2011
Autores
Coelho, A; Dias, L;
Publicação
INFORMATION AND COMMUNICATION TECHNOLOGIES IN TOURISM 2011
Abstract
Nowadays, tourism entities seek to promote their regions in a more aggressive strategy, offering a large diversity of services delivering personalized solutions in order to comply with a broader range of tourists. Furthermore, mobile computing offers new capabilities that facilitate the development of new services based on the location of the user and the users' profile. Thus, mobile computing systems are undergoing changes to support tasks related to advertising and marketing of goods and services. This paper presents a generic solution for the delivery of new services, advertising and marketing for the tourism sector to take advantage of the spatial context of the user - Mobile Advertising. The practical implementation of the suggested methodology is focused on the Tourism Region of Douro, in Portugal.
2011
Autores
Coelho, A; Kato, E; Xavier, J; Goncalves, R;
Publicação
SERIOUS GAMES DEVELOPMENT AND APPLICATIONS
Abstract
For beginners in computer programming, the learning curve can be in many cases quite steep, especially if it is their first contact with this area. Plus, the traditional learning methodologies are usually based on doing countless exercises that aim to cover many areas, but are often disconnected from each other and can become tiresome, as they offer little immediate rewards to the student. Nowadays serious games technology offers tools that may have potential to help computer programming students to become more engaged on their learning through a 'learn while having fun approach. This paper aims to generally describe our approach on the creation of a platform for deploying serious computer games for the teaching of any computer programming language. We will begin by describing the game mechanics, followed by the general system architecture and its data model, finalizing with a small conclusion.
2011
Autores
Coelho, A; Rodrigues, A;
Publicação
International Conference on Intelligent Systems Design and Applications, ISDA
Abstract
The evolution of tourism websites is converging to a set of features and best practices that are becoming standard, in such a way that developing a template and later customizing it to a given tourist region is becoming feasible. A very important feature in this kind of site is showing the touristic suggestions of what the tourist can find in the destination, optimally personalized for him/her. One problem in deploying such functionality however is the lack of user experience data suited to perform data mining when a new site is launched. This paper proposes a solution, customizable to any touristic region, that harnesses the information available in Flickr, crossing it with a Point of Interest (POI) database and using Google Prediction API (Application Programming Interface) to generate personalized travel suggestions, based on the geographical itinerary the user defined with a trip planner tool. © 2011 IEEE.
2011
Autores
Jacob, JTPN; Coelho, AF;
Publicação
International Journal of Computer Games Technology
Abstract
As new and more powerful mobile devices arrive, such as smartphones, tablets and PDAs, so do new ways of interaction emerge for the users and developers to explore. These devices allow for the creation of never-before-seen applications, using the broad range of inputs and sensors these devices integrate (such as accelerometers, light sensors, electronic compasses, GPS sensor among others), that allow for more ubiquous and personalized experiences. This paper explores issues that arise during the development and design phases of such games, as well as posible solutions for them. Finally we present, a framework for the development of location-based games that is sensible to these issues. This framework was created and tested thanks to a proof-of-concept location-based game (Geo-Wars). © 2011 Joo Tiago Pinheiro Neto Jacob and Antnio Fernando Coelho.
2011
Autores
Cruz, A; Sousa, A; Coelho, A;
Publicação
SERIOUS GAMES DEVELOPMENT AND APPLICATIONS
Abstract
This paper presents the evaluation of a serious game project, where the primary goal was to develop a set of collaborative game levels on a virtual campus, in order to help the integration process of newcomer students to the university. The global activities that can be performed by the students were designed for a group approach in a controlled virtual environment. For the present work we have selected Second Life for the implementation of these collaborative "game levels". A prototype evaluation was conducted to collect results with a sample of university students. With this data, some conclusions were extracted in order to delineate future developments.
2011
Autores
Cruz, A; Coelho, A; Sousa, A;
Publicação
Proceedings of the 6th Iberian Conference on Information Systems and Technologies, CISTI 2011
Abstract
The development platform of a digital game is frequently defined before any game design document. Without a proper examination, this could exclude other viable solutions. Although the online virtual world Second Life is sometimes erroneously denominated a game, it can be used as a development platform for many purposes. This paper analyses game creation within the Second Life virtual world and possible approaches for the implementation of game assets and game logic. There is also an analysis of what game types could be more suited for development under this platform. Experiences learned from the developed prototype are shown and hints are given as to evaluate different techniques and expose best practices. © 2011 AISTI.
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