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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.

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Topics
Details

Details

013
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.

2019

Co-designing Gaming Experiences for Museums with Teenagers

Authors
Cesário, V; Coelho, A; Nisi, V;

Publication
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract
Museums promote cultural experiences through exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially teenagers. Throughout this paper, we discuss teenagers as an important group to be considered within the Children-Computer Interaction field, and we report some techniques on designing with teens, in particular, arguing that participatory design methods can involve teenagers in the design process of technology for museums. For this purpose, we conceptualized, designed and deployed a co-design activity for teenagers (aged 15–17), where teenagers together with a researcher jointly created and designed a medium fidelity prototype. For this case study, participants were divided into groups and invited to think and create games and story plots for a selected museum. All the prototypes were made by the participants with the support and guidance of the researcher and the Aurasma software, an augmented reality tool. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

2019

Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness

Authors
Narciso, D; Bessa, M; Melo, M; Coelho, A; Vasconcelos Raposo, J;

Publication
Universal Access in the Information Society

Abstract
Virtual Reality (VR) has been recently gaining interest from researchers and companies, contributing to the development of the associated technologies that aim to transport its users to a virtual environment by the stimulation of their senses. Technologies such as Head-Mounted Displays (HMD), capable of presenting 360° video in 3D, are becoming affordable and, consequently, more common among the average consumer, potentiating the creation of a market for VR experiences. The purpose of this study is to measure the influence of (a) video format (2D/monoscopic vs 3D/stereoscopic), (b) sound format (2D/stereo vs 3D/spatialized), and (c) gender on users’ sense of presence and cybersickness, while experiencing a VR application using an HMD. Presence and cybersickness were measured using questionnaires as subjective measures. Portuguese versions of the Igroup Presence Questionnaire for presence and the Simulator Sickness Questionnaire for cybersickness were used. Results revealed no statistically significant differences between (a) VIDEO and (b) SOUND variables on both senses of presence and cybersickness. When paired with (a) VIDEO, the independent variable (c) Gender showed significant differences on almost all subscales of presence. Results suggest that the widely acknowledged differences in spatial ability between genders were a major factor contributing to this outcome. © 2017 Springer-Verlag GmbH Germany

Supervised
thesis

2019

The Use of Pervasive Serious Games in the Scientific Dissemination of Natural Heritage

Author
Liliana Andreia da Rocha Santos

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

Jogo sério sobre bullying escolar

Author
João Luís Soares Isaías

Institution
UP-FEUP

2019

Jogar o Museu: Uma franework 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

2019

Outdoor Park Exploration using Augmented Reality and Mobile Computing

Author
Nuno Filipe Sousa e Silva

Institution
UP-FEUP