Liliana Vale Costa

Orcid: 0000-0003-2451-3073

According to our database1, Liliana Vale Costa authored at least 29 papers between 2016 and 2023.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of five.

Timeline

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Bibliography

2023
'Push the Industrial Complexity Away': A Vision for using Data Collection and Mixed Reality as an Analysis Tool in Industrial Product Co-Design.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

Virtual Reality Hippotherapy Simulator: A Model Proposal for Senior Citizens.
Proceedings of the Human Aspects of IT for the Aged Population, 2023

The Use of Immersive Technologies While Ageing in the Digitally Mediated Society.
Proceedings of the Human Aspects of IT for the Aged Population, 2023

Remote Work Is Here to Stay! Reflecting on the Emerging Benefits of Mixed Reality Solutions in Industry.
Proceedings of the HCI International 2023 Posters, 2023

Strategies for Fostering Senior Citizens' Active Participation in Online Communities.
Proceedings of the Human Aspects of IT for the Aged Population, 2023

2022
Cycling through 360° Virtual Reality Tourism for Senior Citizens: Empirical Analysis of an Assistive Technology.
Sensors, 2022

"Listen to Your Symptoms When the Immune System Is Calling for You": Monitoring Autoimmune Diseases with the iShU Wearable App.
Sensors, 2022

Preface.
IxD&A, 2022

Staying Connected with Aged Populations in Times of COVID-19: An Interview Study of the Role of Portuguese Institutions and Municipalities.
IxD&A, 2022

Senior Citizens as Storytellers: Contribution to Gamified Contexts.
Proceedings of the Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance, 2022

Senior-Centered Gamification: An Approach for Cyclotourism.
Proceedings of the Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance, 2022

2021
Using Information and Communication Technologies in Health Teaching and Learning.
EAI Endorsed Trans. Pervasive Health Technol., 2021

Fostering Co-UXers in Later Age: Co-designing a UX Toolkit for the Senior Online Community MiOne.
Proceedings of the Ludic, Co-design and Tools Supporting Smart Learning Ecosystems and Smart Education, 2021

Online News and Gamification Habits in Late Adulthood: A Survey.
Proceedings of the Human Aspects of IT for the Aged Population. Technology Design and Acceptance, 2021

Fostering Senior Community-Based Cyclotourism Using Transmedia: A Proposal.
Proceedings of the Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities, 2021

Co-designing with Senior Citizens: A Systematic Literature Review.
Proceedings of the Human Aspects of IT for the Aged Population. Technology Design and Acceptance, 2021

Older Adults "Jump" into coDesiging a Digital Game: A Field Study.
Proceedings of the Human Aspects of IT for the Aged Population. Technology Design and Acceptance, 2021

2020
Footour: Designing and Developing a Location-Based Game for Senior Tourism in the miOne Community.
Proceedings of the Human Aspects of IT for the Aged Population. Healthy and Active Aging, 2020

Gameful Tale-Telling and Place-Making from Tourists' Generation to Generation: A Review.
Proceedings of the Human Aspects of IT for the Aged Population. Healthy and Active Aging, 2020

2019
An empirical validation of consumer video game engagement: A playful-consumption experience approach.
Entertain. Comput., 2019

Strategies to Enhance Technology-Based Learning Experiences in Older Adults: A Field Study.
Proceedings of the Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments, 2019

Age Stereotyping in the Game Context: Introducing the Game-Ageism and Age-Gameism Phenomena.
Proceedings of the Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments, 2019

Methods and Strategies for Involving Older Adults in Branding an Online Community: The miOne Case Study.
Proceedings of the Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments, 2019

2018
Games for active ageing, well-being and quality of life: a pilot study.
Behav. Inf. Technol., 2018

Breaking barriers to game-based learning for active ageing and healthy lifestyles A qualitative interview study with experts in the field.
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 2018

2017
Demystifying Ageing Bias Through Learning - Co-designing an Online Course About 'Ageing Well'.
Proceedings of the Immersive Learning Research Network - Third International Conference, 2017

2016
Factors Influencing the Adoption of Video Games in Late Adulthood: A Survey of Older Adult Gamers.
Int. J. Technol. Hum. Interact., 2016

Heuristics for designing digital games in assistive environments: Applying the guidelines to an ageing society.
Proceedings of the 1st International Conference on Technology and Innovation in Sports, 2016

"Game-based psychotherapy" for active ageing: A game design proposal in non-game context.
Proceedings of the 1st International Conference on Technology and Innovation in Sports, 2016


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