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Publicações

Publicações por António Coelho

2012

TOWARDS A SERIOUS GAMES EVACUATION SIMULATOR

Autores
Ribeiro, J; Almeida, JE; Rossetti, RJF; Coelho, A; Coelho, AL;

Publicação
PROCEEDINGS 26TH EUROPEAN CONFERENCE ON MODELLING AND SIMULATION ECMS 2012

Abstract
The evacuation of complex buildings is a challenge under any circumstances. Fire drills are a way of training and validating evacuation plans. However, sometimes these plans are not taken seriously by their participants. It is also difficult to have the financial and time resources required. In this scenario, serious games can be used as a tool for training, planning and evaluating emergency plans. In this paper a prototype of a serious games evacuation simulator is presented. To make the environment as realistic as possible, 3D models were made using Blender and loaded onto Unity3D, a popular game engine. This framework provided us with the appropriate simulation environment. Some experiences were made and results show that this tool has potential for practitioners and planners to use it for training building occupants.

2012

Using Serious Games to Train Evacuation Behaviour

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

Procedural Modeling of Urban Environments for Digital Games Development

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

A Mobile Advertising Platform for eTourism

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

Modeling Urban Environments from Geospatial Data: A Pipeline for Procedural Modeling

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

A Ubiquitous Solution for Location-Aware Games

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.

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