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About

About

António Coelho is a senior researcher at INESC TEC and coordinates the Computer Graphics and Virtual environments area of the HUMANISE.

He is actively involved in several research projects (from H2020 European projects to I&DT projects with the industry) and PhD supervisions, focused in the areas of Computer Graphics (Virtual Reality and Procedural Modeling), Serious Games (Procedural Content Generation, Mobile Gaming and Games-based Learning) and Geospatial Systems (Location-based Systems and Spatial Databases). 

He is also Associate Professor with Habilitation at the Department of Informatics Engineering of the Faculty of Engineering of the University of Porto where he teaches in the areas of Computer Graphics, Programming and Digital Games. He is the director of the Doctoral Program in Digital Media at the University of Porto and academic leader of the European University Alliance for Global Health (EUGLOH).

Interest
Topics
Details

Details

  • Name

    António Coelho
  • Role

    Area Manager
  • Since

    01st March 1995
014
Publications

2025

Histopoly: A serious game for teaching histology to 1st year veterinary students

Authors
Marcos, R; Gomes, A; Santos, M; Coelho, A;

Publication
ANATOMICAL SCIENCES EDUCATION

Abstract
Histology is a preclinical subject transversal in medical, dental, and veterinary curricula. Classical teaching approaches in histology are often undermined by lower motivation and engagement of students, which may be addressed by innovative learning environments. Herein, we developed a serious game approach and compared it with a classical teaching style. The students' feedback was evaluated by questionnaires, and their performance on quizzes and exam's scores were assessed. The serious game (Histopoly) consisted of a game-based web application for the teacher/game master, a digital gaming application used by the students as a controller, and a projected digital board game. The board featured rows for the four fundamental tissues (epithelial, connective, muscular, and nervous) paired with question tiles and additional tiles with more demanding activities (e.g., drawing, presenting slides, and making a syllabus). Participants included all veterinary students enrolled in the first year. Paired laboratory sessions were split with four sections (n = 94 students) playing Histopoly at the end of all sessions and two sections (n = 28 students) completing small evaluations every three weeks at the beginning of sessions. According to the questionnaires, students that played the serious game were more motivated, engaged, and more interconnected with classmates. The activity was considered fun, and students enjoyed the classes more. No differences in the final examination scores were found, but the percentage of correct answers provided throughout the serious game was significantly higher. Overall, these findings argue for the inclusion of serious games in modern histology teaching to promote student engagement in learning.

2025

Augmented Reality in Information Design

Authors
Fadel, LM; Coelho, A;

Publication
Springer Series in Design and Innovation

Abstract
The potential of Augmented Reality (AR) has been harnessed to create immersive game settings, present layers of relevant information in museums, streamline procedures in healthcare and industry, and captivate consumers through innovative marketing strategies. Certain artifacts lend themselves well to representation in AR, especially those requiring a seamless fusion of the information layer with physical space. This integration underscores the suitability of information design artifacts for AR implementation. This study aims to delineate the distinctive attributes of AR in remediating information design, effectively catering to the user’s informational needs. To this end, we analyzed the Google Translate app, examining it through the analytical lens of body schema and haptic engagement. The findings reveal that AR manifests as a performative, personalized, crafted image that fosters involvement through agency. The performative nature of the image directs attention, while individual images collectively form a collection. It is recommended that AR design be centered around achieving harmony among body, media, and space. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

2024

Melanoma prevention using an augmented reality-based serious game

Authors
Ribeiro, N; Tavares, P; Ferreira, C; Coelho, A;

Publication
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 creation and impact of visual narratives for science and health communication

Authors
Magalhaes, J; Coelho, A; Jarreau, P;

Publication
FRONTIERS IN COMMUNICATION

Abstract
[No abstract available]

2024

COMPARATIVE ANALYSIS OF EXISTING FRAMEWORKS ON TRANSVERSAL COMPETENCES FOR HIGHER EDUCATION

Authors
Osipovskaya, E; Coelho, A;

Publication
INTED2024 Proceedings

Abstract

Supervised
thesis

2023

Representation of virtual choreographies in learning dashboards of interoperable LMS analytics

Author
Diogo Alexandre Ramos Marques Costa

Institution
UP-FEUP

2023

EXPLORING THE USE OF IMMERSIVE NARRATIVES FOR SOCIAL AWARENESS: GENDER EQUALITY

Author
Rakel Cogliatti de Souza

Institution
UP-FEUP

2023

Engagement of Traditionally 2D Web Applications Presented Using 3D Games

Author
João Pedro da Costa Ribeiro

Institution
UP-FEUP

2023

Experiências Inclusivas com Uso de Jogos e Realidade Aumentada: Caso de Estudo no Museu do Douro

Author
Diogo Filipe Teixeira Fonseca

Institution
UP-FEUP

2023

Aplicação de Realidade Aumentada como meio de Promoção do Turismo e Poesia Portuense

Author
Sandra Maria Amorim Pires

Institution
UP-FEUP