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Publicações

Publicações por António Coelho

2022

Adaptability and Procedural Content Generation for Educational Escape Rooms

Autores
Sousa D.; Coelho A.; Torres M.F.; Garcia A.R.; Rossini T.;

Publicação
Proceedings of the European Conference on Games-based Learning

Abstract
We present a literature review that aims to understand the role of the Educational Escape Room (EER) in improving the teaching, learning, and assessment processes through an EER design framework. The main subject is to identify the recent interventions in this field in the last five years. Our study focuses on understanding how it is possible to create an EER available to all students, namely visually challenged users. As a result of the implementation of new learning strategies that promote autonomous learning, a concern arose in adapting educational activities to each student's individual needs. To study the adaptability of each EER, we found the EER design framework essential to increase the student experience by promoting the consolidation of knowledge through narrative and level design. The results of our study show evidence of progress in students' performance while playing an EER, revealing that students' learning can be effective. Research on Procedural Content Generation (PCG) highlighted how important it is to implement adaptability in future studies of EERs. However, we found some limitations regarding the process of evaluating learning through the EERs, showing how important it is to study and implement learning analytics in future studies in this field.

2022

Recommendation Tool for Use of Immersive Learning Environments

Autores
Morgado, L; Torres, M; Beck, D; Torres, F; Almeida, A; Simões, A; Ramalho, F; Coelho, A;

Publicação
8th International Conference of the Immersive Learning Research Network, iLRN 2022, Vienna, Austria, May 30 - June 4, 2022

Abstract
In the field of immersive learning, instructors often find it challenging to match their pedagogical approaches and content knowledge with specific technologies. Unfortunately, this usually results in either a lack of technology use or inappropriate use of some technologies. Teachers and trainers wishing to use immersive learning environments face a diversity of technological and pedagogical alternatives. To scaffold educators in their planning of immersive learning educational activities, we devised a recommendation tool, which maps educational context variables to the dimensions of immersion and uses educators' contexts to identify the closest educational uses. Sample educational activities for those uses are then presented, for various types of educational methodologies. Educators can use these samples to plan their educational activities in line with their current resources or to innovate by pursuing entirely different approaches.

2022

ProGenVR: Natural Interactions for Procedural Content Generation in VR

Autores
Carvalho, B; Mendes, D; Coelho, A; Rodrigues, R;

Publicação
ICAT-EGVE

Abstract

2025

DESIGNING A SHARED FRAMEWORK FOR TRANSVERSAL SKILLS IN THE EUGLOH ALLIANCE

Autores
Elizaveta Osipovskaya; Luis Fernández-Sanz; António Fernando Coelho; Inés López-Baldominos; Péter Tasi;

Publicação
ICERI proceedings

Abstract

2025

The vividness of mental imagery in virtual reality: A study on multisensory experiences in virtual tourism?

Autores
Magalhaes, M; Melo, M; Coelho, A; Bessa, M;

Publicação
COMPUTERS & GRAPHICS-UK

Abstract
This paper aims to evaluate how different combinations of multisensory stimuli affect the vividness of users' mental imagery in the context of virtual tourism. To this end, a between-subjects experimental study was conducted with 94 participants, who were allocated to either a positive or a negative immersive virtual environment. The positive environment contained only pleasant multisensory stimuli, whereas the negative contained only unpleasant stimuli. For each of the virtual experiences, a multisensory treasure hunt was developed, where each object found corresponded to a planned combination of stimuli (positive or negative, accordingly). The results showed that positive stimuli involving a higher number of sensory modalities resulted in higher reported vividness. In contrast, when the same multisensory modalities were delivered with negative stimuli, vividness levels decreased - an effect we attribute to potential cognitive overload. Nevertheless, some reduced negative combinations (audiovisual with smell and audiovisual with haptics) remained effective, indicating that olfactory and haptic cues play an important role in shaping users' vividness of mental imagery, even in negative contexts.

2025

Frontiers of the Past in the Digital World: Multidisciplinary Collaboration in the 3D Reconstitution of Medieval Border Towns

Autores
Lacet, D; Cuesta-Gómez, F; Prata, S; Trindade, L; da Silva, GM; Costa, A; Van Zeller, M; Morgado, L; Coelho, A; Alves, T; Filipe, J;

Publicação
2025 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS, VRW

Abstract
The virtual reconstitution of Castelo de Vide, Portugal, within the FRONTOWNS project, highlights the challenges and successes of multidisciplinary collaboration in heritage preservation through 3D modeling. The goal was to reconstruct the town's urban evolution, focusing on its role as a border settlement from the 13th to 16th centuries. The project combined archaeological evidence, historical sources, and digital technologies like photogrammetry and 3D scanning. Co -creation workshops aligned diverse knowledge, leading to creative solutions that balanced historical accuracy and technical feasibility. Despite budget constraints, it produced a high-quality digital reconstitution with insights for future virtual heritage projects.

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