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Publications

Publications by António Coelho

2023

Exploring the Intersection of Storytelling, Localisation, and Immersion in Video Games - A Case Study of the Witcher III: Wild Hunt

Authors
Cesário, V; Ribeiro, M; Coelho, A;

Publication
HCI International 2023 Posters - 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23-28, 2023, Proceedings, Part I

Abstract

2023

Measuring users' emotional responses in multisensory virtual reality: a systematic literature review

Authors
Magalhaes, M; Coelho, A; Melo, M; Bessa, M;

Publication
MULTIMEDIA TOOLS AND APPLICATIONS

Abstract
Virtual reality and emotions have become inseparable concepts over the past few years, supported by the increasing number of studies relating them. However, these studies' methodologies are often poorly justified or dependent on the authors' subjective definition of emotion and its classification. Moreover, frequently, these studies only consider two stimuli, specifically audiovisual, despite being known the relevance of including a greater variety of sensory channels to improve the relationship between the individual and the virtual environment. So, to address these gaps, and considering the importance of multisensory stimulation, this paper aims to review the methods and instruments found in the literature regarding the analysis of the users' emotions in virtual reality. Also, we provide an overview of the main limitations of such studies. Little information can be found in the literature regarding the connection between the input stimulus and the users' emotional responses. This corroborates the difficulty in creating and evaluating immersive virtual experiences when stimulating more than two human senses, typically audiovisual. Nevertheless, we address some clues on the impact of visual, auditory, haptic, smell, and taste elements to trigger specific emotions. Also, we address the association between the research area and the method used. Finally, the main gaps and challenges are discussed. We expect that the combination of these results acts as guidelines for designing richer multisensory virtual experiences. Moreover, we intend to contribute to future research on emotions-based immersive virtual reality by providing a review of the most suitable methodologies and instruments for specific contexts.

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

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

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

Publication
Frontiers in Communication

Abstract
[No abstract available]

2023

INTERDISCIPLINARY CO-CREATION OF A MULTIPLAYER GAMIFIED MOBILE APP TO ADDRESS HERITAGE PRESERVATION CONSCIOUSNESS AMONG MUSEUM VISITORS: THE CASE OF THE MILITARY MUSEUM OF PORTO

Authors
Andrez, B; van Zeller, M; Coelho, A; Homem, PM; Pinto, MM;

Publication
ICERI2023 Proceedings - ICERI Proceedings

Abstract

2024

COMPARATIVE ANALYSIS OF EXISTING FRAMEWORKS ON TRANSVERSAL COMPETENCES FOR HIGHER EDUCATION

Authors
Osipovskaya, E; Coelho, A;

Publication
INTED2024 Proceedings

Abstract

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