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Publicações

Publicações por António Coelho

2022

Using Virtual Choreographies to Identify Office Users' Behaviors to Target Behavior Change Based on Their Potential to Impact Energy Consumption

Autores
Cassola, F; Morgado, L; Coelho, A; Paredes, H; Barbosa, A; Tavares, H; Soares, F;

Publicação
ENERGIES

Abstract
Reducing office buildings' energy consumption can contribute significantly towards carbon reduction commitments since it represents similar to 40% of total energy consumption. Major components of this are lighting, electrical equipment, heating, and central cooling systems. Solid evidence demonstrates that individual occupants' behaviors impact these energy consumption components. In this work, we propose the methodology of using virtual choreographies to identify and prioritize behavior-change interventions for office users based on the potential impact of specific behaviors on energy consumption. We studied the energy-related office behaviors of individuals by combining three sources of data: direct observations, electricity meters, and computer logs. Data show that there are behaviors with significant consumption impact but with little potential for behavioral change, while other behaviors have substantial potential for lowering energy consumption via behavioral change.

2022

Enhancing the Blind and Partially Sighted Visitors' Experience in Museums Through Integrating Assistive Technologies, Multisensory and Interactive Approaches

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

Publicação
UNIVERSAL ACCESS IN HUMAN-COMPUTER INTERACTION: USER AND CONTEXT DIVERSITY, UAHCI 2022, PT II

Abstract
Despite the growing concern and several efforts to make museums accessible to visually impaired publics, their participation in these institutions is still limited, frustrating their desired inclusion. These visitors often experience multiple barriers in museological environments, and there is a lack of assistive technologies to promote access to exhibits, allow contextual information, and support mobility and orientation inside museum spaces. This paper presents the accessible, interactive, and multisensory exhibition Mysteries of the Art of Healing, which is organized in ten moments of an on-site visit to a history and science museum in Portugal, mediated by a set of technological solutions: an interactive 3D layout plan of the museum, seven high-fidelity prototypes of accessible interactives with thirteen 3D replicas, and one mobile application that acts as an assistive navigation guide during the entire visit. For its development, several principles proposed by a group of 72 blind and partially sighted persons to improve their autonomy during visits to museums were taken into account, namely: to provide sensory, intellectual, and physical access throughout the entire museum experience. Evaluation results with 25 visually impaired participants revealed the applicability of the developed solutions within this museum visit context, and global satisfaction results showed to be very positive and correlated to four variables: pleasantness of interacting with digitally fabricated objects, entertainment provided by the ten experiences, interaction with the developed accessible interactives, and pleasantness regarding the handling of manually fabricated replicas.

2022

EDUCATIONAL ESCAPE ROOMS ACTIVITIES TO FACILITATE LEARNING STRATEGIES AND IMPROVE TEACHING, LEARNING, AND ASSESSMENT PROCESSES

Autores
Sousa, D; Coelho, A; Torres, M;

Publicação
EDULEARN22 Proceedings

Abstract

2022

The game pentade: A design model proposal for games for education

Autores
Raposo, L; Guerra, H; Morais, C; Coelho, A;

Publicação
Handbook of Research on the Influence and Effectiveness of Gamification in Education

Abstract
The use of digital games as support tools for education has proven to be effective. To explore their potential, it is crucial to design them carefully. This chapter considers the design of games for education, where players cultivate their knowledge and practice their skills by multiplying numerous hindrances during gaming. Educational elements are integrated into the gameplay, which players acquire while playing. The game's effectiveness depends on the players' ability to form a cheerful and encouraging environment to continue playing while increasing their interest in gameplay and improving academic performance. Following a design-first development approach, an innovative proposal for this design is presented, adding a new dimension to the game's tetrad: learning dynamics. Benefiting from years of professional practice, this game pentad design framework fulfills the learning and user experience requirements while overcoming the design limitations of more conventional approaches not based on an educational purpose.

2021

An experience of using Kahoot! while going online

Autores
Cruz, S; Urbano, D; Coelho, A; Pego, JP;

Publicação
2021 4TH INTERNATIONAL CONFERENCE OF THE PORTUGUESE SOCIETY FOR ENGINEERING EDUCATION (CISPEE)

Abstract
This report describes a preliminary study that took place during the second semester of the school year 2019-2020, where suddenly classes had to be held online due to COVID 19 pandemic. Kahoot! a gamified application was used in some of the problem-solving classes of an undergraduate physics course of the integrated masters of the Electrical and Computers Engineering program. The quizzes applied covered rigid body dynamics and thermodynamics, both contents included in the syllabus of the course. The study was planned prior to the pandemic and the necessary adjustments of teaching online altered the goals. A simple analysis of the data obtained with the Kahoot! quizzes is performed and the results are discussed in the context of the positive and negative effects of going online.

2022

Adaptability and Procedural Content Generation for Educational Escape Rooms

Autores
Sousa D.; Coelho A.; Torres M.F.; Garcia A.R.; Rossini T.;

Publicação
Proceedings of the European Conference on Games-based Learning

Abstract
We present a literature review that aims to understand the role of the Educational Escape Room (EER) in improving the teaching, learning, and assessment processes through an EER design framework. The main subject is to identify the recent interventions in this field in the last five years. Our study focuses on understanding how it is possible to create an EER available to all students, namely visually challenged users. As a result of the implementation of new learning strategies that promote autonomous learning, a concern arose in adapting educational activities to each student's individual needs. To study the adaptability of each EER, we found the EER design framework essential to increase the student experience by promoting the consolidation of knowledge through narrative and level design. The results of our study show evidence of progress in students' performance while playing an EER, revealing that students' learning can be effective. Research on Procedural Content Generation (PCG) highlighted how important it is to implement adaptability in future studies of EERs. However, we found some limitations regarding the process of evaluating learning through the EERs, showing how important it is to study and implement learning analytics in future studies in this field.

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