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Publications

Publications by António Coelho

2016

Spatial-Temporal Data Watch to Digital Media PhD Thesis Proposal in Informatics Engineering

Authors
Dias, L; Carvalho, A; Coelho, A;

Publication
2016 11TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)

Abstract
This paper presents a PhD thesis proposal in Informatics Engineering, scheduled for completion in July 2018. This PhD thesis is part of Spatio-Temporal Information Systems, with applicability in technological communication tools and visual representation of knowledge, for Digital Media (newspapers, radio and television). It is intended to maximize the efficiency and effectiveness of the value of heterogeneous, multivariate, multidimensional information characteristic of this context, produced and shared by different sources, in different formats. It is hoped that participation in this Doctoral Symposium will enrich and update the work in progress and help the preparation of the PhD thesis proposal.

2014

Testing Advanced Driver Assistance Systems with a Serious-Game-Based Human Factors Analysis Suite

Authors
Goncalves, JSV; Rossetti, RJF; Jacob, J; Goncalves, J; Olaverri Monreal, C; Coelho, A; Rodrigues, R;

Publication
2014 IEEE INTELLIGENT VEHICLES SYMPOSIUM PROCEEDINGS

Abstract
The development of Advanced Driver Assistance Systems ( ADAS) is rapidly growing. However, most of the ADAS require field test, which is expensive, unpredictable and time consuming. In this paper we propose a multiagent-based driving simulator which integrates a human factor analysis suite and enables rapid and low-cost experimentation of mobile-device ADAS. Our architecture uses a microscopic simulator and a serious-game-based driving simulator. The latter allows the user to control a vehicle and change the correspondent simulation state in the microscopic simulator. The driving simulator also connects to an Android device and sends several kinds of data, such as current GPS coordinates or transportation network data. One important feature of this architecture is its suitability to serve as an appropriate means to conduct behaviour elicitation through peer-designed agents, so as to improve modelling of various driving styles accounting for different aspects of preferences and perception abilities, as well as other performance measures related to drivers' interaction with ADAS solutions. The potentials of our approach to aid experiments in human factor analysis are still to be tested, but are undoubtedly huge and encouraging.

2014

The Fifth Empire The reinterpretation of Portuguese and European history in an action adventure game

Authors
Coelho, A; Dias, L; Almeida, R; Castro, N; Goncalves, P;

Publication
PROCEEDINGS OF THE 2014 9TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2014)

Abstract
"The Fifth Empire" is a single-player action adventure game in 2D. Centering around an adaptation of the myth the Fifth Empire (Nebuchadnezzar's dream and its interpretation by prophet Daniel) [1] is an epic allegory of the human condition, with a reinterpretation of European and Portuguese history as backdrop. This is a project that is still in process, which main goal is the development of an attractive videogame, with a strong and enriched educational purpose, since the game takes place in a real and historical setting. Moreover, through entertainment, the game should promote curiosity about the Portuguese history and motivate a more detailed study by the target audience.

2014

Training and Support system in the Cloud for improving the situational awareness in Search and Rescue (SAR) operations

Authors
Pelka, M; Majek, K; Bedkowski, J; Musialik, P; Maslowski, A; Cubber, GD; Balta, H; Coelho, A; Gonçalves, R; Baptista, R; Sanchez, JM; Govindaraj, S;

Publication
2014 IEEE International Symposium on Safety, Security, and Rescue Robotics, SSRR 2014, Toyako-cho, Hokkaido, Japan, October 27-30, 2014

Abstract
In this paper, a Training and Support system for Search and Rescue operations is described. The system is a component of the ICARUS project (http://www.fp7-icarus.eu) which has a goal to develop sensor, robotic and communication technologies for Human Search And Rescue teams. The support system for planning and managing complex SAR operations is implemented as a command and control component that integrates different sources of spatial information, such as maps of the affected area, satellite images and sensor data coming from the unmanned robots, in order to provide a situation snapshot to the rescue team who will make the necessary decisions. Support issues will include planning of frequency resources needed for given areas, prediction of coverage conditions, location of fixed communication relays, etc. The training system is developed for the ICARUS operators controlling UGVs (Unmanned Ground Vehicles), UAVs (Unmanned Aerial Vehicles) and USVs (Unmanned Surface Vehicles) from a unified Remote Control Station (RC2). The Training and Support system is implemented in SaaS model (Software as a Service). Therefore, its functionality is available over the Ethernet. SAR ICARUS teams from different countries can be trained simultaneously on a shared virtual stage. In this paper we will show the multi-robot 3D mapping component (aerial vehicle and ground vehicles). We will demonstrate that these 3D maps can be used for Training purpose. Finally we demonstrate current approach for ICARUS Urban SAR (USAR) and Marine SAR (MSAR) operation training. © 2014 IEEE.

2016

Relation Between Game Genres and Competences for In-Game Certification

Authors
Baptista, R; Coelho, A; de Carvalho, CV;

Publication
SERIOUS GAMES, INTERACTION, AND SIMULATION, SGAMES 2015

Abstract
Digital Games can be effective as learning tools, in applications that can be designated as Serious Games (SG), Games for Learning (GL) or Games-based learning (GBL). SG provide challenges in accordance with the intended learning objectives and can adapt and/or repeat (by allowing error recovering) them according to the learner's level. In training, this aspect is decisive in the acquisition of knowledge, experience and professional skills. The effectiveness of games-based training is directly related to the success on how the challenges promote the acquisition of skills, for which there is no optimal design methodology. This paper presents how a study that identifies the most appropriate game genres to develop specific skills and competences can be used to provide initial solutions to serious games design methodologies. The Triadic Certification model combines the competences defined for each training plan with the challenges designed for the serious games on a matrix that matches the needs and levels.

2017

The Integration of Augmented Reality and the Concept of Sticker Album Collection for Informal Learning in Museums

Authors
Coelho, A; Costa, LM;

Publication
Immersive Learning Research Network - Third International Conference, iLRN 2017, Coimbra, Portugal, June 26-29, 2017, Proceedings

Abstract
Informal learning can have an important role in today’s Education but, to be effective, it should be contextualized individually for each learner, and situated to enhance experience. Museums have invaluable collections of assets that are in display and curators use their knowledge to engage the audience. Museums are places where informal learning can be fostered to engage the students and provide opportunities for situated learning. Pervasive systems, that take into account context, from both the learner and the location, have a good potential to promote this effectiveness in a gamified process that transforms the regular museum exploration into an engaging experience that provides learning opportunities at the appropriate time and place. In this paper, we propose a gamified approach based on the concept of sticker album collection and its integration in an Augmented Reality (AR) mobile application. The concept of sticker album collection is quite familiar to most people, mainly from their youth, and is the main dynamic of the gamification design, engaging the learner to collect more stickers and progress in the exploration of the museum. As a pervasive solution, we do not use physical support, but instead, a mobile application to provide the learning experiences by uncovering the stickers using AR over the museum collection, in order to enhance the knowledge transfer and rewarding. We present a prototype developed for a boat museum where, digital stickers are obtained by overcoming challenges in the context of the exploration of the boats in the museum. Furthermore, we provide two evaluations fromexperts: a preliminary evaluation of user experienceand a gamification evaluation using the Octalsysframework. © Springer International Publishing AG 2017.

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