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Publicações

Publicações por António Coelho

2017

ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children

Autores
Cesario, V; Nisi, V; Coelho, A;

Publicação
SERIOUS GAMES, INTERACTION AND SIMULATION

Abstract
This paper introduces ClueKing, a children's pervasive game which encompasses context-aware and parents mediation to create an informal learning environment. In this paper we review related theories of inquiry-based learning and parent involvement, the basic pedagogical model, and mobile learning and pervasive games as the technological framework. The basic concept of ClueKing defines an interactive environment where teachers define the learning goals and challenges and parents mediate their application on the home setting, the children schedule and how to promote their engagement. The system's architecture is also presented, as well as the workflows for the development of ClueKing. Since this is work in progress the paper concludes with the next steps and future work to be carried out.

2017

Gamification at Scraim

Autores
Silva, D; Coelho, A; Duarte, C; Henriques, PC;

Publicação
SERIOUS GAMES, INTERACTION AND SIMULATION

Abstract
Software developers usually work as a team and in order to improve the team organization and performance several companies use agile methodologies. The efficiency of this methodologies can be improved by the use of project management tools. Several software developers are difficult to motivate on the usage of these tools, as they often claim being disruptive to their workflow. This paper presents the use of gamification to incite software developers to use this kind of tools with the necessary regularity. The main focus of this work is on the tasks completion and the regular use of the project management tool, while insuring the respect of the values proposed by the agile manifesto to software development. The gamification process is described in detail, followed by an application the project management software SCRAIM.

2018

Player Adaptivity and Safety in Location-Based Games

Autores
Jacob, J; Lopes, A; Nobrega, R; Rodrigues, R; Coelho, A;

Publicação
ADVANCES IN COMPUTER ENTERTAINMENT TECHNOLOGY, ACE 2017

Abstract
Location-based games require, among other things, obtaining or computing information regarding the players’ physical activity and real-world context. Additionally, ensuring that the players are assigned challenges that are adequate and safe for the current context (both physical and spatial) is also important, as it can improve both the gaming experience and the outcomes of the exercise. However, the impact adaptivity has in the specific case of location-based exergames still has not been researched in depth. In this paper, we present a location-based exergame and compare different play-through sessions when playing both the context sensitive and the regular versions of the game. Results show that the adaptive version provided a significantly safer gameplay experience. These results showcase the impact in player health and safety that player adaptivity achieves in location-based exergames. © Springer International Publishing AG, part of Springer Nature 2018.

2014

Making places: visualization, interaction and experience in urban space

Autores
Smyth, M; Cunha, PT; Helgason, I; Coelho, A; Gallacher, S; Burrows, A; Wunderlich, F; Penha, R;

Publicação
Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational, Helsinki, Finland, October 26-30, 2014

Abstract
The increase in information gathered and processed by large-scale urban sensors networks has generated a corresponding rise in interest in information visualization and interaction design. Creative initiatives in urban space explore how to translate complex data streams into engaging and meaningful outputs for experiencing and interacting with information. This oneday workshop will bring together practitioners and researchers who are interested in the organisation of human activities in urban space, and how these can be supported by technology in a positive way. This event is intended to share and stimulate an interdisciplinary discussion on the topic, with a view to contributing towards more consistent and creative forms of experiencing urban information. Copyright is held by the owner/author(s).

2013

Automatic Street Surface Modeling for Web-Based Urban Information Systems

Autores
Dolores Robles Ortega, MD; Ortega, L; Coelho, A; Feito, F; de Sousa, A;

Publicação
JOURNAL OF URBAN PLANNING AND DEVELOPMENT-ASCE

Abstract
The growing demand for virtual urban models in emerging areas of interest has promoted a variety of techniques for automating the creation of virtual scenes with a high level of realism. However, visualization is not always the only aim in many applications. Increasingly, urban systems are also required for management, analysis, or interaction with very different types of information. Three-dimensional (3D) urban entities should maintain neighbor relations, and being inserted in a geospatial database in order to enable associative queries, one of the most important features associated with 3D urban geographic information system (GIS). Additional challenges are found when these three-dimensional models are implemented in web-based systems. This paper proposes a method for automatic modeling of buildings and street surfaces of entire real cities by combining computer graphics, computational geometry, and GIS techniques. The sources of information employed are two-dimensional (2D) GIS and its associated digital elevation models (DEMs) in order to provide real terrain features. The virtual environment supports web-based navigation and data interaction. The case study was performed in Jaen, Spain, a hilly city with more than 1,000 blocks of buildings. The 3D city model was generated using the public data provided by the general cadastral office of Jaen and the DEM information of this area. The topological relations between the geometric urban entities were inserted in the spatial database and the graphics and thematic information could be accessed through the Internet. All these features are highly desirable for decision making in urban planning. DOI: 10.1061/(ASCE)UP.1943-5444.0000131. (C) 2013 American Society of Civil Engineers.

2017

Preface

Autores
de Carvalho, CV; Coelho, A; Escudeiro, P;

Publicação
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract

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