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About

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

009
Publications

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

2018

Generalized selections for direct control in procedural buildings

Authors
Jesus, D; Patow, G; Coelho, A; Sousa, AA;

Publication
Computers & Graphics

Abstract

2018

Augmented reality versus conventional interface: Is there any difference in effectiveness?

Authors
Brito, PQ; Stoyanova, J; Coelho, A;

Publication
Multimedia Tools and Applications

Abstract
The moment immediately before the “add to cart” decision is very critical in online shopping. Drawing on theories of transfer, spreading activation and human-computer interaction, the superiority of markerless Augmented Reality (AR) and Marker-based augmented reality (M) over Conventional Interactive (CI) is hypothesized. Although those multimedia tools are not part of the product/brand motivating the consumer interest they interfere in the interactive performance of the ecommerce. 150 consumers in a lab experiment showed higher emotional response, interactive response and brand evaluation in M and AR than CI. Contrary to what was expected the usability results were the inverse. That is, usability of CI outperforms M and AR. Considering only AR and M interfaces their effect on psychological variables was not statistically significant. A sophisticated or a simple interface had no impact on intention to buy the target brand, but the brand recommendation improved from M to AR. The differing effect of those three interface systems was mediated by brand familiarity, perceived risk, opinion leadership and positive emotional traits. © 2017 Springer Science+Business Media New York

2018

Building Virtual Driving Environments From Computer-Made Projects

Authors
Campos, CJ; Pinto, HF; Leitão, JM; Pereira, JP; Coelho, AF; Rodrigues, CM;

Publication
Advances in Multimedia and Interactive Technologies - Interface Support for Creativity, Productivity, and Expression in Computer Graphics

Abstract

Supervised
thesis

2018

Orders Planning and Raw Materials Management in a Special Vehicles Manufacturer

Author
Maria Inês Milheiro de Oliveira Azevedo

Institution
UP-FEUP

2018

Análise e Melhoria de Processos de Especificação, Desenvolvimento e Manutenção de Software

Author
Mariana Romba Rodrigues da Costa

Institution
UP-FEUP

2017

Gamification framework for a document management system

Author
Ana Rita Amaral Mendes

Institution
UP-FEUP

2017

Abordagem híbrida para o ensino do desenvolvimento de jogos digitais e programação

Author
Luís Eduardo de Magalhães Reis

Institution
UP-FEUP

2017

Ludificação do ensino da programação: um caso de estudo

Author
Jorge Adolfo David Castro Monteiro

Institution
UP-FEUP