2012
Autores
Ribeiro, J; Almeida, JE; Rossetti, RJF; Coelho, A; Coelho, AL;
Publicação
SISTEMAS Y TECNOLOGIAS DE INFORMACION, VOLS 1 AND 2
Abstract
Emergency evacuation plans and evacuation drills are mandatory in public buildings in many countries. Their importance is considerable when it comes to guarantee safety and protection during a crisis. However, sometimes discrepancies arise between the goals of the plan and its outcomes, because people find it hard to take them very seriously, or due to the financial and time resources required. Serious games are a possible solution to tackle this problem. They have been successfully applied in different areas such as health care and education, since they can simulate an environment/task quite accurately, making them a practical alternative to real-life simulations. This paper presents a serious game developed using Unity3D to recreate a virtual fire evacuation training tool. The prototype application was deployed which allowed the validation by user testing. A sample of 30 individuals tested the evacuating scenario, having to leave the building during a fire in the shortest time possible. Results have shown that users effectively end up learning some evacuation procedures from the activity, even if only to look for emergency signs indicating the best evacuation paths. It was also evidenced that users with higher video game experience had a significantly better performance.
2010
Autores
Silva, PB; Coelho, A;
Publicação
PROCEEDINGS OF THE 7TH INTERNATIONAL CONFERENCE ON ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY (ACE 2010)
Abstract
This paper describes a procedural modeling methodology for urban environments, capable of reproducing real-world structures based on geographical information, operating on a spatial database engine, with applications in the field of digital gaming.
2011
Autores
Coelho, A; Dias, L;
Publicação
INFORMATION AND COMMUNICATION TECHNOLOGIES IN TOURISM 2011
Abstract
Nowadays, tourism entities seek to promote their regions in a more aggressive strategy, offering a large diversity of services delivering personalized solutions in order to comply with a broader range of tourists. Furthermore, mobile computing offers new capabilities that facilitate the development of new services based on the location of the user and the users' profile. Thus, mobile computing systems are undergoing changes to support tasks related to advertising and marketing of goods and services. This paper presents a generic solution for the delivery of new services, advertising and marketing for the tourism sector to take advantage of the spatial context of the user - Mobile Advertising. The practical implementation of the suggested methodology is focused on the Tourism Region of Douro, in Portugal.
2012
Autores
Jesus, D; Coelho, A; Rebelo, C; Cardoso, A;
Publicação
Proceedings of the The third workshop on Procedural Content Generation in Games, PCG@FDG 2012, Raleigh, NC, USA, May 29 - June 1, 2012
Abstract
In game development there is often the need to generate realistic urban environments, i.e. 3D virtual environments that replicate existing urban areas. However, modeling such spaces using traditional techniques is both too slow and too expensive. A good solution is the use of procedural modeling techniques to automate the process. However these techniques require large amounts of geospatial data, which are usually stored in Geographic Information Systems (GIS). This paper presents a pipeline for the integration of both geometric and semantic data from GIS data sources into procedural modeling techniques used for the generation of 3D virtual urban environments. GIS data can already be used in procedural modeling tools but these do not provide an easy and uniform way to incorporate semantic information from different data sources. To solve this problem, the proposed pipeline is capable of transforming semantic and geometric information from different sources into 3D environments that replicate specific urban areas.
2012
Autores
Pinto, A; Coelho, A; Silva, Hd;
Publicação
Entertainment Computing - ICEC 2012 - 11th International Conference, ICEC 2012, Bremen, Germany, September 26-29, 2012. Proceedings
Abstract
Even though we now witness a popular use of location-based mobile games, the player experience in these applications is always limited by the errors of common location technologies, especially in indoor scenarios. This paper describes the way we minimize this problem in our game development platform, by levering the potential behind smartphone sensors to estimate players' trajectories. Our approach is based on a Pedestrian Dead Reckoning (PDR) algorithm that combines methods to determine orientation, detect steps and estimate their length. Other typical multiplayer mobile games problems, like network latency, are also briefly addressed. © 2012 Springer-Verlag Berlin Heidelberg.
2010
Autores
Freitas, TRM; Coelho, A; Rossetti, RJF;
Publicação
13th International IEEE Conference on Intelligent Transportation Systems, Funchal, Madeira, Portugal, 19-22 September 2010
Abstract
Devices that offer positioning and route guidance depend on updated digital maps for correct functioning. Updating digital maps is a highly expensive and complex process so it became necessary to develop new ways to detect changes to the road network. Using GPS points gathered by users during their journeys, it is possible to compare the real road network with the digital map. This paper describes a methodology to detect incongruences of different road geometry, alteration of junction position, prohibited manoeuvres and traffic direction as well as a sample of the results obtained. ©2010 IEEE.
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