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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
013
Publicações

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. © 2024 The Authors

2024

Editorial: The creation and impact of visual narratives for science and health communication

Autores
Magalhães, J; Coelho, A; Jarreau, P;

Publicação
Frontiers in Communication

Abstract

2023

Inven!RA Architecture for Sustainable Deployment of Immersive Learning Environments

Autores
Morgado, L; Coelho, A; Beck, D; Gutl, C; Cassola, F; Baptista, R; van Zeller, M; Pedrosa, D; Cruzeiro, T; Cota, D; Grilo, R; Schlemmer, E;

Publicação
SUSTAINABILITY

Abstract
The objective of this work was to support the sustainable deployment of immersive learning environments, which face varied obstacles, including the lack of support infrastructures for active learning pedagogies. Sustainability from the perspective of the integration of these environments in educational practice entails situational awareness, workload, and the informed assessment ability of participants, which must be supported for such activities to be employed in a widespread manner. We have approached this wicked problem using the Design Science Research paradigm and produced the Inven!RA software architecture. This novel result constitutes a solution for developing software platforms to enable the sustainable deployment of immersive learning environments. The Inven!RA architecture is presented alongside four demonstration scenarios employed in its evaluation, providing a means for the situational awareness of immersive learning activities in support of pedagogic decision making.

2023

Intelligent Wheelchairs Rolling in Pairs Using Reinforcement Learning

Autores
Rodrigues, N; Sousa, A; Reis, LP; Coelho, A;

Publicação
ROBOT2022: FIFTH IBERIAN ROBOTICS CONFERENCE: ADVANCES IN ROBOTICS, VOL 2

Abstract
Intelligent wheelchairs aim to improve mobility limitations by providing ingenious mechanisms to control and move the chair. This paper aims to enhance the autonomy level of intelligent wheelchair navigation by applying reinforcement learning algorithms to move the chair to the desired location. Also, as a second objective, add one more chair and move both chairs in pairs to promote group social activities. The experimental setup is based on a simulated environment using gazebo and ROS where a leader chair moves towards a goal, and the follower chair should navigate near the leader chair. The collected metrics (time to complete the task and the trajectories of the chairs) demonstrated that Deep Q-Network (DQN) achieved better results than the Q-Learning algorithm by being the unique algorithm to accomplish the pair navigation behaviour between two chairs.

2023

Assessment of Energy Customer Perception, Willingness, and Acceptance to Participate in Smart Grids-A Portuguese Survey

Autores
Gomes, L; Coelho, A; Vale, Z;

Publicação
ENERGIES

Abstract
The adoption of smart grids is becoming a common reality worldwide. This new reality is starting to impact energy customers as they face a dynamic grid in which they can actively participate. However, if energy customers are not prepared to participate actively, they can have their energy costs increased. This paper provides a review of acceptance models and customer surveys around the world made to assess the customers' perception and willingness to participate in smart grids. Contributing to this assessment, this paper presents a survey undertaken in Portugal. The survey results demonstrate a willingness, from the customer's end, to actively participate in smart grid initiatives. It was found that 92.9% of participants are willing to plan their energy usage to face hourly energy prices and that 95.0% of participants are willing to accept an external control of at least one appliance, enabling direct load control demand response programs. Also, the results identified two cognitive tendencies, negativity bias, and loss aversion, which can impact how customers participate in smart grids. These cognitive tendencies and the literature acceptance models demonstrate the importance of conducting social science studies targeting smart grids to fully achieve the efficient participation of end customers.

Teses
supervisionadas

2023

Representation of virtual choreographies in learning dashboards of interoperable LMS and SCORM analytics

Autor
Diogo Alexandre Ramos Marques Costa

Instituição
UP-FEUP

2023

The Immersive Learning Brain

Autor
Elton Cândido Sampaio

Instituição
UP-FEUP

2023

Aplicação de realidade aumentada de apoio ao desenvolvimento cognitivo de crianças

Autor
Nuno Filipe Amaral Oliveira

Instituição
UP-FEUP

2023

Inven!RA Authoring Immersive Education & Training

Autor
José Ricardo Vieira Gomes

Instituição
UP-FEUP

2022

The Art of Storytelling: Its Importance in Video Game Immersion When Paired With Localisation

Autor
Mariana Cardoso Ribeiro

Instituição
UP-FEUP