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Sobre

Sobre

António Coelho é investigador sénior do INESC TEC, sendo o coordenador da área da Computação Gráfica e Ambientes Virtuais do centro HUMANISE.

Tem participado em diversos projetos de investigação (desde projetos Europeus H2020 a projetos de consultoria especializada com a indústria) e orientação de teses de doutoramento, focados nas áreas Computação Gráfica (Realidade Virtual e Modelação Procedimental), dos Jogos Sérios (Geração Procedimental de Conteúdos, Jogos baseados na Localização e Aprendizagem Baseada em Jogos) e dos Sistemas Geoespaciais (Sistemas baseados na Localização e Bases de Dados Espaciais).

É também Professor Associado com Agregação do Departamento de Engenharia Informática da Faculdade de Engenharia da Universidade do Porto. Leciona diversas disciplinas nas áreas da Computação Gráfica, das Ciências e Tecnologias da Programação e dos Jogos Digitais. É ainda diretor do Programa Doutoral em Média Digitais na Universidade do Porto e líder académico da aliança europeia de universidades EUGLOH.

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    António Coelho
  • Cluster

    Informática
  • Cargo

    Responsável de Área
  • Desde

    01 março 1995
013
Publicações

2023

Inven!RA Architecture for Sustainable Deployment of Immersive Learning Environments

Autores
Morgado, L; Coelho, A; Beck, D; Gutl, C; Cassola, F; Baptista, R; van Zeller, M; Pedrosa, D; Cruzeiro, T; Cota, D; Grilo, R; Schlemmer, E;

Publicação
SUSTAINABILITY

Abstract
The objective of this work was to support the sustainable deployment of immersive learning environments, which face varied obstacles, including the lack of support infrastructures for active learning pedagogies. Sustainability from the perspective of the integration of these environments in educational practice entails situational awareness, workload, and the informed assessment ability of participants, which must be supported for such activities to be employed in a widespread manner. We have approached this wicked problem using the Design Science Research paradigm and produced the Inven!RA software architecture. This novel result constitutes a solution for developing software platforms to enable the sustainable deployment of immersive learning environments. The Inven!RA architecture is presented alongside four demonstration scenarios employed in its evaluation, providing a means for the situational awareness of immersive learning activities in support of pedagogic decision making.

2023

Intelligent Wheelchairs Rolling in Pairs Using Reinforcement Learning

Autores
Rodrigues, N; Sousa, A; Reis, LP; Coelho, A;

Publicação
ROBOT2022: FIFTH IBERIAN ROBOTICS CONFERENCE: ADVANCES IN ROBOTICS, VOL 2

Abstract
Intelligent wheelchairs aim to improve mobility limitations by providing ingenious mechanisms to control and move the chair. This paper aims to enhance the autonomy level of intelligent wheelchair navigation by applying reinforcement learning algorithms to move the chair to the desired location. Also, as a second objective, add one more chair and move both chairs in pairs to promote group social activities. The experimental setup is based on a simulated environment using gazebo and ROS where a leader chair moves towards a goal, and the follower chair should navigate near the leader chair. The collected metrics (time to complete the task and the trajectories of the chairs) demonstrated that Deep Q-Network (DQN) achieved better results than the Q-Learning algorithm by being the unique algorithm to accomplish the pair navigation behaviour between two chairs.

2023

Assessment of Energy Customer Perception, Willingness, and Acceptance to Participate in Smart Grids-A Portuguese Survey

Autores
Gomes, L; Coelho, A; Vale, Z;

Publicação
ENERGIES

Abstract
The adoption of smart grids is becoming a common reality worldwide. This new reality is starting to impact energy customers as they face a dynamic grid in which they can actively participate. However, if energy customers are not prepared to participate actively, they can have their energy costs increased. This paper provides a review of acceptance models and customer surveys around the world made to assess the customers' perception and willingness to participate in smart grids. Contributing to this assessment, this paper presents a survey undertaken in Portugal. The survey results demonstrate a willingness, from the customer's end, to actively participate in smart grid initiatives. It was found that 92.9% of participants are willing to plan their energy usage to face hourly energy prices and that 95.0% of participants are willing to accept an external control of at least one appliance, enabling direct load control demand response programs. Also, the results identified two cognitive tendencies, negativity bias, and loss aversion, which can impact how customers participate in smart grids. These cognitive tendencies and the literature acceptance models demonstrate the importance of conducting social science studies targeting smart grids to fully achieve the efficient participation of end customers.

2022

Visitors come to experience science: towards a non-obtrusive evaluation method based on immersive virtual reality

Autores
Morais, C; Moreira, L; Teixeira, A; Aguiar, T; Coelho, A; Pereira, V; Jacinto, A; Varzim, M; Paiva, JC; Rosa, M;

Publicação
JCOM-JOURNAL OF SCIENCE COMMUNICATION

Abstract
This paper focuses on developing and assessing a non-obtrusive and transformative method, based on virtual reality, to evaluate science communication projects in science centres. The method was tested using deep-sea cutting-edge scientific content. We applied a mixed design, with 72 adult participants randomly assigned to experimental conditions (with/without exhibition exposure). Results showed that the exhibition promoted a better understanding of science. The non-obtrusive measures on awareness and engagement were positively related with questions posed via questionnaire and interview. The study adds theoretical and empirical support to the design and implementation of non-obtrusive and transformative evaluation experiences in science exhibitions in science centres and museums.

2022

Game-Based Learning, Gamification in Education and Serious Games

Autores
de Carvalho, CV; Coelho, A;

Publicação
COMPUTERS

Abstract
Video games have become one of the predominant forms of entertainment in our society, but they have also impacted many other of its social and cultural aspects [...]

Teses
supervisionadas

2022

Jogos para Literacia Criativa: Uma framework para cultivar a literacia criativa através de jogos

Autor
José Manuel da Conceição Raimundo

Instituição
UP-FEUP

2022

EdScape - Sistema web de condecorações e Mini Jogos a utilizar em Escape Room Educativos

Autor
Celina Mo Zheng

Instituição
UP-FEUP

2022

Disrupção Imposta no Setor da Restauração: Um Estudo Acerca do Impacto da Pandemia COVID-19 em Matosinhos e das Soluções Adotadas à Luz da Inovação e Digitalização

Autor
Simão de Freitas Fortunato de Castro Vaz

Instituição
UP-FEUP

2022

Development of a Virtual Tour Guide Mobile Application

Autor
Inês Rodrigues Roque de Lacerda Marques

Instituição
UP-FEUP

2022

Dimensões do desafio nos videojogos

Autor
João Miguel da Costa Magalhães

Instituição
UP-FEUP