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Ana Veloso
University of Aveiro, Portugal & DigiMedia, Portugal

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Conference paper
Published: 03 July 2021 in Algorithms and Data Structures
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The aim of this paper is to contribute to establishing practices to involve adults aged 50 and over in the design of digital games within the paradigm of active ageing. This paper focuses on a component of a larger project entitled SERIOUSGIGGLE integrated in the SEDUCE 2.0 research that enabled to develop the digital game JUMP that goes beyond illness recovery or skill maintenance, addressing active ageing. Using a Participatory Action Qualitative Research that deployed 64-session group discussions and participant observation of 33 learners at a Portuguese University of the Third Age, the necessary course of actions to involve the end-users in game design were identified. Results suggest four phases: 1. Validate the content and the materials that will be used during coDesign with experts in the area, using the Delphi method; 2. Carry out the activities in the end-user’s places; 3. Design the game tool based on the end-users’ context and the content validated by the experts during the previous phases; and 4. Validate the game-based product with the end-users. Literature is still scarce in giving standards for designing digital games for active ageing and most of the solutions on the market tend to focus on health and rehabilitation rather than on other dimensions, such as security and social participation.

ACS Style

Liliana Vale Costa; Ana Isabel Veloso; Liliana Sousa; Michael Loizou; Sylvester Arnab. Older Adults “Jump” into coDesiging a Digital Game: A Field Study. Algorithms and Data Structures 2021, 88 -99.

AMA Style

Liliana Vale Costa, Ana Isabel Veloso, Liliana Sousa, Michael Loizou, Sylvester Arnab. Older Adults “Jump” into coDesiging a Digital Game: A Field Study. Algorithms and Data Structures. 2021; ():88-99.

Chicago/Turabian Style

Liliana Vale Costa; Ana Isabel Veloso; Liliana Sousa; Michael Loizou; Sylvester Arnab. 2021. "Older Adults “Jump” into coDesiging a Digital Game: A Field Study." Algorithms and Data Structures , no. : 88-99.

Conference paper
Published: 03 July 2021 in Algorithms and Data Structures
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The general decrease in fertility rates and the increase in longevity allow the incessant aging of the world population. Furthermore, senior citizens are becoming better consumers of tourism products, leading to the need to meet their context, demands, and preferences while avoiding overtourism. Although a boom is observed in this field, there is a lack of information and products that address cyclotourism, senior tourism and its impact on citizens’ well-being and formation of communities. Community-based tourism, alongside media convergence culture, relies on the use of information and communication tools to inform purchase decisions and reinforce the connections among people relative to both place-making and place-visiting. The purpose of this position paper is to discuss the potential of transmedia to foster participatory strategies in cyclotourism to encourage active aging. In specific, it proposes the delivery of an integrated cyclotourism experience targeted to senior citizens that result from the convergence of community-based, induced, and transmedia tourism.

ACS Style

Cláudia Ortet; Ana Isabel Veloso; Liliana Vale Costa. Fostering Senior Community-Based Cyclotourism Using Transmedia: A Proposal. Algorithms and Data Structures 2021, 124 -134.

AMA Style

Cláudia Ortet, Ana Isabel Veloso, Liliana Vale Costa. Fostering Senior Community-Based Cyclotourism Using Transmedia: A Proposal. Algorithms and Data Structures. 2021; ():124-134.

Chicago/Turabian Style

Cláudia Ortet; Ana Isabel Veloso; Liliana Vale Costa. 2021. "Fostering Senior Community-Based Cyclotourism Using Transmedia: A Proposal." Algorithms and Data Structures , no. : 124-134.

Conference paper
Published: 03 July 2021 in Algorithms and Data Structures
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Technologies have contributed to increase the average life expectancy, through medical care support, early diagnosis, psycho-physical-cognitive rehabilitation and, more recently, digital games, which have played a key role in the general well-being. However, the aging process embodies multiple-facets that determine the level of self-dependency on economic, social, cultural, physical, personal, behavioral and health services (WHO, 1998). Thus, this research identifies the location-based game components that can impact on active aging based on the lived experiences of Pokémon Go players aged 50 and over. This paper reports on an online survey carried out in Portugal between August and October 2020 (N = 78). Results show low and moderate degrees in Pearson’s correlations coefficient between the players’ experiences (immersion and level of game enjoyment) and the variables of active aging (0.2 < R < 0.5; p < 0.05), with the exception of accessibility issues relating to the physical environment.

