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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

  • Name

    António Coelho
  • Cluster

    Computer Science
  • Role

    Senior Researcher
  • Since

    01st March 1995
003
Publications

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

Towards player adaptivity in mobile exergames

Authors
Jacob, J; Lopes, A; Nóbrega, R; Rodrigues, R; Coelho, A;

Publication
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Abstract
Exergames require obtaining or computing information regarding the players’ physical activity and context. Additionally, ensuring that the players are assigned challenges that are adequate to their physical ability, safe and adapted for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of virtual reality exergames still has not been researched in depth. In this paper, we present a virtual reality exergame and an experimental design aiming to compare the players’ experience when playing both adaptive and regular versions of the game. © Springer International Publishing AG, part of Springer Nature 2018.

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

2018

Virtual Reality and Journalism

Authors
Baía Reis, A; Coelho, AFVC;

Publication
Digital Journalism

Abstract

Supervised
thesis

2017

The Digital Customer Experience in a B2B Environment

Author
Diogo Barbosa

Institution
UP-FEUP

2017

Ludificação do ensino da programação: um caso de estudo

Author
Jorge Adolfo David Castro Monteiro

Institution
UP-FEUP

2017

Health Literacy: a Network Intervention Proposal for the Public Health Challenge in Portugal

Author
Herna?ni Za?o Oliveira

Institution
UP-FEUP

2017

Narrativa jornalística 360º: "framework" para aplicabilidade em livros de estilo de contexto redatorial

Author
João Emanuel de Freitas Mota

Institution
UP-FEUP

2017

Gamification framework for a document management system

Author
Ana Rita Amaral Mendes

Institution
UP-FEUP