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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
  • Cargo

    Responsável de Área
  • Desde

    01 março 1995
014
Publicações

2025

Histopoly: A serious game for teaching histology to 1st year veterinary students

Autores
Marcos, R; Gomes, A; Santos, M; Coelho, A;

Publicação
ANATOMICAL SCIENCES EDUCATION

Abstract
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical teaching style. The students' feedback was evaluated by questionnaires, and their performance on quizzes and exam's scores were assessed. The serious game (Histopoly) consisted of a game-based web application for the teacher/game master, a digital gaming application used by the students as a controller, and a projected digital board game. The board featured rows for the four fundamental tissues (epithelial, connective, muscular, and nervous) paired with question tiles and additional tiles with more demanding activities (e.g., drawing, presenting slides, and making a syllabus). Participants included all veterinary students enrolled in the first year. Paired laboratory sessions were split with four sections (n = 94 students) playing Histopoly at the end of all sessions and two sections (n = 28 students) completing small evaluations every three weeks at the beginning of sessions. According to the questionnaires, students that played the serious game were more motivated, engaged, and more interconnected with classmates. The activity was considered fun, and students enjoyed the classes more. No differences in the final examination scores were found, but the percentage of correct answers provided throughout the serious game was significantly higher. Overall, these findings argue for the inclusion of serious games in modern histology teaching to promote student engagement in learning.

2025

Augmented Reality in Information Design

Autores
Fadel, LM; Coelho, A;

Publicação
ADVANCES IN DESIGN AND DIGITAL COMMUNICATION V, DIGICOM 2024

Abstract
The potential of Augmented Reality (AR) has been harnessed to create immersive game settings, present layers of relevant information in museums, streamline procedures in healthcare and industry, and captivate consumers through innovative marketing strategies. Certain artifacts lend themselves well to representation in AR, especially those requiring a seamless fusion of the information layer with physical space. This integration underscores the suitability of information design artifacts for AR implementation. This study aims to delineate the distinctive attributes of AR in remediating information design, effectively catering to the user's informational needs. To this end, we analyzed the Google Translate app, examining it through the analytical lens of body schema and haptic engagement. The findings reveal that AR manifests as a performative, personalized, crafted image that fosters involvement through agency. The performative nature of the image directs attention, while individual images collectively form a collection. It is recommended that AR design be centered around achieving harmony among body, media, and space.

2025

Generative Narrative-Driven Game Mechanics for Procedural Driving Simulators

Autores
Rodrigues, NB; Coelho, A; Rossetti, RJF;

Publicação
Proceedings of the 20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2025 - Volume 1: GRAPP, HUCAPP and IVAPP, Porto, Portugal, February 26-28, 2025.

Abstract
Driving simulators are essential tools for training, education, research, and scientific experimentation. However, the diversity and quality of virtual environments in simulations is limited by the specialized human resources availability for authoring the content, leading to repetitive scenarios and low complexity of real-world scenes. This work introduces a pipeline that can process text-based narratives outlining driving experiments to procedurally generate dynamic traffic simulation scenarios. The solution uses Retrieval-Augmented Generation alongside local open-source Large Language Models to analyse unstructured textual information and produce a knowledge graph that encapsulates the world scene described in the experiment. Additionally, a context-based formal grammar is generated through inverse procedural modelling, reflecting the game mechanics related to the interactions among the world entities in the virtual environment supported by CARLA driving simulator. The proposed pipeline aims to simplify the generation of virtual environments for traffic simulation based on descriptions from scientific experiment, even for users without expertise in computer graphics. © 2025 by SCITEPRESS–Science and Technology Publications, Lda.

2025

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

Autores
Lacet, D; Gómez, FC; Prata, S; Trindade, L; da Silva, GM; Costa, A; Zeller, Mv; Morgado, L; Coelho, A; Alves, T; Filipe, J;

Publicação
IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2025 - Abstracts and Workshops, Saint Malo, France, March 8-12, 2025

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.

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.

Teses
supervisionadas

2023

Aplicação de Realidade Aumentada como meio de Promoção do Turismo e Poesia Portuense

Autor
Sandra Maria Amorim Pires

Instituição
UP-FEUP

2023

Analysis in Web 3D Environments of Thematic Research Networks on Immersive Learning through Variation of Clustering Criteria

Autor
Elton Cândido Sampaio

Instituição
UP-FEUP

2023

Augmented Reality Solution for the Côa Valley Rock Art

Autor
Tomás Costa Fontes

Instituição
UP-FEUP

2023

How to Integrate Immersive Environments and Games into Business Training Systems Using the Inven!RA Architecture

Autor
João Tomás Guerra Pinto Pereira Dias

Instituição
UP-FEUP

2023

PlayMaps - Representation of 3D cartography data in Augmented Reality (AR) games

Autor
Filipe Carlos de Almeida Duarte da Cunha Nogueira

Instituição
UP-FEUP