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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
017
Publicações

2021

FEEdBACk: An ICT-Based Platform to Increase Energy Efficiency through Buildings’ Consumer Engagement

Autores
Soares, F; Madureira, A; Pages, A; Barbosa, A; Coelho, A; Cassola, F; Ribeiro, F; Viana, J; Andrade, J; Dorokhova, M; Morais, N; Wyrsch, N; Sorensen, T;

Publicação
Energies

Abstract
Energy efficiency in buildings can be enhanced by several actions: encouraging users to comprehend and then adopt more energy-efficient behaviors; aiding building managers in maximizing energy savings; and using automation to optimize energy consumption, generation, and storage of controllable and flexible devices without compromising comfort levels and indoor air-quality parameters. This paper proposes an integrated Information and communications technology (ICT) based platform addressing all these factors. The gamification platform is embedded in the ICT platform along with an interactive energy management system, which aids interested stakeholders in optimizing “when and at which rate” energy should be buffered and consumed, with several advantages, such as reducing peak load, maximizing local renewable energy consumption, and delivering more efficient use of the resources available in individual buildings or blocks of buildings. This system also interacts with an automation manager and a users’ behavior predictor application. The work was developed in the Horizon 2020 FEEdBACk (Fostering Energy Efficiency and BehAvioral Change through ICT) project.

2021

NINJA TURTLES RACE: A REACTION TIME TEST TO STUDY AND ASSESS THE FOCUS OF ATTENTION, MOTOR, AND COGNITIVE SKILLS IN CHILDREN'S LEARNING PROCESSES

Autores
Sousa, D; Coelho, A; Bernardes, G; Correia, N;

Publicação
INTED2021 Proceedings

Abstract

2021

Visiting museums from the perspective of visually impaired visitors: Experiences and accessibility resources in portuguese museums

Autores
Vaz, R; Freitas, D; Coelho, A;

Publicação
International Journal of the Inclusive Museum

Abstract
Although new, renewed, and innovative museum experiences are constantly provided to the sighted public, millions of visually impaired persons worldwide are still deprived of access to enjoying and engaging with collections. This research aims to investigate the limitations of blind or partially sighted persons in visiting a museum nowadays. Semistructured interviews with seventy-two visually impaired Portuguese individuals revealed reasons and factors that contribute to positive and negative visiting experiences, and the assessment of sixteen accessibility resources demonstrates their frequency and potential usefulness in museum visits. It concludes that the actual limited experiences in museums could be surpassed and enhanced by moving beyond accessibility, embracing inclusion, and focusing on the creation of multimodal and multisensory approaches to promote exceptional, memorable, and exciting visiting opportunities for all.

2021

Drill-Down Dashboard for Chairing of Online Master Programs in Engineering

Autores
Costa e Silva, A; Morgado, L; Coelho, A;

Publicação
Communications in Computer and Information Science - Technology and Innovation in Learning, Teaching and Education

Abstract

2021

The Relationship Between Cybersickness, Sense of Presence, and the Users’ Expectancy and Perceived Similarity Between Virtual and Real Places

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

Publicação
IEEE Access

Abstract

Teses
supervisionadas

2020

Literacia em Saúde: uma proposta de intervenção em rede para o desafio de Saúde Pública em Portugal

Autor
Hernâni Barros Zão Corga Oliveira

Instituição
UP-FEUP

2020

Development of an authoring toolapplication for project CHIC

Autor
Rui Emanuel Cabral de Almeida Quaresma

Instituição
UP-FEUP

2020

Inven!RA – Platform for authoring and tracking of Inventive Activity Plans

Autor
Tiago José Lima Cruzeiro

Instituição
UP-FEUP

2020

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

Autor
Liliana Andreia da Rocha Santos

Instituição
UP-FEUP

2020

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

Autor
José Manuel da Conceição Raimundo

Instituição
UP-FEUP