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Publicações

Publicações por António Coelho

2012

TOWARDS THE IMPLEMENTATION OF A HANDBALL PLAYER AGENT FRAMEWORK

Autores
Jacob, J; Rossetti, RJF; Coelho, A; Rodrigues, R;

Publicação
24TH EUROPEAN MODELING AND SIMULATION SYMPOSIUM (EMSS 2012)

Abstract
Sports simulation can help to assess the performance of strategies and players in a sand-boxed environment. Ultimately it can lead to improved real-life performance of actual teams if it is able to provide useful information to the team coach or manager. Many tools are now available for many different sports, most notably Soccer Server Simulator, a soccer simulator, that has already attracted many researchers from the artificial intelligence community into developing intelligent agents (soccer players) for them to form teams to play against each other in simulated matches. This paper presents a methodology for developing agents for testing and further developing the Handball Sport Simulator, which is based on the Soccer Server Simulator. The main contribution of this work is to provide a basic, expandable, agent architecture, specifically capable of playing at a Handball Sport Simulator server, while at the same time testing what features and sport's rules of the Handball Sport Simulator have been implemented correctly.

2012

Virtual Centre for the Rehabilitation of Road Accident Victims (VICERAVI)

Autores
Mendes, L; Dores, AR; Barbosa, F; Rego, PA; Moreira, PM; Reis, LP; Viana, J; Coelho, A; Sousa, A;

Publicação
7TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI 2012)

Abstract
The main objective of this work is to describe the Virtual Center for the Rehabilitation of Road Accident Victims - VICERAVI and the serious games it includes for the purpose of neuropsychological rehabilitation. The validation of the VICERAVI as a rehabilitation system involves 30 participants of both sexes, with brain injury due to road accidents. The applicability and the benefits of virtual worlds for a holistic neuropsychological rehabilitation will be tested using virtual reality (OpenSimulator) to simulate tasks of everyday life, enabling participants to perform cognitive and social skills training through their avatars. The progresses of this group will be compared with a group of conventional neuropsychological rehabilitation. The main innovation of the work is the possibility of administering neuropsychological rehabilitation at distance, via ecological virtual environments. Moreover, the paper discusses also relevant criteria and issues in respect to the use of serious games, simulation and virtual environments in rehabilitation.

2011

Personalized travel suggestions for tourism websites

Autores
Coelho, A; Rodrigues, A;

Publicação
International Conference on Intelligent Systems Design and Applications, ISDA

Abstract
The evolution of tourism websites is converging to a set of features and best practices that are becoming standard, in such a way that developing a template and later customizing it to a given tourist region is becoming feasible. A very important feature in this kind of site is showing the touristic suggestions of what the tourist can find in the destination, optimally personalized for him/her. One problem in deploying such functionality however is the lack of user experience data suited to perform data mining when a new site is launched. This paper proposes a solution, customizable to any touristic region, that harnesses the information available in Flickr, crossing it with a Point of Interest (POI) database and using Google Prediction API (Application Programming Interface) to generate personalized travel suggestions, based on the geographical itinerary the user defined with a trip planner tool. © 2011 IEEE.

2011

Issues in the development of location-based games

Autores
Jacob, JTPN; Coelho, AF;

Publicação
International Journal of Computer Games Technology

Abstract
As new and more powerful mobile devices arrive, such as smartphones, tablets and PDAs, so do new ways of interaction emerge for the users and developers to explore. These devices allow for the creation of never-before-seen applications, using the broad range of inputs and sensors these devices integrate (such as accelerometers, light sensors, electronic compasses, GPS sensor among others), that allow for more ubiquous and personalized experiences. This paper explores issues that arise during the development and design phases of such games, as well as posible solutions for them. Finally we present, a framework for the development of location-based games that is sensible to these issues. This framework was created and tested thanks to a proof-of-concept location-based game (Geo-Wars). © 2011 Joo Tiago Pinheiro Neto Jacob and Antnio Fernando Coelho.

2005

Selective rendering quality for an efficient navigational aid in virtual urban environments on mobile platforms

Autores
Bessa, M; Coelho, A; Chalmers, A;

Publicação
Proceedings of the 4th International Conference on Mobile and Ubiquitous Multimedia, MUM 2005, Christchurch, New Zealand, December 8-10, 2005

Abstract
The perception that we have of our world depends on the task we are currently performing in the environment, so if we are driving a car we will pay attention to the objects that are visually important to the task we are performing such as, the road, road signs, other vehicles, etc. The same is true when we explore virtual environments. The creation of high-fidelity 3D maps on mobile devices to aid navigation in urban environments is computationally very expensive, precluding achieving this quality at interactive rates. In this paper we present a case study to show how the human visual system may be exploited, when viewers are undertaking a task, to reduce the overall quality of the displayed image, without the users being aware of this reduction in quality. The displayed images are selectively rendered with the key features used to identify location and orientation in a 3D urban environment produced in high quality and the remainder of the image in low quality.

2004

Alternate feature location for rapid navigation using a 3D map on a mobile device

Autores
Bessa, M; Coelho, A; Chalmers, A;

Publicação
Proceedings of the 3rd International Conference on Mobile and Ubiquitous Multimedia, MUM 2004, College Park, Maryland, USA, October 27-29, 2004

Abstract
Finding one's way around an unfamiliar city can be a major challenge. While maps can provide a very good abstract representation of our world, and a simple and efficient way to navigate within that world, they are of little use when, for example, the absence of road signs prevents us from locating where we are on the map. Mobile devices offer the potential for providing relevant 3D information to enable us to locate ourselves, rapidly navigate around an unfamiliar environment and explore it interactively. However, mobile devices are constrained by resources such as bandwidth, storage and small displays. In this paper we investigate which is the most important visual information for position location within an unfamiliar urban environment and show how we can use this knowledge to provide a perceptually high quality 3D virtual environment on existing mobile devices. Copyright 2004 ACM.

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