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Publicações

Publicações por António Coelho

2017

Audio Guides and Human Tour Guides: Measuring Children's Engagement & Learning at a Museum Setting

Autores
Cesário, V; Coelho, A; Nisi, V;

Publicação
Proceedings of the Doctoral Consortium, Posters and Demos at CHItaly 2017 co-located with 12th Biannual Conference of the Italian SIGCHI Chapter (CHItaly 2017), Cagliari, Italy, September 18-20, 2017.

Abstract

2015

NARI: Natural augmented reality interface interaction challenges for ar applications

Autores
Nobrega, R; Cabral, D; Jacucci, G; Coelho, A;

Publicação
GRAPP 2015 - 10th International Conference on Computer Graphics Theory and Applications; VISIGRAPP, Proceedings

Abstract
Following the proliferation of Augmented Reality technologies and applications in mobile devices it is becoming clear that AR techniques have matured and are ready to be used for large audiences. This poses several new multimedia interaction and usability problems that need to be identified and studied. AR problems are no longer exclusively about rendering superimposed virtual geometry or finding ways of performing GPS or computer vision registration. It is important to understand how to keep users engaged with AR and in what occasions it is suitable to use it. Additionally how should graphical user interfaces be designed so that the user can interact with AR elements while pointing a mobile device to a specific real world area? Finally what is limiting AR applications from reaching an even broader acceptance and usage level? This position paper identifies several interaction problems in today's multimedia AR applications, raising several pressing issues and proposes several research directions. Copyright

2023

The role of kiosks on health services: a systematic review

Autores
Oliveira, E; Pacheco, P; Santos, F; Coimbra, J; Stamper, J; Coelho, A; Paredes, H; Alves, J; Rodrigues, NF;

Publicação
2023 IEEE 11TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH

Abstract
Introduction: Emergency department visits have increased substantially, leading to a significant rise in waiting time for patients. Several kiosk-based solutions have been introduced to reduce waiting times in healthcare facilities and to increase efficacy and user satisfaction. Purpose of the Study: This systematic review aims to identify the most effective self-service kiosk features for collecting patients' health information and to evaluate their acceptability among elderly and less educated populations, despite not being the focus, there is pontencial in the development of the system interface to facilitate the perception and understanding of those with less digital literacy. Methods: We conducted a systematic review of studies on diagnosis, replacement of face-to-face consultation, and triage kiosks published between January 2009 and March 2023 in the databases PubMed, IEEE Xplore, Web of Science, Cochrane Library, ScienceDirect, and Scopus. Results: The eight analyzed studies included 2,298 participants in total, with participants aged between 16 and 94 years. Most studies provided kiosk assistance. Elderly patients demonstrated the capability and willingness to participate in technological interventions. Conclusion: User interface elements were the most critical features in health kiosk design, followed by clear communication and patients' understanding of the benefits associated with kiosk use. The high levels of kiosk acceptance and satisfaction observed indicate a significant opportunity for the introduction of self-service kiosks in various healthcare contexts.

2023

A Human-Computer Interaction Perspective on Clinical Decision Support Systems: A Systematic Review of Usability, Barriers, and Recommendations for Improvement

Autores
Ferreira, G; Oliveira, E; Stamper, J; Coelho, A; Paredes, H; Rodrigues, NF;

Publicação
2023 IEEE 11TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH

Abstract
Clinical decision support systems have been increasingly utilized in the healthcare industry to improve patient outcomes and enhance clinical decision-making, taking advantage of the growing digital medical data. Despite their potential, there are still obstacles in an extensive adoption of these systems, such as low usability and human factors. In this systematic review, several articles describing clinical decision support systems with clinical validation are used to address some of the gaps, as well as to map the current academic landscape for the given context. The selected articles are observed through a Human-Computer Interaction perspective, aiming to identify the state-of-the-art, as well as barriers to the application of these principles. From an initial database search resulting in 121 articles, 16 articles were selected that fulfilled the chosen criteria: (1) article must be available and written in English, (2) article must report experimental work, (3) the reported system must be clinically validated. The research strategy followed the PRISMA framework. We highlight the need for clinical validation, a standardized clinical decision support taxonomy and the evaluation of these tools across multiple variables. Based on the found results, a list of recommendations can be formed to aid the development of future CDSS, or the improvement of current ones.

2023

Exploring the Intersection of Storytelling, Localisation, and Immersion in Video Games – A Case Study of the Witcher III: Wild Hunt

Autores
Cesário, V; Ribeiro, M; Coelho, A;

Publicação
Communications in Computer and Information Science

Abstract
Video games have become an increasingly popular and influential form of entertainment in recent years, with a growing market and diverse range of players. As a result, there is a need to better understand and improve various aspects of the video game industry, including storytelling, localisation, and immersion. Storytelling in video games refers to the use of narrative elements, such as character development, plot, and dialogue, to create a compelling and engaging experience. Localisation involves adapting a game for different cultural and linguistic audiences, which can be a complex process that requires careful consideration of the original content and the target audience. This can include translation, voice acting, and other modifications to ensure a seamless and enjoyable experience for players. Immersion refers to the extent to which the player feels fully absorbed and engaged in the game world and its gameplay. By understanding and addressing these three areas, game developers can create more engaging and successful games for players around the world. This study focuses on the interrelated areas of storytelling, localisation, and immersion within the context of role-playing games, using The Witcher III: Wild Hunt as a case study. The study used 41 participants who played the game in both English and Brazilian-Portuguese localised versions and completed questionnaires and interviews about their perceptions of these three areas. The results of the study offer recommendations for improving graphic design in video games and suggest the need to explore whether the impact of localisation on story and immersion is dependent only on language or influenced by other factors. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2023

Examining the Impact and Moderating Effects of an 8-Week Mindfulness-Based Program in Grade 4

Autores
Limpo, T; Vieira, AI; Magalhaes, S; Rocha, R; Cordeiro, C; Rodrigues, R; Coelho, A; Nobrega, R; Jacob, J; Cardoso, P; Pinheiro, M; Castro, S;

Publicação
MINDFULNESS

Abstract
ObjectivesThere is a growing interest in mindfulness-based programs. Yet, research in the area is limited, and little is known about the factors that moderate the effects of these programs. The two-fold aim of this study was (1) to examine the effects of a mindfulness-based program on dispositional mindfulness, inattention and emotional lability, handwriting fluency, spelling accuracy, and composing quality, as well as school achievement; and (2) to evaluate the moderating role of lesson absences, intervention-related knowledge, and social validity.MethodUsing a quasi-experimental design, 257 fourth graders were assigned to an experimental group receiving a mindfulness-based program (n = 130) or an active control group receiving a health-based program (n = 127). Both programs were implemented in the classroom for 8 weekly units, which included two 30-min sessions delivered by psychologists, followed by three 5-min sessions delivered by teachers. All children were evaluated before and after the programs.ResultsCompared to the control condition, the mindfulness-based program resulted in higher levels of internal and external awareness, and decentering and nonreactivity, as well as better composing quality and mathematics grades. Lesson absences, intervention-related knowledge, and social validity did not moderate the effects of the mindfulness-based program.ConclusionsThese findings support the integration of mindfulness practices in primary school as a means to improve children's academic-related skills and ability to be mindful.

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