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Publicações

Publicações por António Coelho

2008

Automatic parameterization for expeditious modelling of virtual urban environments - A new hybrid metaheuristic

Autores
Cruz, F; Coelho, A; Reis, LP;

Publicação
ICINCO 2008: PROCEEDINGS OF THE FIFTH INTERNATIONAL CONFERENCE ON INFORMATICS IN CONTROL, AUTOMATION AND ROBOTICS, VOL ICSO: INTELLIGENT CONTROL SYSTEMS AND OPTIMIZATION

Abstract
Expeditious modelling of virtual urban environments consists of generating realistic 3d models from limited information. It has several practical applications but typically suffers from a lack of accuracy in the parameter values that feed the modeller. By gathering small amounts of information about certain key urban areas, it becomes possible to feed a system that automatically compares and adjusts the input parameter values to find optimal solutions of parameter combinations that resemble the real life model. These correctly parameterized rules can then be reapplied to generate virtual models of real areas with similar characteristics to the referenced area. Based on several nature inspired metaheuristic algorithms such as genetic algorithms, simulated annealing and harmony search, this paper presents a new hybrid metaheuristic algorithm capable of optimizing functions with both discrete and continuous parameters and offer competitive results in a highly neglected field of application.

2011

Technical analysis and approaches for game development in second life

Autores
Cruz, A; Coelho, A; Sousa, A;

Publicação
Proceedings of the 6th Iberian Conference on Information Systems and Technologies, CISTI 2011

Abstract
The development platform of a digital game is frequently defined before any game design document. Without a proper examination, this could exclude other viable solutions. Although the online virtual world Second Life is sometimes erroneously denominated a game, it can be used as a development platform for many purposes. This paper analyses game creation within the Second Life virtual world and possible approaches for the implementation of game assets and game logic. There is also an analysis of what game types could be more suited for development under this platform. Experiences learned from the developed prototype are shown and hints are given as to evaluate different techniques and expose best practices. © 2011 AISTI.

2011

COMPUTER-BASED ASSESSMENT SYSTEM FOR E-LEARNING APPLIED TO PROGRAMMING EDUCATION

Autores
Coelho, A; Xavier, J;

Publicação
2011 4TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI)

Abstract
The e-learning systems are, currently, extremely useful tools in education, helping to reduce the distance between students and teachers and providing better methods for monitoring the learning process. These systems can play a particularly important role in programming courses, due to the need that students master new programming languages to code algorithms. This is usually achieved by solving a high number of exercises that allow them to learn from their mistakes. The overall learning process can be improved by the use of an automated assessing tool, since it is very important to present the student with the feedback he needs to refine his programming skills. Moreover, teachers will benefit from not having to carry these tasks manually, which allows them to provide immediate feedback and more frequent assessment. In this paper a new Computer-Based Assessment (CBA) system is proposed, based on Moodle and the DOMjudge platform, and developed for supporting the programming components of the courses of the Faculty of Engineering of the University of Porto (FEUP). From an initial prototype that had been implemented with a set of essential features, improvements were introduced in order to provide more complex functionalities that increase the effectiveness of this tool. This paper starts by presenting a study of state-of-the-art CBA systems in order to compare the most advanced features they implement on top of the basic functionality of a CBA system, followed by an identification of the main points which needed to be addressed to assure its effectiveness. Between the advanced features outlined, the ones that distinguish themselves are the plagiarism detection and the static analysis of code quality. The former aims to motivate students to learn by themselves, while the latter to help students improve their programming style and skill. The architecture of the CBA system is also presented, bearing in mind modularity and scalability. The system currently supports grading parameters such as the definition of the start and end time, maximum number of submissions and configuring the level of feedback on a per exercise basis. This section covers details of the CBA system implementation as well as the advanced modules developed, with emphasis on the plagiarism detection, static analysis of code quality, feedback system and assessment creation possibilities. The CBA system was used in an assignment activity proposed by the teachers of a course unit and a report on this case study is also presented in the following section, yielding important information on the feedback of teachers and students, as well as some limitations that were found on system hardware. Since the developed modules were implemented, tested and integrated with extensibility in mind, the section also provides guidelines on how they can be expanded and how to improve a few incomplete advanced features. Finally, it was concluded that the CBA system can be used in a real working environment, providing it is installed in production servers and all users are warned that the platform is still in test. However, in order to further unleash the educational potential of the system, the advanced modules could benefit from some optimizations and extended functionalities.

2011

Geographic Information Web Platform for Tourism

Autores
Oliveira, L; Rodrigues, A; Nunes, H; Dias, L; Coelho, A; Oliveira, JM; Carrapatoso, E; Leitao, MJ;

Publicação
SISTEMAS E TECNOLOGIAS DE INFORMACAO, VOL I

Abstract
Several developments have been observed recently in areas such as Web development, social networks, interface design, recommendation systems and Geographic Information Systems (GIS). The integration of these developments can provide a superior experience, greater than the sum of their individual contributions, regarding user satisfaction. This paper proposes an integration of all these innovations in e-tourism, more specifically by the development of a Web based geographic information platform adaptable to any tourist region. As a case study, we also show how this platform was adapted to the Douro region, in Portugal. The Web platform developed as a proof of concept combines geospatial information from diverse and heterogeneous data sources, encompassing events, news, routes and points of interest (POI). This platform provides also a recommendation engine and features the possibility that users can contribute with content as part of the community, thus emerging a mini social network. © 2011 AISTI.

2003

3D modelling of large urban scenes from diverse sources of information

Autores
Coelho, AF; Sousa, AA; Ferreira, FN;

Publicação
FROM INFORMATION TO KNOWLEDGE

Abstract
The complex and extensive nature of urban environments creates difficulties to the task of generating virtual models. Thus a great effort in terms of human resources, time and money is needed. Nevertheless a large number of professionals and institutions devout efforts to gather and analyse data from these urban environments. As data is usually stored in a digital format, it becomes a valuable asset to incorporate it in the modelling process of virtual environments. This paper presents a three-dimensional modelling system with interoperable access to data in diverse formats and digital support, drived by an L-system based modelling process that automatically generates initial solutions for virtual environments, which can be incrementally improved.

2005

Modelling urban scenes for LBMS

Autores
Coelho, AFF; de Sousa, AA; Ferreira, FN;

Publicação
Proceeding of the Tenth International Conference on 3D Web Technology, Web3D 2005, Bangor, UK, March 29 - April 1, 2005

Abstract
Three-dimensional graphical applications can provide an added value to Location Based Mobile Services (LBMS). This is particularly true for the applications related to urban environments, which can interactively present three-dimensional models to the user, visualized in accordance to his location. Modelling an urban environment is mainly a manual procedure and so it can become a difficult, tedious and time consuming task, due to the many different geometries, textures, details, etc, involved in the urban structures. This paper presents the XL3D modelling system that provides, in an automatic fashion, three-dimensional models of urban areas to be used in a LBMS Project. The XL3D modelling system is based on interoperable access to digital data, in diverse formats, accessing XML documents or invoking Web services in a distributed architecture. The system is driven by L-systems based modelling processes that automatically generate three-dimensional models of urban environments, specified in a declarative mode using documents based on an XML Schema, also called XL3D. Copyright © 2005 by the Association for Computing Machinery, Inc.

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