ACS Style

Jesse Nery Filho; Ana Isabel Veloso. Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Players. Algorithms and Data Structures 2021, 106 -123.

AMA Style

Jesse Nery Filho, Ana Isabel Veloso. Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Players. Algorithms and Data Structures. 2021; ():106-123.

Chicago/Turabian Style

Jesse Nery Filho; Ana Isabel Veloso. 2021. "Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Players." Algorithms and Data Structures , no. : 106-123.

Conference paper
Published: 03 July 2021 in Algorithms and Data Structures
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Older adults are part of a significant proportion of the global population and given the rapid advancements of a digital society, the use of technologies by this age group is growing at a fast pace. However, technological products still overlook the older adults’ physiologic, psychologic, and social needs. In the journalism sector, World’s cyberization, current demands to have access to the latest updated news, and information overload have led to an interest in gamification to draw the readers’ motivations and engagement with the news. The purpose of this paper is to describe a survey conducted from June 1st of 2020 until July 9th of 2020 to a total of 248 older adults aged 50 and over from sixteen different countries. During this study, researchers intended to assess older adults’ context in terms of social media, online news, and games’ usage, as well as their familiarity with gamification strategies. The results suggest that respondents are online news consumers to stay up-to-date on societal occurrences. In the context of a gamified online news’ community, they would like to be valued for the following: groups’ activity; frequency with which they talk to other people; and debate, shareability, and reaction to news.

ACS Style

Francisco Regalado; Liliana Vale Costa; Ana Isabel Veloso. Online News and Gamification Habits in Late Adulthood: A Survey. Algorithms and Data Structures 2021, 405 -419.

AMA Style

Francisco Regalado, Liliana Vale Costa, Ana Isabel Veloso. Online News and Gamification Habits in Late Adulthood: A Survey. Algorithms and Data Structures. 2021; ():405-419.

Chicago/Turabian Style

Francisco Regalado; Liliana Vale Costa; Ana Isabel Veloso. 2021. "Online News and Gamification Habits in Late Adulthood: A Survey." Algorithms and Data Structures , no. : 405-419.

Chapter
Published: 30 May 2021 in Springer Series in Design and Innovation
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In a context where the urgency to act towards the promotion of environmental awareness is imperative, the Gamers4Nature (G4N) project aims to encourage the active participation of students in the creation of mobile games addressing environmental-related themes. This chapter introduces the G4N Cards Set Canvas, a tool integrated into the G4N portal-repository. The G4N Cards Set Canvas is a digital tool that allows the design of environmental-related thematic cards and has two main goals: (i) to provide the G4N project with a tool to ease the creation of the thematic cards for the Toolkit to Game Design by environmental organizations and/or teachers; (ii) to be used by users with no experience in the design field. This tool will be developed following a User-Centered Design approach, with iterative and systematic reviews of the tool, and it will emphasize the connection between the physical (i.e. Toolkit) and digital (i.e. portal-repository) artifacts. A snowball literature review and an overview of design and presentation tools and platforms currently available did not reveal the existence of suitable platforms to create graphical design contents while complying with a brand’s standard’s manual for non-experienced users in the design field. Thus, an opportunity for novelty arises from this gap, adding a layer of concern with designing a usable and accessible tool for the end-users.

ACS Style

Pedro Beça; Sofia Ribeiro; Mónica Aresta; Rita Santos; Ana Isabel Veloso. Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project. Springer Series in Design and Innovation 2021, 113 -131.

AMA Style

Pedro Beça, Sofia Ribeiro, Mónica Aresta, Rita Santos, Ana Isabel Veloso. Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project. Springer Series in Design and Innovation. 2021; ():113-131.

Chicago/Turabian Style

Pedro Beça; Sofia Ribeiro; Mónica Aresta; Rita Santos; Ana Isabel Veloso. 2021. "Definition of a Digital Tool to Create Physical Artifacts: The Case of the Gamers4Nature Project." Springer Series in Design and Innovation , no. : 113-131.

