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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
010
Publicações

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.

2019

Immersive 360° video user experience: impact of different variables in the sense of presence and cybersickness

Autores
Narciso, D; Bessa, M; Melo, M; Coelho, A; Vasconcelos Raposo, J;

Publicação
Universal Access in the Information Society

Abstract
Virtual Reality (VR) has been recently gaining interest from researchers and companies, contributing to the development of the associated technologies that aim to transport its users to a virtual environment by the stimulation of their senses. Technologies such as Head-Mounted Displays (HMD), capable of presenting 360° video in 3D, are becoming affordable and, consequently, more common among the average consumer, potentiating the creation of a market for VR experiences. The purpose of this study is to measure the influence of (a) video format (2D/monoscopic vs 3D/stereoscopic), (b) sound format (2D/stereo vs 3D/spatialized), and (c) gender on users’ sense of presence and cybersickness, while experiencing a VR application using an HMD. Presence and cybersickness were measured using questionnaires as subjective measures. Portuguese versions of the Igroup Presence Questionnaire for presence and the Simulator Sickness Questionnaire for cybersickness were used. Results revealed no statistically significant differences between (a) VIDEO and (b) SOUND variables on both senses of presence and cybersickness. When paired with (a) VIDEO, the independent variable (c) Gender showed significant differences on almost all subscales of presence. Results suggest that the widely acknowledged differences in spatial ability between genders were a major factor contributing to this outcome. © 2017 Springer-Verlag GmbH Germany

2019

Vegetation modeling for driving environments

Autores
Campos, CJ; Pinto, HF; Miguel, J; Coelho, AF; Nobrega, R;

Publicação
Iberian Conference on Information Systems and Technologies, CISTI

Abstract
Conducting scientific experiments in driving simulators requires the modeling of reliable and complete road environments. These environments must provide extensive landscapes with the artifacts and natural element that can be usually found in the real world. This paper presents a method to efficiently produce models of natural vegetation. The produced models are then applied to populate existing terrain definitions, allowing the fast preparation of extensive environments with realistic landscapes. The human supervisor can interact in this generation process, in order to obtain custom landscapes definitions. After the landscape generation process, the road network definition can be then generated, producing a complete driving environment, in an integrated modeling process. The proposed method allows modeling a wide range of drive environments, with the realism and quality required to the realization of virtual training or experimental work in many terrain based activities, such driving simulators. © 2019 AISTI.

2019

Fall-prevention exergames using balance board systems

Autores
Brito, M; Nóbrega, R; Jacob, J; Rodrigues, R; Coelho, A;

Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Abstract
The prevention of falls in older adults is an issue that can only be solved with regular exercises, sometimes with the supervision of therapists. This paper presents a game framework that uses devices such as the Wii Balance Board (WBB) to replicate fall-prevention programs, such as the Otago Exercise Programme. The objective is to increase the adherence of senior users to these exercises, while increasing their autonomy by enabling them to conduct unsupervised games. Two interactive games were developed and tested using the WBB and other available devices such as smartphones. The main contribution of this paper is the proposal of several metrics for exergames for the elderly and the combination of digital games with fall-prevention exercises and automatic balance measures based on Centre of Pressure (COP) tracking. © 2019, IFIP International Federation for Information Processing.

2019

A NEW GAME-BASED APPROACH FOR THE CREATIVE LEARNING OF PROGRAMMING IN THE DIGITAL MEDIA AREA

Autores
Coelho, A; Reis, L; Monteiro, J;

Publicação
EDULEARN19 Proceedings

Abstract

Teses
supervisionadas

2018

Análise e Melhoria de Processos de Especificação, Desenvolvimento e Manutenção de Software

Autor
Mariana Romba Rodrigues da Costa

Instituição
UP-FEUP

2018

Orders Planning and Raw Materials Management in a Special Vehicles Manufacturer

Autor
Maria Inês Milheiro de Oliveira Azevedo

Instituição
UP-FEUP

2017

Jogos pervasivo para o ensino

Autor
João Miguel Polónia Pascoal Faria

Instituição
UP-FEUP

2017

Gamification framework for a document management system

Autor
Ana Rita Amaral Mendes

Instituição
UP-FEUP

2017

Abordagem híbrida para o ensino do desenvolvimento de jogos digitais e programação

Autor
Luís Eduardo de Magalhães Reis

Instituição
UP-FEUP