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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 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
020
Publicações

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

Network-secure bidding strategy for aggregators under uncertainty

Autores
Iria, J; Coelho, A; Soares, F;

Publicação
SUSTAINABLE ENERGY GRIDS & NETWORKS

Abstract

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 [...]

2022

Design and Evaluation of a Choreography-Based Virtual Reality Authoring Tool for Experiential Learning in Industrial Training

Autores
Cassola, F; Mendes, D; Pinto, M; Morgado, L; Costa, S; Anjos, L; Marques, D; Rosa, F; Maia, A; Tavares, H; Coelho, A; Paredes, H;

Publicação
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES

Abstract
The use of virtual reality (VR) for industrial training helps minimize risks and costs by allowing more frequent and varied use of experiential learning activities, leading to active and improved learning. However, creating VR training experiences is costly and time-consuming, requiring software development experts. Additionally, current authoring tools lack integration with existing data and are desktop-oriented, which detach the pedagogic process of creating the immersive experience from experiencing it in a situated context. We present a novel interactive approach for immersive authoring of VR-based experiential training by the trainers themselves, from inside the virtual environment and without the support of development experts. The design includes identifying interactable elements, such as 3-D models, equipment, tools, settings, and environment. The trainer also specifies by demonstration the actions to be performed by trainees, as a virtual choreography. During course execution, trainees' activities are also registered as virtual choreographies and matched to those specified by the trainer. Thus trainer and trainee are culturally situated within their area semantics and social discourse, rather than adopting concepts of the VR system for the learning content. We conducted a usability case study with professionals from an international wind energy company, using detailed models of wind turbines and real-world procedures. Trainers set up a training course using the immersive authoring tool, and trainees executed the course. The learning experience and usability were analyzed, and the training was certified by comparing real-world task completion between a user that had undergone virtual training and a user that did not.

2022

Using Virtual Choreographies to Identify Office Users’ Behaviors to Target Behavior Change Based on Their Potential to Impact Energy Consumption

Autores
Cassola, F; Morgado, L; Coelho, A; Paredes, H; Barbosa, A; Tavares, H; Soares, F;

Publicação
ENERGIES

Abstract
Reducing office buildings’ energy consumption can contribute significantly towards carbon reduction commitments since it represents ~40% of total energy consumption. Major components of this are lighting, electrical equipment, heating, and central cooling systems. Solid evidence demonstrates that individual occupants’ behaviors impact these energy consumption components. In this work, we propose the methodology of using virtual choreographies to identify and prioritize behavior-change interventions for office users based on the potential impact of specific behaviors on energy consumption. We studied the energy-related office behaviors of individuals by combining three sources of data: direct observations, electricity meters, and computer logs. Data show that there are behaviors with significant consumption impact but with little potential for behavioral change, while other behaviors have substantial potential for lowering energy consumption via behavioral change.

Teses
supervisionadas

2021

Serious Game with Augmented Reality - Programming on Indoor/Outdoor systems: A case study on Galeria da Biodiversidade da Universidade do Porto

Autor
Diogo Alexandre Silva Teixeira

Instituição
UP-FEUP

2021

Type Assignment in Logic Programming

Autor
João Luis Alves Barbosa

Instituição
UP-FCUP

2021

Impact of Vocal Traits Distribution on Speech Applications Performance and Bias

Autor
André Luís Monforte Neves Azenha de Almeida

Instituição
UP-FEP

2021

Utilização da Realidade Aumentada na Prevenção de Melanoma: uma abordagem baseada na ludificação

Autor
Pedro André Monteiro Tavares

Instituição
UP-FEUP

2021

Aplicação de tecnologias digitais e ludificação ao acolhimento e integração de novos colaboradores.

Autor
Pedro Miguel de Serpa Pinto Pereira Gomes

Instituição
UP-FEUP