Conference paper
Published: 23 October 2020 in Springer Series in Design and Innovation
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The Gamers4Nature (G4N) project aims to develop and implement a set of strategies that encourage younger audiences (i.e. upper-secondary and undergraduate students) to participate in the creation of mobile games, while promoting knowledge about environmental preservation. This paper introduces one of these strategies, the G4N portal-repository. The portal has a three-fold objective: (1) to serve as the project’s online presence, introducing its goals and objectives; (2) to host the project’s materials and main outcomes; and (3) to act as a repository for the games developed along game design and Game Jam sessions. The development of the project’s online portal was guided by the need to establish a connection with a physical toolkit that was developed in the scope of the project to help users build their games and to reflect the feeling of gaming and the non-linearity of gaming activities. Taking into consideration the importance of developing a user-friendly interface, the portal was developed following a User-Centered Design approach. Although further testing is still needed, the results of the UX Expert Review - the first testing stage - confirmed the portal’s potential of providing a meaningful and relevant experience to its users.

ACS Style

Pedro Beça; Sofia Ribeiro; Rita Santos; Mónica Aresta; Ana Isabel Veloso; Cláudia Ortet. Design and Initial Evaluation of an Online Portal-Repository: The Case of Gamers4Nature Project. Springer Series in Design and Innovation 2020, 12, 137 -147.

AMA Style

Pedro Beça, Sofia Ribeiro, Rita Santos, Mónica Aresta, Ana Isabel Veloso, Cláudia Ortet. Design and Initial Evaluation of an Online Portal-Repository: The Case of Gamers4Nature Project. Springer Series in Design and Innovation. 2020; 12 ():137-147.

Chicago/Turabian Style

Pedro Beça; Sofia Ribeiro; Rita Santos; Mónica Aresta; Ana Isabel Veloso; Cláudia Ortet. 2020. "Design and Initial Evaluation of an Online Portal-Repository: The Case of Gamers4Nature Project." Springer Series in Design and Innovation 12, no. : 137-147.

Journal article
Published: 06 September 2020 in Interfaces Científicas - Educação
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Resumo: Em pleno período de confinamento social dada a pandemia da COVID-19, as desigualdades intergeracionais tendem a ser amplificadas não só no sistema educativo, mas também no acesso à informação e diferentes serviços que se encontram, cada vez mais, informatizados. Apesar de se ter verificado um interesse crescente nos últimos anos relativamente à concepção e desenvolvimento de plataformas digitais dirigidas para o cidadão sénior, a utilização destas plataformas, e em específico de comunidades online pelas Universidades de Terceira Idade como suporte ao processo de aprendizagem tem sido um assunto pouco explorado. O presente artigo tem por objetivo analisar as iniciativas dinamizadas com alunos e professores de duas Academias Seniores Portuguesas em tempos de confinamento social, com recurso à comunidade online miOne (mione.altice.pt). A abordagem metodológica deste estudo é de natureza qualitativa e a recolha de dados abrangeu técnicas de observação direta e gravação audiovisual de quatro sessões online e entrevistas de grupo semiestruturadas. Os resultados sugerem um conjunto de boas práticas na promoção da aprendizagem em contexto de comunidade online, incluindo desafios que estimulem a autoexpressão e interações sociais e a necessidade de incutir uma rotina no processo de aprendizagem.

ACS Style

Ana Isabel Veloso; Liliana Vale Costa; Sónia Machado; Francisco Regalado; João Henrique Silva. APRENDIZAGEM NAS UNIVERSIDADES DE TERCEIRA IDADE EM TEMPOS DE CONFINAMENTO SOCIAL: O CASO DA COMUNIDADE ONLINE miOne. Interfaces Científicas - Educação 2020, 10, 227 -239.

AMA Style

Ana Isabel Veloso, Liliana Vale Costa, Sónia Machado, Francisco Regalado, João Henrique Silva. APRENDIZAGEM NAS UNIVERSIDADES DE TERCEIRA IDADE EM TEMPOS DE CONFINAMENTO SOCIAL: O CASO DA COMUNIDADE ONLINE miOne. Interfaces Científicas - Educação. 2020; 10 (1):227-239.

