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Publications

Publications by António Coelho

2020

An Interactive Application Framework for Natural Parks using Serious Location-based Games with Augmented Reality

Authors
Santos, L; Silva, N; Nobrega, R; Almeida, R; Coelho, A;

Publication
PROCEEDINGS OF THE 15TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS, VOL 1: GRAPP

Abstract
Park visitors and tourists, in general, seek new experiences, leading to a growing search for ways to create more memorable experiences. Some technological solutions, such as Augmented Reality, have proved that they can be useful to create more immersive and interactive experiences, both in entertainment and education. An application with Augmented Reality, using location-based services in a gamified way, can create pleasant and entertaining outdoor experiences without losing its pedagogical ability, making it a promising fit for a nature park. We propose a conceptual framework for creating these mobile applications for nature parks. From which, a mobile application was prototyped with location-based services and augmented reality interactive experiences, with the purpose of disseminating scientific knowledge about the fauna and flora of a nature park. Gaming elements are also introduced in the application's design to try and improve the engagement and involvement in the various activities of the application and its contents. User tests were performed during the development of the prototype and with the final version. The results allow us to conclude that this type of applications can improve the visitors' experience while at the same time, improve the dissemination of scientific knowledge.

2019

BULLY WHO? THEATRICAL PLAY AND VICARIOUS EXPERIENCES OF DOING AND ACTING WITH EMOTIONS

Authors
Raimundo, J; Cardoso, P; Carvalhais, M; Coelho, A;

Publication
DIGICOM 2019 - 3RD INTERNATIONAL CONFERENCE ON DESIGN AND DIGITAL COMMUNICATION

Abstract
Digital media expanded people's creative horizons by placing knowledge, tools, design procedures and its practices within reach, yet it also called for new literacies. Games can encourage reflection and interaction in alternative ways, and ease learning and the articulation of knowledge between individuals, thus they may be valuable for such requirements. In spite of this, games are still struggling to find their way into classrooms and workplaces as tools for creativity, as educators are not prepared to design them for such purposes, which limits their use in scope and in substance. With this in mind, we developed Bully Who?, an analogue game prototype for players to learn to deal with bullying in a creative way, by acting as a stage for embodying the roles of aggressors and victims, making players aware of their emotions and consequences involved. To check for viability, usability and potential, we resorted to play-testing sessions involving a small sample of twenty-five, socially-diverse individuals. This study helped us draw several conclusions: 1) simulating embodied, dramatized actions increases awareness of one's emotions and helps speculating on the state of others' - something valuable to cultivate emotional intelligence; 2) theatrical gameplay can help establish an attitude favourable for game-based learning; 3) games can act as ground to bridge intergenerational exchange for problem-solving; 4) according to participants the prototype has the potential to be adapted to stimulate creative discussion on similar social concerns.

2021

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

Authors
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;

Publication
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.

2020

Procedural Modeling for Cultural Heritage

Authors
Coelho, A; Sousa, A; Ferreira, FN;

Publication
Visual Computing for Cultural Heritage

Abstract
Accurate 3D reconstruction and realistic visualization of cultural heritage allow experts to fine-tune their theories on the lost links in the history of civilization. Although the 3D reconstruction is a significant challenge, precisely because of the state of degradation over the years, it constitutes a crucial task for experts to study and interact with long disappeared settlements and structures. Furthermore, the public, in general, will be provided with the conditions to explore them in virtual environments, thus fostering cultural, social, and scientific participation. Highly accurate reconstruction is, nevertheless, a very complex task, where all stages of image synthesis must be carefully executed from highly detailed 3D models to obtain a faithful depiction of the object of interest. Meanwhile, the textual descriptions and geospatial data collected by archaeologists on-site may be used to overcome the absence of visual information. Still, this data will not suffice, in which case procedural modeling turns out to be essential to avoid a great deal of time and labor-consuming modeling processes. Procedural modeling tools automatically generate three-dimensional models through computational processes that extend the base information according to a specific algorithm. In order to avoid reprograming the procedural modeling systems, we use mathematical methods that operate on parametrical symbolic descriptions that, flexibly, can model different types of objects. The most used mathematical methods are fractal geometry and formal grammars, particularly L-systems and shape grammars. In this chapter, we will approach the current advances in the area of procedural modeling and how these tools can be used to generate 3D models of cultural heritage. We also explore the relevant dimension of time, extending the modeling tasks to 4D. These applications do not focus on very specific landmarks, like cathedrals or palaces, which require manual effort or image-based techniques to capture the model with a high level of visual fidelity. Instead, we focus on modeling cities and their evolutions or the surroundings of these landmarks, that allow for an increased automation of the modeling process. © 2020, Springer Nature Switzerland AG.

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

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

Publication
INTED2021 Proceedings

Abstract

2021

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

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

Publication
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.

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