2017
Autores
Polzin, P; Borges, J; Coelho, A;
Publicação
Journal of Management and Sustainability
Abstract
2014
Autores
Goncalves, R; Baptista, R; Coelho, A; Matos, A; de Carvalho, CV; Bedkowski, J; Musialik, P; Ostrowski, I; Majek, K;
Publicação
2014 11TH INTERNATIONAL CONFERENCE ON REMOTE ENGINEERING AND VIRTUAL INSTRUMENTATION (REV)
Abstract
Search and rescue (SAR) teams often face several complex and dangerous tasks, which could be aided by unmanned robotic vehicles (UV). UV agents can potentially be used to decrease the risk in the loss of lives both of the rescuers and victims and aid in the search and transportation of survivors and in the removal of debris in a catastrophe scenario. Depending on the nature of a catastrophe and its geographical location, there are potentially three types of UVs that can be deployed: aerial, surface and ground. Due to the control and manipulation particularities each type of UV contemplates, their operators need prior training and certification. To train and certify the operators a tool (serious game) is under development. In this paper we will make an overview about our approach in its development. This game uses a typical client-server architecture where all client agents (virtual UVs and operator client interfaces) share the same immersive virtual environment which is generated through the merging of GIS data and a semantic model extracted from 3D laser data. There will be several types of scenarios suitable to several types of catastrophe situations. Each of these scenarios has its own mission plan for the trainees to follow. The game will also provide an interface for mission planning so that each mission plan will be carefully designed to accurately correspond to a matrix of skills. This matrix lists a set of common skills in various different UV operational case studies which will allow the certification of operators.
2013
Autores
Dias, L; Coelho, A; Rodrigues, A; Rebelo, C; Cardoso, A;
Publicação
PROCEEDINGS OF THE 2013 8TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2013)
Abstract
Recent developments in the areas of augmented reality, 360 degrees panoramas, social networks and geographical information systems enable the development of new solutions, which can contribute to several areas. This paper presents a new, Unity3D [8] based framework for the development of immersive augmented reality solutions and 360 degrees panoramas. This solution allows the aggregation of spatial information from disparate and heterogeneous sources, comprising the visualization of points of interest (POIs), image overlays (photographs), 3D objects and navigation between panoramas. This framework also features a strong multiplatform (web and mobile) component, and the possibility of developing new functional modules that can be easily plugged in. A prototype based on this solution, for geomarketing, is also presented.
2013
Autores
Dias, L; Coelho, A;
Publicação
PROCEEDINGS OF THE 2013 8TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2013)
Abstract
This paper present the creation of a platform, highly scalable and modular, providing new services to the advertising and marketing for the catering industry, taking advantage of the spatial context and user preferences, benefiting from the advantages of Mobile Advertising and Mobile Augmented Reality.
2014
Autores
Polzin, P; Borges, J; Coelho, A;
Publicação
ENVIRONMENT AND PLANNING B-PLANNING & DESIGN
Abstract
In Portugal the distribution of physicians is considered an appropriate proxy for the distribution of the actual hospital resources and additional information on hospital supply is mostly unavailable, while health care utilization data are also usually absent. A suitable method that can be used to analyze patients' access to hospital health care in countries with such characteristics is the two-step floating catchment area (2SFCA) method, since it requires only the number of physicians to represent supply and the population size to estimate demand. An improved version of the 2SFCA method is the kernel density 2SFCA (KD2SFCA) method. However, this method was not developed to analyze access to health care and it computes scores that express only the spatial access dimensions of proximity and availability. In this paper we present a new method, based on the KD2SFCA method, which improves health care access analysis and better identifies populations that are less empowered to use health care. We adapt the KD2SFCA method for the context of health care access analysis and extend it to capture additional access dimensions. We applied the extended method to the Portuguese hospital health care sector in a case study, and compared its results with those obtained with the KD2SFCA method. Our method was able to improve the identification of the less empowered populations and discovered that they represent 8.1% of the total population, instead of 4.6%, and reside in sixteen of the eighteen Portuguese districts, instead of in thirteen, as identified by the original KD2SFCA method. By improving the KD2SFCA method for the identification of the less empowered populations, our method can be a first step in an endeavor to identify opportunities to increase the health care supply or to redistribute supply resources, with the objective of increasing the access of those deprived populations.
2017
Autores
Jacob, J; Nobrega, R; Coelho, A; Rodrigues, R;
Publicação
2017 9TH INTERNATIONAL CONFERENCE ON VIRTUAL WORLDS AND GAMES FOR SERIOUS APPLICATIONS (VS-GAMES)
Abstract
Location-based games require, among other things, 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 capable of adapting its mechanics to the current context.
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