Chicago/Turabian Style

Ana Isabel Veloso; Liliana Vale Costa; Sónia Machado; Francisco Regalado; João Henrique Silva. 2020. "APRENDIZAGEM NAS UNIVERSIDADES DE TERCEIRA IDADE EM TEMPOS DE CONFINAMENTO SOCIAL: O CASO DA COMUNIDADE ONLINE miOne." Interfaces Científicas - Educação 10, no. 1: 227-239.

Review
Published: 10 July 2020 in Transactions on Petri Nets and Other Models of Concurrency XV
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The ageing population and current changes in family structures have led to an increasing interest in forging strong relationships between different generations through leisure travel activities. Despite the popularity of digitally-mediated interventions in the tourism sector, there remains a lack of its use in uniting different generations through tale-telling, place-making and eliciting sustainability with a ‘slow tourism’ attitude. The aim of this paper is to review the potential use of game storytelling to foster family tourism and unite different generations while in a leisure-travel context. Twenty peer-reviewed papers published between 2000 and 2019 in English-language publications met inclusion criteria. The review presents the potential benefits and requirements for encouraging intergenerational interactions through game storytelling in a tourism setting.

ACS Style

Liliana Vale Costa; Ana Isabel Veloso. Gameful Tale-Telling and Place-Making from Tourists’ Generation to Generation: A Review. Transactions on Petri Nets and Other Models of Concurrency XV 2020, 661 -672.

AMA Style

Liliana Vale Costa, Ana Isabel Veloso. Gameful Tale-Telling and Place-Making from Tourists’ Generation to Generation: A Review. Transactions on Petri Nets and Other Models of Concurrency XV. 2020; ():661-672.

Chicago/Turabian Style

Liliana Vale Costa; Ana Isabel Veloso. 2020. "Gameful Tale-Telling and Place-Making from Tourists’ Generation to Generation: A Review." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 661-672.

Conference paper
Published: 10 July 2020 in Transactions on Petri Nets and Other Models of Concurrency XV
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In a fast-paced and ageing society, the use of digital platforms to foster senior tourism has become a central issue for finding new strategies to engage senior citizens in retirement, usually an experience period of new sensations and family leisure-travel. In fact, senior citizens are a target group that is growing in terms of domestic tourism with longer overnight stays at a destination, in comparison to younger age groups. This paper describes the process of designing, developing and assessing a Location-based Game for Senior Tourism, entitled Footour. Five participants aged between 59 and 72 (M = 68, SD = 4.82) tested one of the routes proposed in the game relative to the Aveiro City, in a tourism setting. Participant observation and questionnaire surveying were employed. The participants were surveyed about travel planning, criteria for visiting a place and game functionalities. Results indicated that they usually choose places with historical settings and search previously about the place and social activities. The following functionalities were found to affect the whole digitally-mediated experience: (a) Association of historical information to Points-of-Interest; (b) Share of resources, status and social activities; and (c) Interlinking past/present photographs and other content to the visited places and routes.

ACS Style

Ana Isabel Veloso; Diogo Carvalho; João Sampaio; Sofia Ribeiro; Liliana Vale Costa. Footour: Designing and Developing a Location-Based Game for Senior Tourism in the miOne Community. Transactions on Petri Nets and Other Models of Concurrency XV 2020, 673 -687.

AMA Style

Ana Isabel Veloso, Diogo Carvalho, João Sampaio, Sofia Ribeiro, Liliana Vale Costa. Footour: Designing and Developing a Location-Based Game for Senior Tourism in the miOne Community. Transactions on Petri Nets and Other Models of Concurrency XV. 2020; ():673-687.

Chicago/Turabian Style

Ana Isabel Veloso; Diogo Carvalho; João Sampaio; Sofia Ribeiro; Liliana Vale Costa. 2020. "Footour: Designing and Developing a Location-Based Game for Senior Tourism in the miOne Community." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 673-687.

