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Publications

Publications by António Coelho

2022

Assessment and tracking of learning activities on a remote computer networking laboratory using the Inven!RA Architecture

Authors
Grilo, Ricardo; Baptista, Ricardo; Schlemmer, Eliane; Gütl, Christian; Beck, Dennis; Coelho, António; Morgado, Leonel;

Publication
IMX 22 - ACM International Conference on Interactive Media Experiences, XRWALC workshop

Abstract
Assessment and tracking of activities in non-traditional contexts, such as immersive environments, is a complex and timeconsuming process for instructors. This limits the widespread adoption of immersive environments, since the consequences of those constraints are lack of awareness for orchestration of learning, and lack of elements for assessment. The Inven!RA architecture proposes tackling this problem by collecting status and outcome analytics from multiple immersive activities into a single learning plan, where they are mapped to learning objectives. This enables the creation of learning dashboards for instructors and students, to support their awareness and assessment, enabling learning orchestration and self-regulation of learning. We present an implementation of the Inven!RA architecture in a platform linked to a remote computer networking laboratory, exemplifying how the architecture can achieve its purported goals.

2022

Inovação sustentável e aprendizagem integrada com o laboratório aberto de experimentação interdisciplinar

Authors
Pinto, Maria Manuela Gomes de Azevedo; Sousa, Armando Jorge; Coelho, António; Rosa, António Machuco; Barreira, Hugo; Amorim, Inês; Miranda, Joana; Botelho, Maria Leonor; Matos, Rodolfo; Medina, Susana;

Publication

Abstract
The Open Laboratory of Interdisciplinary Experimentation (LAEI) had its 1st edition as UC "lnovPed" in the academic year 2018/2019, resulting from a proposal presented by professors from the Faculty of Arts, Faculty of Engineering and collaborators of the U. Porto. Imp1ementing the U.OpenLah concept and involving students from different degrees and scientific areas, LAEI has sought to develop basic skills and added value in creating digital experiences. Through theoretical exposition and an experimentation exercise in the field of digital content production or technologies for innovative digital content, creativity and project management, students share and implement the concepts and competences learned, including those of the scientific area of origin.

2014

Shamanic interfaces for computers and gaming platforms

Authors
Carvalho, Filipe; Morgado, Leonel; Coelho, António;

Publication
INForum 2014

Abstract
Natural user interfaces are becoming widespread as a focus of research in human-computer interaction. Gestural interaction is an important part of this field, but generally done by mimicry. This raises concerns such as the necessity of creating abstractions for non-imitable commands and the difficulty of finding gestures that are meaningful for a worldwide audience. Cultural backgrounds impart different meanings to gestures. In this research , we explore the concept of allowing individuals to interact with computer systems using gesture from the individual’s own culture, focusing on a software engineering approach to support this idea. The aim is to leverage the rich semantics of non-mimicry cultural gestures to expand gestural interaction to support abstract commands for instructions that do not have a matching gestural imitation. This approach also holds the potential to support the learning of gestural commands, by linking them to the cultural background of each user. The proposed software engineering approach demonstrates the feasibility of planning applications with commands in mind, not specific gestures, separating concerns between gestural identification (which can include cultural background elements) and actual commands.

2015

A game as a tool for empirical research on the shamanic interface concept

Authors
Pinto, Tiago Susano; Coelho, António; Lukosch, Stephan; Morgado, Leonel;

Publication
SciTecIN'15 - Sciences and Technologies of Interaction 2015

Abstract
A Shamanic Interface is a recent concept that posits that the acknowledgment of culture in gestural commands may contribute to richer and more powerful user interaction with abstract concepts and complexity, but has a lack of empirical validation. Hence, this paper presents a game developed as an empirical research tool for data collection and testing on shamanic interfaces. The game is a small maze where users use gestures to control a character to reach the end of each level. The control gestures performed by each user are captured with a Leap Motion controller and recognized through Hidden Markov Models. Three command sets were implemented: Portuguese cultural gestures, Dutch cultural gestures, and a generic set. This paper evaluates the game with different users to check its playability. We conclude that the game can be used as a research data-collection tool as is, but also acknowledge several playability-related improvement recommendations.

2019

Aspects for cultivating creative literacy through play: An analysis on primary literature review and preliminary laboratorial work [Aspects pour cultiver la littératie créative avec des jeux: Une analyse de la revue de littérature et du travail de laboratoire préliminaire] [Aspectos para o cultivo da literacia criativa através do jogo: Uma análise sobre a revisão da literatura e trabalho laboratorial preliminar] [Aspectos para cultivar la alfabetización creativa a través del juego: Un análisis sobre la revisión de literatura y el trabajo de laboratorio preliminar]

Authors
Raimundo, J; Cardoso, P; Carvalhais, M; Coelho, A;

Publication
Revista Lusofona de Educacao

Abstract
This article inspects theory emerging from literature review and labora-tory work on games for cultivating creative literacy. Whether games can or cannot instil or alienate one’s creativity is debatable. On one hand, they can be risk-and stress-free exploring grounds for people to interact in ways without parallel; on another, they can disengage players from the real world. Nevertheless, they have the potential to be turned into tools for thinking, for learning and for articulating knowledge between individu-als. With that into consideration, we pinpointed two main groups that branch into four major categories: Behaviours – comprised of Attitudes and Competencies – and Conditions – comprised of Procedures and Resources – which we are structuring into a framework from which we draw hypotheses that undergo validation through play-testing sessions, in order to improve the framework.

2024

É bué fixe ser fixe online: discutindo o desenvolvimento de um jogo educativo/formativo para trabalhar a netiquette junto de crianças em idade escolar

Authors
Correia, Miguel; Marques, Catarina; Trigo, Luís; Quirino, Carolina; Silva, Henrique; Rocha, Tiago; Coelho, António;

Publication

Abstract

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