Ana Isabel Veloso
Orcid: 0000-0002-5070-0756
According to our database1,
Ana Isabel Veloso
authored at least 53 papers
between 2010 and 2024.
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Bibliography
2024
Proceedings of the HCI in Games, 2024
Proceedings of the HCI in Games, 2024
Game-Based Solutions for Impacting Digital Competences in Aged Populations: Insights from an Empathetic Workshop.
Proceedings of the Human Aspects of IT for the Aged Population, 2024
Navigating Paris Digitally: An Exploratory Research of 360º Immersive Videos with Portuguese Participants.
Proceedings of the Human Aspects of IT for the Aged Population, 2024
Benchmarking the User eXperience and Usability of Online Social Networks: Proposal of an Evaluation Framework.
Proceedings of the Human Aspects of IT for the Aged Population, 2024
Towards a New (Old) Generation of Cyclotourists: Implementing an Improved Concept of Jizo Brand.
Proceedings of the Human Aspects of IT for the Aged Population, 2024
2023
Proceedings of the HCI in Games, 2023
Playable Characters in Digital Games: Aesthetics and Gender Identity in Digital Game Player's Preferences.
Proceedings of the HCI in Games, 2023
"miPlay" as a Transmedia Strategy: Co-designing a Movie-Based Digital Game for Older Adults.
Proceedings of the Human Aspects of IT for the Aged Population, 2023
Proceedings of the Human Aspects of IT for the Aged Population, 2023
Proceedings of the Human Aspects of IT for the Aged Population, 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
Staying Connected with Aged Populations in Times of COVID-19: An Interview Study of the Role of Portuguese Institutions and Municipalities.
IxD&A, 2022
Students as Game Creators. Easing the game construction process by using a toolkit to game design.
IxD&A, 2022
Playable Characters Attributes: An Empirical Analysis Based on the Theoretical Proposal from Katherine Isbister and Ernest Adams.
Proceedings of the HCI in Games, 2022
"Online Gameable Communities": Social Digital Games in the Infocommunication Ageing Society.
Proceedings of the Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance, 2022
Proceedings of the Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance, 2022
Proceedings of the Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance, 2022
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
Proceedings of the 9th IEEE International Conference on Serious Games and Applications for Health, 2021
Proceedings of the Human Aspects of IT for the Aged Population. Technology Design and Acceptance, 2021
Proceedings of the Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities, 2021
Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Players.
Proceedings of the Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities, 2021
Proceedings of the Human Aspects of IT for the Aged Population. Technology Design and Acceptance, 2021
An Authoring Tool to Engage Younger Audiences in the Development of Nature Preservation Games: The G4N Toolkit to Game Design.
Proceedings of the Games and Learning Alliance - 10th International Conference, 2021
2020
Promoting student engagement in the design of digital games : The creation of games using a Toolkit to Game Design.
Proceedings of the 20th IEEE International Conference on Advanced Learning Technologies, 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
Developing a Toolkit to Game Design: The Gamers4Nature Project: from Concept to Artefact.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 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
Proceedings of the Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance, 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
Behav. Inf. Technol., 2018
Gamification strategies in weight control applications, where "losing (weight) is winning".
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 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
Conceptualization of PhysioFun game: A low-cost videogame for home-based stroke rehabilitation.
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
Proceedings of the 1st International Conference on Technology and Innovation in Sports, 2016
"Let's Build our Family Tree!": Grandparents and Grandchildren Using Tablets Together.
Proceedings of the International Conference on ENTERprise Information Systems/International Conference on Project MANagement/International Conference on Health and Social Care Information Systems and Technologies, 2016
2013
Design and evaluation of a computer game for the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students.
Educ. Inf. Technol., 2013
Assessing Player Motivations and Expectations within a Gameplay Experience Model Proposal.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013
2012
Proceedings of the 16th International Conference on Information Visualisation, 2012
Proceedings of the 16th International Conference on Information Visualisation, 2012
2010
Proceedings of the 14th International Conference on Information Visualisation, 2010
Proceedings of the 14th International Conference on Information Visualisation, 2010