Conference paper
Published: 29 January 2020 in Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
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Over the past few years, the use of Information and Communication Technologies (ICT) in older adults has been an increasing topic of interest within the fields of gerontology and new media. Given the global ageing population, the educational sector has also been challenged in order to meet the learning needs in older adults, age-related changes in cognition and learning, and different learning styles in formal, non-formal or informal contexts. Using the Delphi method with experts to validate the instruments used for data collection, 33 participant surveying and field notes, this study aims to identify the main requirements for designing digitally-mediated learning environments for active ageing. This paper gives an important insight into Educational Gerontology and ICT by understanding the context of the older adult learner and suggesting the following recommendations to enable them to be active constructors of knowledge: (a) combine information delivered in digital devices with face-to-face learning events; (b) intertwine daily-life phenomena with the learning content; (c) offer the possibility to share the learning content with friends and contribute with own content.

ACS Style

Liliana Vale Costa; Ana Isabel Veloso; Fernanda Martins. Digitally-Mediated Learning Environments and Information Literacy for Active Ageing: A Pilot Study. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2020, 80 -90.

AMA Style

Liliana Vale Costa, Ana Isabel Veloso, Fernanda Martins. Digitally-Mediated Learning Environments and Information Literacy for Active Ageing: A Pilot Study. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. 2020; ():80-90.

Chicago/Turabian Style

Liliana Vale Costa; Ana Isabel Veloso; Fernanda Martins. 2020. "Digitally-Mediated Learning Environments and Information Literacy for Active Ageing: A Pilot Study." Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering , no. : 80-90.

Journal article
Published: 20 January 2020 in El Profesional de la información
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Los diarios se han visto afectados por una progresiva pérdida de lectores durante la última década, específicamente entre los menores de 24 años. Éstos continúan informándose sobre sus áreas de interés, pero en redes sociales. Por ello, la prensa ha incorporado un periodismo lúdico, inmersivo y participativo a partir de tecnologías como la realidad virtual o los vídeos 360°. Mediante un análisis cuantitativo y cualitativo de los datos obtenidos con la técnica de eye tracking y la realización posterior de entrevistas semiestructuradas, esta investigación comprueba la atención que los universitarios españoles y portugueses prestan a los contenidos periodísticos inmersivos violentos. También se analiza la comprensión y la capacidad de concienciación de los estudiantes ante este material informativo con hechos violentos. Se pone de manifiesto la capacidad del periodismo inmersivo para atraer la atención del público menor de 24 años y para concienciar sobre conflictos sociales a partir de la visualización de contenidos violentos.

ACS Style

Luis Mañas-Viniegra; Ana-Isabel Veloso; Javier Sierra-Sánchez. Contenidos inmersivos violentos: investigación con eye tracking en jóvenes universitarios en España y Portugal. El Profesional de la información 2020, 29, 1 .

AMA Style

Luis Mañas-Viniegra, Ana-Isabel Veloso, Javier Sierra-Sánchez. Contenidos inmersivos violentos: investigación con eye tracking en jóvenes universitarios en España y Portugal. El Profesional de la información. 2020; 29 (1):1.

Chicago/Turabian Style

Luis Mañas-Viniegra; Ana-Isabel Veloso; Javier Sierra-Sánchez. 2020. "Contenidos inmersivos violentos: investigación con eye tracking en jóvenes universitarios en España y Portugal." El Profesional de la información 29, no. 1: 1.

Conference paper
Published: 27 December 2019 in Communications in Computer and Information Science
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The continued growth of the aging population has led to a greater interest in the subject of gerontechnology. In the case of the digital game industry, senior citizens are becoming better consumers, so the role of games to their wellbeing are becoming more important in order to meet their needs and preferences. Still, there is a general lack of information and products that address cyclo-tourism, and, so far, almost non attention was given to the way gamification can motivate senior citizens to this matter. The aim of this research is to understand how gamification interventions can motivate senior citizens to adhere to cyclo-tourism. This paper reports on the results obtained from the literature and related work, as well as the involvement of two different groups of senior citizens aged 55 or over (7 focus group participants from a Portuguese University of Third Age, and 31 cyclists’ interviewees from 8 countries), using a Development Research method. Based on the insights from the literature, interviews with cyclists and focus groups with senior citizens, the researcher and the focus group participants were able to co-design a cyclo-tourism app entitled Jizo. Findings indicate that certain gamification techniques and elements can trigger senior citizens’ motivations towards cyclo-tourism, being essential integrative parts of an app in this context. The game elements that were highlighted were: social relationships, progression, challenges, competition, feedback and rewards. These were divided into pre-, in loco and post-cyclo-tourism experience. These data support the view on gamification capability to motivate sustainable cyclo-tourism.

