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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
002
Publications

2017

Preface

Authors
de Carvalho, CV; Coelho, A; Escudeiro, P;

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

Abstract

2017

Applying an Extended Kernel Density 4-Step Floating Catchment Area Method to Identify Priority Districts to Promote New Publicly Financed Supply of Gastroenterology Exams

Authors
Polzin, P; Borges, J; Coelho, A;

Publication
Journal of Management and Sustainability

Abstract
In continental Portugal, the publicly financed supply of gastroenterology exams was limited since the end of the last century, restricted to a fixed set of private providers that was hired by the Portuguese state. This way of contracting created market entry barriers and is inefficient, since prices are administratively set. Besides, it produced access inequalities, because of the way that the supply was geographically distributed. This paper applies the Extended Kernel Density 4-Step Floating Catchment Area (EKD4SFCA) method to identify priority districts for the promotion of new supply by the state, in order to choose the appropriate way of contracting new private supply, as determined by current law, and to reduce access inequalities. The applied method enables the identification of the Portuguese regions with strong competition between health care providers and where patients’ access to publicly financed gastroenterology exams is relatively low. In these regions, the state should promote public bids to stimulate new supply, exploring thereby the potential for setting lower prices and reducing access inequalities.

2017

Command and Control Systems for Search and Rescue Robots

Authors
Govindaraj, S; Letier, P; Chintamani, K; Gancet, J; Jimenez, MN; Esbrí, MÁ; Musialik, P; Bedkowski, J; Badiola, I; Gonçalves, R; Coelho, A; Serrano, D; Tosa, M; Pfister, T; Sanchez, JM;

Publication
Search and Rescue Robotics - From Theory to Practice

Abstract

2017

Mobile location-based augmented reality applications for urban tourism storytelling

Authors
Nobrega, R; Jacob, J; Coelho, A; Weber, J; Ribeiro, J; Ferreira, S;

Publication
2017 24º Encontro Português de Computação Gráfica e Interação (EPCGI)

Abstract

2017

Adaptivity and safety in location-based games

Authors
Neto Jacob, JTP; Nóbrega, R; Coelho, A; Rodrigues, R;

Publication
9th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2017, Athens, Greece, September 6-8, 2017

Abstract
Location-based games require, among other things, obtaining or computing information regarding the players' physical activity and real-world context. Additionally, ensuring that the players are assigned challenges that are adequate and safe 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 location-based exergames still has not been researched in depth. In this paper, we present a location-based exergame capable of adapting its mechanics to the current context. © 2017 IEEE.

Supervised
thesis

2016

Realidade Virtual e Jornalismo Imersivo: anotação dinâmica de peças noticiosas em vídeo 360º

Author
João Pedro de Oliveira Marques

Institution
UP-FEUP

2016

Jogos Sérios para Treino e Certificação de Competências

Author
Ricardo José Vieira Baptista

Institution
UP-FEUP

2016

O Cinema de Animação 3D em Sistemas de Realidade Virtual - Exploração dos Modos de Visualização e do Foco da Narrativa

Author
Luís Paulo Vieira Olim Durães

Institution
UP-FEUP

2016

Jogo baseado na localização para optimização da experiência turistica

Author
Daniel Borges Pereira

Institution
UP-FEUP

2016

Plataforma de e-recruitment – Novas estratégias para o recrutamento online

Author
Olímpio Luís Malojo Ferreira

Institution
UP-FEUP