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Publications

Publications by António Coelho

2018

VIRTUAL REALITY AND JOURNALISM A gateway to conceptualizing immersive journalism

Authors
Reis, AB; Coelho, AFVCC;

Publication
DIGITAL JOURNALISM

Abstract
Immersion is a state of altered consciousness-not the prim suspension of disbelief, but its joyous capsizing. Since approximately 2012, a new ecosystem of immersive virtual reality technologies and experiments has emerged. In this emerging ecosystem, journalism is still a minor component. Nevertheless, media outlets such as The New York Times, BBC or ABC News have been producing virtual reality news stories. This led to the advent of immersive journalism, not only as a media phenomenon, but also as an academic concept. Drawing on some notions and concepts like the definitions of immersive journalism, immersion and presence, as well as some examples of the relation between journalism practices and visual media, we analyse, reflect and provide a general overview about the main concepts, uses, opportunities and limits of immersive journalism. Thus, the main goal of this article is to provide a theoretical and conceptual gateway that serves as a starting point for immersive journalism future academic and industry endeavours.

2017

Serious Games, Interaction and Simulation

Authors
Vaz de Carvalho, C; Escudeiro, P; Coelho, A;

Publication
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

Abstract

2024

LITERATURE REVIEW ON THE APPLICATION OF ENTRECOMP FRAMEWORK IN UNIVERSITY SETTINGS

Authors
Osipovskaya, E; Coelho, A; Tasi, P;

Publication
EDULEARN Proceedings - EDULEARN24 Proceedings

Abstract

2023

Design Recommendations for Improving Immersion in Role-Playing Video Games: A Focus on Storytelling and Localisation

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

Publication
Interaction Design and Architecture(s)

Abstract
This article investigates the role of storytelling in video game localisation and its impact on players’ immersion and overall gaming experience. While these topics have been extensively studied and developed within the research community, there is still a lack of information combining them in a practical study specific to a particular genre or video game. Using grounded theory, we conducted a study using The Witcher III: Wild Hunt as a case study (role-playing game). We had 41 participants play the video game in two localised versions (English and Brazilian-Portuguese), complete questionnaires, and be interviewed about their gameplay experience after each version. The results provided design recommendations to enhance video game immersion (language and voice-acting) and highlight certain aspects that game designers should consider to further intensify players’ immersion during gameplay.

2024

Assessing the Clinical Efficacy of Virtual Reality Interventions in Post-Intensive Care Syndrome: A Systematic Review

Authors
Oliveira, I; Torneiro, A; Reis, R; Oliveira, E; Ferreira Coimbra, J; Paredes, H; Brugada Ramentol, V; Morgenstern, NA; Coelho, A; Rodrigues, NF;

Publication

Abstract

2024

Enhancing Mesh Deformation Realism for SynthesizingWrinkles

Authors
Fernandes, L; Cetinaslan, O; Coelho, A;

Publication
PROCEEDINGS SIGGRAPH ASIA 2024 TECHNICAL COMMUNICATIONS

Abstract
We propose a solution for generating dynamic heightmap data to simulate deformations for soft objects, with a focus on the human skin. The solution utilizes mesostructure-level wrinkles and procedural textures to add static microstructure details. It offers flexibility beyond human skin during animations to mimic other material deformations, such as leather and rubber. Various methods suffer from self-intersections and increased storage requirements during synthesizing wrinkles. Although manual intervention using wrinkles and tension maps offers control, it lacks information on principal deformation directions. Physics-based simulations can generate detailed wrinkle maps, but may limit artistic control. Our research presents a procedural method to enhance the generation of dynamic deformation patterns, including wrinkles, with better control and without reliance on captured data. Incorporating static procedural patterns improves realism, and the proposed approach can be used in other application areas.

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