ACS Style

Cláudia Pedro Ortet; Liliana Vale Costa; Ana Isabel Veloso. Jizo: A Gamified Digital App for Senior Cyclo-Tourism in the miOne Community. Communications in Computer and Information Science 2019, 195 -207.

AMA Style

Cláudia Pedro Ortet, Liliana Vale Costa, Ana Isabel Veloso. Jizo: A Gamified Digital App for Senior Cyclo-Tourism in the miOne Community. Communications in Computer and Information Science. 2019; ():195-207.

Chicago/Turabian Style

Cláudia Pedro Ortet; Liliana Vale Costa; Ana Isabel Veloso. 2019. "Jizo: A Gamified Digital App for Senior Cyclo-Tourism in the miOne Community." Communications in Computer and Information Science , no. : 195-207.

Conference paper
Published: 27 December 2019 in Communications in Computer and Information Science
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The Gamers4Nature project aims to deliver a set of strategies to empower and encourage youngsters (upper-secondary and undergraduate students) to actively participate in games creation while raising knowledge about environmental preservation and biodiversity conservation. To accomplish these goals, a Toolkit to Game Design is being created, containing a set of resources and tools aiming to help in the creation of mobile digital games, namely a Game Construction Cards Set. This paper presents the creation process of the project’s general identity and its concept adaptation to the Game Construction Cards Set, which required a deep understanding of the target audience and the development of a strategy to engage the participants in its activities. A general identity was defined, where a specific “language” to reach this audience was designed and a brand to support it was created. This “language” was applied in all graphic materials developed since day one, namely to the Game Construction Cards Set – focus of this paper. The validation of the prototypes was made through focus groups, using an iterative design approach. The focus groups participants’ inputs were integrated in the design and helped with the graphic elements’ evolution, allowing the project to maintain a coherent strategy in all its representations that exceeds its graphic language and a deeper identification with the developed artefacts.

ACS Style

Pedro Beça; Mónica Aresta; Rita Santos; Ana Isabel Veloso; Gonçalo Gomes; Mariana Pereira. Supporting the Game Construction Process: Development of Artefacts in the Context of a Toolkit to Game Design. Communications in Computer and Information Science 2019, 99 -110.

AMA Style

Pedro Beça, Mónica Aresta, Rita Santos, Ana Isabel Veloso, Gonçalo Gomes, Mariana Pereira. Supporting the Game Construction Process: Development of Artefacts in the Context of a Toolkit to Game Design. Communications in Computer and Information Science. 2019; ():99-110.

Chicago/Turabian Style

Pedro Beça; Mónica Aresta; Rita Santos; Ana Isabel Veloso; Gonçalo Gomes; Mariana Pereira. 2019. "Supporting the Game Construction Process: Development of Artefacts in the Context of a Toolkit to Game Design." Communications in Computer and Information Science , no. : 99-110.

Journal article
Published: 23 July 2019 in Sustainability
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The rise of Instagram, as the fastest growing social network in Spain and Portugal, and its incorporation into the communication strategies of beauty and fashion brands have posed some risks for younger followers in relation to the development of identity and self-esteem. A physical appearance acceptance movement has also begun, based on interaction with images, on which the social network is also based. The purpose of this research was to determine how attention is paid to fashion promotion and to the awareness of physical appearance acceptance by curvy influencers in comparison with communications by fashion brands on Instagram. The quantitative and qualitative methodology is based on the use of a biometric eye tracking technique applied to a sample of 120 participants from Spain and Portugal, matching the profile of the main users of Instagram: urban university women under 25 years old with an interest in fashion, and a self-perception as a curvy woman. The results point to more attention focused on the imperfections for which curvy influencers are raising awareness than on the fashion they promote when these awareness factors are more visible, as well as more attention focused on the fashion accessories worn by curvy brand models than those worn by the influencers, with specific and significant differences between Spanish and Portuguese audiences.

ACS Style

Luis Mañas-Viniegra; Ana-Isabel Veloso; Ubaldo Cuesta. Fashion Promotion on Instagram with Eye Tracking: Curvy Girl Influencers Versus Fashion Brands in Spain and Portugal. Sustainability 2019, 11, 3977 .

