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Publicações

Publicações por António Coelho

2024

Melanoma prevention using an augmented reality-based serious game

Autores
Ribeiro, N; Tavares, P; Ferreira, C; Coelho, A;

Publicação
PATIENT EDUCATION AND COUNSELING

Abstract
Objectives: The purpose of this study was to field-test a recently developed AR-based serious game designed to promote SSE self-efficacy, called Spot. Methods: Thirty participants played the game and answered 3 questionnaires: a baseline questionnaire, a second questionnaire immediately after playing the game, and a third questionnaire 1 week later (follow-up). Results: The majority of participants considered that the objective quality of the game was high, and considered that the game could have a real impact in SSE promotion. Participants showed statistically significant increases in SSE self-efficacy and intention at follow-up. Of the 24 participants that had never performed a SSE or had done one more than 3 months ago, 12 (50.0%) reported doing a SSE at follow-up. Conclusions: This study provides supporting evidence to the use of serious games in combination with AR to educate and motivate users to perform SSE. Spot seems to be an inconspicuous but effective strategy to promote SSE, a cancer prevention behavior, among healthy individuals. Practice implications: Patient education is essential to tackle skin cancer, particularly melanoma. Serious games, such as Spot, have the ability to effectively educate and motivate patients to perform a cancer prevention behavior.

2024

The creation and impact of visual narratives for science and health communication

Autores
Magalhaes, J; Coelho, A; Jarreau, P;

Publicação
FRONTIERS IN COMMUNICATION

Abstract
[No abstract available]

2023

INTERDISCIPLINARY CO-CREATION OF A MULTIPLAYER GAMIFIED MOBILE APP TO ADDRESS HERITAGE PRESERVATION CONSCIOUSNESS AMONG MUSEUM VISITORS: THE CASE OF THE MILITARY MUSEUM OF PORTO

Autores
Andrez, B; van Zeller, M; Coelho, A; Homem, PM; Pinto, MM;

Publicação
ICERI2023 Proceedings - ICERI Proceedings

Abstract

2024

COMPARATIVE ANALYSIS OF EXISTING FRAMEWORKS ON TRANSVERSAL COMPETENCES FOR HIGHER EDUCATION

Autores
Elizaveta Osipovskaya; António Coelho;

Publicação
INTED2024 Proceedings

Abstract

2018

VIRTUAL REALITY AND JOURNALISM A gateway to conceptualizing immersive journalism

Autores
Reis, AB; Coelho, AFVCC;

Publicação
DIGITAL JOURNALISM

Abstract
Immersion is a state of altered consciousness-not the prim suspension of disbelief, but its joyous capsizing. Since approximately 2012, a new ecosystem of immersive virtual reality technologies and experiments has emerged. In this emerging ecosystem, journalism is still a minor component. Nevertheless, media outlets such as The New York Times, BBC or ABC News have been producing virtual reality news stories. This led to the advent of immersive journalism, not only as a media phenomenon, but also as an academic concept. Drawing on some notions and concepts like the definitions of immersive journalism, immersion and presence, as well as some examples of the relation between journalism practices and visual media, we analyse, reflect and provide a general overview about the main concepts, uses, opportunities and limits of immersive journalism. Thus, the main goal of this article is to provide a theoretical and conceptual gateway that serves as a starting point for immersive journalism future academic and industry endeavours.

2017

Serious Games, Interaction and Simulation

Autores
Vaz de Carvalho, C; Escudeiro, P; Coelho, A;

Publicação
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

Abstract

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