma framework para o design de jogos baseados em localização com realidade aumentada para espaços museológicos

Author
Maria Van Zeller de Macedo de Oliveira e Sousa

Institution
UP-FEUP