Liliana Vale Costa
Orcid: 0000-0003-2451-3073
According to our database1,
Liliana Vale Costa
authored at least 30 papers
between 2016 and 2024.
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Book In proceedings Article PhD thesis Dataset OtherLinks
Online presence:
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Bibliography
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
'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
Proceedings of the Human Aspects of IT for the Aged Population, 2023
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
Staying Connected with Aged Populations in Times of COVID-19: An Interview Study of the Role of Portuguese Institutions and Municipalities.
IxD&A, 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
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
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
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. 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
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