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Sobre

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

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 Auxiliar 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 membro do Board of Advisors do programa UT Austin | Portugal.

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    António Coelho
  • Cluster

    Informática
  • Cargo

    Responsável de Área
  • Desde

    01 março 1995
013
Publicações

2020

Authoring Game-Based Learning Activities that are Manageable by Teachers

Autores
Cardoso, P; Morgado, L; Coelho, A;

Publicação
ERCIM NEWS

Abstract
The great ambition of using games as the cornerstone of education is hindered by its associated teaching workload. The BEACONING project developed a framework based on an authoring tool for gamified lesson paths, which has been rolled-out in large scale across Europe. It includes stages for planning game-based educational activities, plus their deployment, monitoring, and assessment.

2020

A gamification platform to foster energy efficiency in office buildings

Autores
Iria, J; Fonseca, N; Cassola, F; Barbosa, A; Soares, F; Coelho, A; Ozdemir, A;

Publicação
Energy and Buildings

Abstract

2020

Introduction to the Special Issue on Technology-Based Writing Instruction: A Collection of Effective Tools

Autores
Limpo, T; Nunes, A; Coelho, A;

Publicação
JOURNAL OF WRITING RESEARCH

Abstract
This article introduces a Special Issue that gathers a collection of effective tools to promote the teaching and learning of writing in school-aged and university students, across varied contexts. The authors present the theoretical rationale and technical specificities of writing tools aimed at enhancing writing processes (e.g., spelling, revising) and/or at providing writers with automated feedback to improve the implementation of those processes. The tools are described in detail, along with empirical data on their effectiveness in improving one or more aspects of writing. All articles conclude by indicating future directions for further developing and evaluating the tools. This Special Issue represents an important contribution to the field of technology-based writing instruction, in a moment in which online teaching and learning tools have shifted from being an instructional asset to a necessity. We hope that in the future the validation of each tool can be expanded by reaching out to different populations and cultural contexts.

2020

Serious Pervasive Games

Autores
Coelho, A; Rodrigues, R; Nóbrega, R; Jacob, J; Morgado, L; Cardoso, P; van Zeller, M; Santos, L; Sousa, AA;

Publicação
Frontiers in Computer Science

Abstract

2019

Co-designing Gaming Experiences for Museums with Teenagers

Autores
Cesário, V; Coelho, A; Nisi, V;

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

Abstract
Museums promote cultural experiences through exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially teenagers. Throughout this paper, we discuss teenagers as an important group to be considered within the Children-Computer Interaction field, and we report some techniques on designing with teens, in particular, arguing that participatory design methods can involve teenagers in the design process of technology for museums. For this purpose, we conceptualized, designed and deployed a co-design activity for teenagers (aged 15–17), where teenagers together with a researcher jointly created and designed a medium fidelity prototype. For this case study, participants were divided into groups and invited to think and create games and story plots for a selected museum. All the prototypes were made by the participants with the support and guidance of the researcher and the Aurasma software, an augmented reality tool. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

Teses
supervisionadas

2019

Integração de modelos CAD no motor de jogo Unreal Engine

Autor
Bruno Miguel Vicente dos Santos

Instituição
UP-FEUP

2019

Games for creative literacy: A play-oriented framework for cultivating creative literacy

Autor
José Manuel da Conceição Raimundo

Instituição
UP-FEUP

2019

Knowledge and Interaction Analysis System for VR Museum Applications

Autor
José Carlos Alves Vieira

Instituição
UP-FEUP

2019

The Use of Pervasive Serious Games in the Scientific Dissemination of Natural Heritage

Autor
Liliana Andreia da Rocha Santos

Instituição
UP-FEUP

2019

Jogo sério sobre bullying escolar

Autor
João Luís Soares Isaías

Instituição
UP-FEUP