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Publications

Publications by António Coelho

2011

Personalized travel suggestions for tourism websites

Authors
Coelho, A; Rodrigues, A;

Publication
International Conference on Intelligent Systems Design and Applications, ISDA

Abstract
The evolution of tourism websites is converging to a set of features and best practices that are becoming standard, in such a way that developing a template and later customizing it to a given tourist region is becoming feasible. A very important feature in this kind of site is showing the touristic suggestions of what the tourist can find in the destination, optimally personalized for him/her. One problem in deploying such functionality however is the lack of user experience data suited to perform data mining when a new site is launched. This paper proposes a solution, customizable to any touristic region, that harnesses the information available in Flickr, crossing it with a Point of Interest (POI) database and using Google Prediction API (Application Programming Interface) to generate personalized travel suggestions, based on the geographical itinerary the user defined with a trip planner tool. © 2011 IEEE.

2011

Issues in the development of location-based games

Authors
Jacob, JTPN; Coelho, AF;

Publication
International Journal of Computer Games Technology

Abstract
As new and more powerful mobile devices arrive, such as smartphones, tablets and PDAs, so do new ways of interaction emerge for the users and developers to explore. These devices allow for the creation of never-before-seen applications, using the broad range of inputs and sensors these devices integrate (such as accelerometers, light sensors, electronic compasses, GPS sensor among others), that allow for more ubiquous and personalized experiences. This paper explores issues that arise during the development and design phases of such games, as well as posible solutions for them. Finally we present, a framework for the development of location-based games that is sensible to these issues. This framework was created and tested thanks to a proof-of-concept location-based game (Geo-Wars). © 2011 Joo Tiago Pinheiro Neto Jacob and Antnio Fernando Coelho.

2005

Selective rendering quality for an efficient navigational aid in virtual urban environments on mobile platforms

Authors
Bessa, M; Coelho, A; Chalmers, A;

Publication
Proceedings of the 4th International Conference on Mobile and Ubiquitous Multimedia, MUM 2005, Christchurch, New Zealand, December 8-10, 2005

Abstract
The perception that we have of our world depends on the task we are currently performing in the environment, so if we are driving a car we will pay attention to the objects that are visually important to the task we are performing such as, the road, road signs, other vehicles, etc. The same is true when we explore virtual environments. The creation of high-fidelity 3D maps on mobile devices to aid navigation in urban environments is computationally very expensive, precluding achieving this quality at interactive rates. In this paper we present a case study to show how the human visual system may be exploited, when viewers are undertaking a task, to reduce the overall quality of the displayed image, without the users being aware of this reduction in quality. The displayed images are selectively rendered with the key features used to identify location and orientation in a 3D urban environment produced in high quality and the remainder of the image in low quality.

2004

Alternate feature location for rapid navigation using a 3D map on a mobile device

Authors
Bessa, M; Coelho, A; Chalmers, A;

Publication
Proceedings of the 3rd International Conference on Mobile and Ubiquitous Multimedia, MUM 2004, College Park, Maryland, USA, October 27-29, 2004

Abstract
Finding one's way around an unfamiliar city can be a major challenge. While maps can provide a very good abstract representation of our world, and a simple and efficient way to navigate within that world, they are of little use when, for example, the absence of road signs prevents us from locating where we are on the map. Mobile devices offer the potential for providing relevant 3D information to enable us to locate ourselves, rapidly navigate around an unfamiliar environment and explore it interactively. However, mobile devices are constrained by resources such as bandwidth, storage and small displays. In this paper we investigate which is the most important visual information for position location within an unfamiliar urban environment and show how we can use this knowledge to provide a perceptually high quality 3D virtual environment on existing mobile devices. Copyright 2004 ACM.

2006

Selective presentation of perceptually important information to aid orientation and navigation in an urban environment

Authors
Bessa, M; Coelho, A; Cruz, JB; Chalmers, A;

Publication
INTERNATIONAL JOURNAL OF PATTERN RECOGNITION AND ARTIFICIAL INTELLIGENCE

Abstract
A map can be a major advantage when exploring unfamiliar environments. With the proliferation of mobile devices, such as PDAs and even mobile phones, the tourist industry is currently exploring the potential of new presentation strategies that will maximize the promotional appeal of tourism in their region. Mobile devices are capable of guiding a tourist when he/she is exploring a city. These mobile devices offer the potential for providing relevant 3D information to enable tourists to locate themselves within the city, rapidly navigate around the unfamiliar environment and explore it interactively. However, the computational resources of current mobile technology prevents the display of full complex 3D content in real-time, and thus selective rendering techniques must be adopted to ensure the viewer is provided with the perceptually most important information at interactive rates. This paper presents a series of experiments which help to identify key features of a scene for users to orientate themselves in that environment. Knowledge of these salient key features enable them to be provided to a user at a high quality while the remainder of the scene can be rendered in a much lower quality, saving significant bandwidth and computing power, without the user being perceptually aware of this difference in quality within the image.

2009

Improving Digital Maps Through GPS Data Processing

Authors
Freitas, TRM; Coelho, A; Rossetti, RJF;

Publication
2009 12TH INTERNATIONAL IEEE CONFERENCE ON INTELLIGENT TRANSPORTATION SYSTEMS (ITSC 2009)

Abstract
Personal Navigation Assistants (PNA) depend on updated digital maps for correctly positioning and route guiding users. As updating digital maps by the usual means is a highly expensive and time consuming task, GPS points gathered by existing navigation devices can be used to compare the existing real road network with the digital one. This paper describes an approach to update digital maps through the use of GPS points obtained during users' journeys as a means to identify map incongruence. Detection of new roads and roundabouts are presented with an explanation of the problem and a sample of the results.

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