AMA Style

Luis Mañas-Viniegra, Ana-Isabel Veloso, Ubaldo Cuesta. Fashion Promotion on Instagram with Eye Tracking: Curvy Girl Influencers Versus Fashion Brands in Spain and Portugal. Sustainability. 2019; 11 (14):3977.

Chicago/Turabian Style

Luis Mañas-Viniegra; Ana-Isabel Veloso; Ubaldo Cuesta. 2019. "Fashion Promotion on Instagram with Eye Tracking: Curvy Girl Influencers Versus Fashion Brands in Spain and Portugal." Sustainability 11, no. 14: 3977.

Conference paper
Published: 08 June 2019 in Transactions on Petri Nets and Other Models of Concurrency XV
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Digital games are frequently described as media that can be crucial in strengthening relationships, enhancing cognitive skills and providing social support. Although considerable empirical research on the use of digital games in youth and stereotypes on gender or ethnicity has been widely covered, there have been few studies on age stereotyping in the game context. In addition, this type of stereotype – game-ageism is likely to negatively affect age identity and intergroup communication amongst players, which could hinder to bridge the gap between different generations. Drawn on a literature review, this position paper introduces the concept of game-ageism as an age stereotype that is still set in our game culture. It also seeks to remedy this problem by suggesting an opposite ideological movement – age-gameism that refers to widening the audience of the game industry to all ages. In general, this paper offers a contribution in the field of media and society by highlighting the need for developing games for all ages, encouraging a positive age identity, enhancing intergroup communication and a heterogeneous game culture.

ACS Style

Liliana Vale Costa; Ana Isabel Veloso; Eugène Loos. Age Stereotyping in the Game Context: Introducing the Game-Ageism and Age-Gameism Phenomena. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 245 -255.

AMA Style

Liliana Vale Costa, Ana Isabel Veloso, Eugène Loos. Age Stereotyping in the Game Context: Introducing the Game-Ageism and Age-Gameism Phenomena. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():245-255.

Chicago/Turabian Style

Liliana Vale Costa; Ana Isabel Veloso; Eugène Loos. 2019. "Age Stereotyping in the Game Context: Introducing the Game-Ageism and Age-Gameism Phenomena." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 245-255.

Conference paper
Published: 08 June 2019 in Transactions on Petri Nets and Other Models of Concurrency XV
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In the context of Information and Communication Technologies (ICT), there is clearly a great difficulty in persuading older people to use them, particularly those with low digital literacy. This reality is mainly due to their lack of access opportunities, physical and psycho-sociological individual characteristics, and by the functionality of technology. Even though many older people are still digitally-excluded, the number of who are willing to use ICT is increasing. Older people aren’t afraid to try new technology when they see a clear benefit. This study focuses on the analysis of empirical projects, solutions and/or experiences, national and international, guided to the applicability of tools to support the use of technological tools and services by older adults. The main goal is to draw up some guidelines for designing tools that can facilitate the older adults’ use of the miOne community. MiOne is an online community created under the project SEDUCE 2.0 - Use of Communication and Information in the miOne online community by senior citizen. Relevant electronic databases were searched using the following keywords, in Portuguese and English language: help tutorial, video tutorial, multimedia tutorial, older adults, and help tools. Findings suggest some recommendations for the adequate development of solutions that can help older users to use different ICT contexts.

ACS Style

Sónia Ferreira; Ana Isabel Veloso. Older Adults in ICT Contexts: Recommendations for Developing Tutorials. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 376 -387.

AMA Style

Sónia Ferreira, Ana Isabel Veloso. Older Adults in ICT Contexts: Recommendations for Developing Tutorials. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():376-387.

Chicago/Turabian Style

Sónia Ferreira; Ana Isabel Veloso. 2019. "Older Adults in ICT Contexts: Recommendations for Developing Tutorials." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 376-387.

