Liliana Filipa Vale Costa

Dr. Liliana Filipa Vale Costa

University of Aveiro, Aveiro, Portugal
orcid

Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 March 2019 in Entertainment Computing
Verified
Journal Article
Closed access
AAAmir Zaib Abbasi
Amir Zaib Abbasi
DTDing Hooi Ting
Ding Hooi Ting
HHHelmut Hlavacs
Helmut Hlavacs
LCLiliana Filipa Vale Costa
Liliana Filipa Vale Costa
AVAna Isabel Veloso
Ana Isabel Veloso

2 January 2016 in Journal of Intergenerational Relationships
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Journal Article
Closed access
LCLiliana Filipa Vale Costa
Liliana Filipa Vale Costa
AVAna Isabel Veloso
Ana Isabel Veloso
Recently, there has been growing interest in the way in which digital games can affect intergenerational interactions. Although the existing body of knowledge on intergenerational digital games is quite extensive, a systematic understanding of how digital games can enhance intergenerational interactions is still lacking. This paper reports on the state-of-the-art of current digital games and their utility in enhancing intergenerational interaction. Thirty-six papers published between 2006 and 2014 in English-language publications met inclusion criteria. The review presents sets of recommendations for designing game-mediated environments to enhance intergenerational interaction.

17 August 2022 in Sensors
Verified
Journal Article
Open access
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Cláudia Pedro OrtetCláudia Pedro Ortet
Cláudia Pedro Ortet
AVAna Isabel Veloso
Ana Isabel Veloso
LCLiliana Filipa Vale Costa
Liliana Filipa Vale Costa
In recent years, there has been a renewed interest in using virtual reality (VR) to (re)create different scenarios and environments with interactive and immersive experiences. Although VR has been popular in the tourism sector to reconfigure tourists’ relationships with places and overcome mobility restrictions, its usage in senior cyclotourism has been understudied. VR is suggested to positively impact tourism promotion, cycling simulation, and active and healthy ageing due to physical and mental rehabilitation. The purpose of this study is to assess the senior citizens’ perceived experience and attitudes toward a designed 360° VR cyclotouristic experiment, using a head-mounted display (HMD) setting within a laboratory context. A total of 76 participants aged between 50 and 97 years old were involved in convergent parallel mixed-method research, and data were collected using a questionnaire based on the technology acceptance model, as well as the researchers’ field notes. Findings suggest that 360° VR with HMD can be an effective assistive technology to foster senior cyclotourism by promoting tourism sites, simulating the cycling pedaling effect, and improving senior citizens’ general wellbeing and independence with physical and mental rehabilitation.

18 June 2018 in Behaviour & Information Technology
Verified
Journal Article
Closed access
LCLiliana Filipa Vale Costa
Liliana Filipa Vale Costa
AVAna Isabel Veloso
Ana Isabel Veloso
MLMichael Loizou
Michael Loizou
SASylvester Arnab
Sylvester Arnab
The goal of this study is to identify a set of psychosocial variables and design domains important for game designers to encourage active ageing, well-being and quality of life. Sixty adult learners at four universities of third age were randomly assigned to three groups: the experimental group (G1), who tested firstly a game-based learning platform (GBLP) and then a computer-assisted platform (CAP); the comparison group (G2), who tested firstly the CAP and then the GBLP and the control group (G3) that did not take part in the intervention. Participants were assessed on their health-related well-being and quality of life, using the SF36v2 and WHOQOL-BREF scales before and after each experiment. Findings suggest that there were differences between the group type and their perception on mental health (F(2,57) = 3.771, p = .029) and general health-related well-being (F(2,57) = 5.231, p = .008), in which the GBLP showed improvements relative to the CAP. The environment and mental health were some of the psychosocial domains that should be considered, whereas storytelling, context-aware challenges, game space, immediate feedback, role-playing and social engagement were relevant design domains for these games.

1 January 2016 in International Journal of Technology and Human Interaction
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Journal Article
Closed access
PDF file
LCLiliana Filipa Vale Costa
Liliana Filipa Vale Costa
AVAna Isabel Veloso
Ana Isabel Veloso
In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.

18 May 2022 in Sensors
Verified
Journal Article
Open access
PDF file
Cláudia Pedro OrtetCláudia Pedro Ortet
Cláudia Pedro Ortet
LCLiliana Filipa Vale Costa
Liliana Filipa Vale Costa
The immune system plays a key role in protecting living beings against bacteria, viruses, and fungi, among other pathogens, which may be harmful and represent a threat to our own health. However, for reasons that are not fully understood, in some people this protective mechanism accidentally attacks the organs and tissues, thus causing inflammation and leads to the development of autoimmune diseases. Remote monitoring of human health involves the use of sensor network technology as a means of capturing patient data, and wearable devices, such as smartwatches, have lately been considered good collectors of biofeedback data, owing to their easy connectivity with a mHealth system. Moreover, the use of gamification may encourage the frequent usage of such devices and behavior changes to improve self-care for autoimmune diseases. This study reports on the use of wearable sensors for inflammation surveillance and autoimmune disease management based on a literature search and evaluation of an app prototype with fifteen stakeholders, in which eight participants were diagnosed with autoimmune or inflammatory diseases and four were healthcare professionals. Of these, six were experts in human–computer interaction to assess critical aspects of user experience. The developed prototype allows the monitoring of autoimmune diseases in pre-, during-, and post-inflammatory crises, meeting the personal needs of people with this health condition. The findings suggest that the proposed prototype—iShU—achieves its purpose and the overall experience may serve as a foundation for designing inflammation surveillance and autoimmune disease management monitoring solutions.