Conference paper
Published: 08 June 2019 in Transactions on Petri Nets and Other Models of Concurrency XV
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This paper presents the methods and approaches used in the process of branding an online community for older adults, by actively involving them in its development. It starts by presenting a synthesis of the literature available on the naming and branding processes, the older adults’ characteristics, and relevant participatory design methods used. Then, it presents the participatory branding process, mainly supported by a focus group workshop held with 10 older adults aged 50 and over. The participation of the older adults allowed us to embed their values and identity into the generation of a more familiar brand name, positive values and clearer messaging. Although additional testing with different focus groups is required (e.g. other age range, different ICT skills, or literacy), the results imply that the brand resonates with the target audience.

ACS Style

Pedro Amado; Liliana Vale Costa; Ana Isabel Veloso. Methods and Strategies for Involving Older Adults in Branding an Online Community: The miOne Case Study. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 3 -19.

AMA Style

Pedro Amado, Liliana Vale Costa, Ana Isabel Veloso. Methods and Strategies for Involving Older Adults in Branding an Online Community: The miOne Case Study. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():3-19.

Chicago/Turabian Style

Pedro Amado; Liliana Vale Costa; Ana Isabel Veloso. 2019. "Methods and Strategies for Involving Older Adults in Branding an Online Community: The miOne Case Study." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 3-19.

Conference paper
Published: 08 June 2019 in Transactions on Petri Nets and Other Models of Concurrency XV
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The aim of this study is to explore the main aspects that affect pre/during and post-learning experiences in later age. Specifically, the study examined the problems adult learners encountered in learning how to use digital technologies, accessibility in learning and strategies to enhance technology-based learning experiences that take into account the ageing process. Eighty-one learners from learning organizations in the North of Portugal (Community-dwelling older adults, Short-time Courses and Universities of Third Age) participated in this study. The participants attended a set of learning sessions related with the use of digital devices and data were collected from observation notes and group interviewing. Results suggest that there is a variety of prominent aspects that can affect pre-/during and post-learning experiences in later age that include the access to technology, time availability for learning and lack of on-demand learning instructions. A set of recommendations to design technology-based learning experience that takes the ageing process into account is proposed and lessons from the study are discussed.

ACS Style

Ana Isabel Veloso; Liliana Vale Costa; Célia Soares; Sónia Ferreira. Strategies to Enhance Technology-Based Learning Experiences in Older Adults: A Field Study. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 588 -601.

AMA Style

Ana Isabel Veloso, Liliana Vale Costa, Célia Soares, Sónia Ferreira. Strategies to Enhance Technology-Based Learning Experiences in Older Adults: A Field Study. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():588-601.

Chicago/Turabian Style

Ana Isabel Veloso; Liliana Vale Costa; Célia Soares; Sónia Ferreira. 2019. "Strategies to Enhance Technology-Based Learning Experiences in Older Adults: A Field Study." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 588-601.

Review
Published: 01 June 2019 in 2019 14th Iberian Conference on Information Systems and Technologies (CISTI)
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ACS Style

Jesse Nery Filho; Ana Isabel Veloso. Location-Based Games on Active Aging: A Systematic Review. 2019 14th Iberian Conference on Information Systems and Technologies (CISTI) 2019, 1 .

AMA Style

Jesse Nery Filho, Ana Isabel Veloso. Location-Based Games on Active Aging: A Systematic Review. 2019 14th Iberian Conference on Information Systems and Technologies (CISTI). 2019; ():1.

Chicago/Turabian Style

Jesse Nery Filho; Ana Isabel Veloso. 2019. "Location-Based Games on Active Aging: A Systematic Review." 2019 14th Iberian Conference on Information Systems and Technologies (CISTI) , no. : 1.

Conference paper
Published: 01 June 2019 in 2019 14th Iberian Conference on Information Systems and Technologies (CISTI)
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ACS Style

Jose Dias; Ana Isabel Veloso; Tania Ribeiro. “A Priest in the Air”. 2019 14th Iberian Conference on Information Systems and Technologies (CISTI) 2019, 1 .

AMA Style

Jose Dias, Ana Isabel Veloso, Tania Ribeiro. “A Priest in the Air”. 2019 14th Iberian Conference on Information Systems and Technologies (CISTI). 2019; ():1.

Chicago/Turabian Style

Jose Dias; Ana Isabel Veloso; Tania Ribeiro. 2019. "“A Priest in the Air”." 2019 14th Iberian Conference on Information Systems and Technologies (CISTI) , no. : 1.