Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Ana Isabel Veloso is active.

Publication


Featured researches published by Ana Isabel Veloso.


Journal of Intergenerational Relationships | 2016

Being (grand) players: review of digital games and their potential to enhance intergenerational interactions.

Liliana Costa; Ana Isabel Veloso

ABSTRACT 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.


Educational Gerontology | 2015

Training Effects on Older Adults in Information and Communication Technologies Considering Psychosocial Variables

Sónia de Almeida Ferreira; Ana Torres; Óscar Mealha; Ana Isabel Veloso

The main aim of this study is to contribute knowledge about the impact of the use of information and communication technologies (ICT) on the self-concept, mood, and quality of life of institutionalized older adults in retirement homes and day care centers (Portuguese institutions). It also studies the influence of independent variables such as age; education; referral to the institution (own initiative, indicated by friends, indicated by family, indicated by social security); attendance schedule; and visits from family and friends. The study comprised 41 participants organized into two groups: 22 older adults in the ICT Group and 19 older adults in the Passive Control Group. There were three evaluation periods: before the onset of intervention and 11 and 22 months after intervention began. The results demonstrate that involvement with information and communication technologies produced positive effects on older adults’ social behavior and their self-perception of physical and environment facets of quality of life. Moreover, they suggest that there is a relationship between psychosocial variables and independent variables.


Education and Information Technologies | 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

Rosana Margarida Couceiro; Marina Papastergiou; Maria Kordaki; Ana Isabel Veloso

This study addresses the learning of Information and Communication Technologies (ICT) concepts by physical education and sport science students through a computer game. Its aims are: (a) the design of the prototype of a computer game aimed at supporting the development of an appropriate mental model about how a computer works by the students, and (b) the evaluation of the impact of the use of this prototype on students as to appeal, basic usability issues and learning outcomes. The most significant elements of the game prototype (narrative, characters, interface, scenarios, puzzles, gameplay) are presented in connection with the constructivist learning principles that guided the game design. A hundred and three (103) physical education and sport science students participated in the evaluation of the game prototype, which was conducted through pretest and posttest written questionnaires that elicited both quantitative and qualitative data. The data analysis showed that the game prototype was well-accepted as an alternative learning tool for ICT, compared to traditional learning tools, and that most game elements elicited average to positive responses from the students. It was also found that the game prototype had a significant positive effect on students’ knowledge regarding the concepts of input, program, output and their interplay, and that it helped certain students overcome their misconceptions and form more scientifically acceptable and elaborate mental conceptions about basic functions of a computer. Future improvements and extensions to the game as well as future research perspectives are discussed on the basis of the findings.


International Journal of Technology and Human Interaction | 2016

Factors Influencing the Adoption of Video Games in Late Adulthood: A Survey of Older Adult Gamers

Liliana Vale Costa; 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.


2012 16th International Conference on Information Visualisation | 2012

A Video Game Level Analysis Model Proposal

Samuel Almeida; Ana Isabel Veloso; Óscar Mealha; Licinio Roque; Arnaldo Moura

This paper presents a preliminary model proposal for the analysis of video game level scenarios consisting of four elements: video game, players, metrics, and gaming experience. The selection of parameters from each of these elements defines a specific video game level analysis context. Initial validation of the model is being carried out with a First-person shooter video game and selected metrics (including eye movement behavior) to understand player behavior (both interactive and visual) within a game level. An additional analysis technique based on visual representation techniques applied in this validation context is also described. After validated, this model may be applied in the analysis of player behavior in game levels, in several different situations predicted in the model itself. Information acquired from the application of this model may posteriorly be used in the design (or redesign) of game levels and scenarios driven for optimal use which should generate a greater gaming experience.


International Conference on Immersive Learning | 2017

Demystifying Ageing Bias Through Learning

Liliana Vale Costa; Ana Isabel Veloso

Ageing bias is still one of the major concerns in current society that is likely to lead to misunderstandings about the ageing process, denials and stereotypes that tend to have an impact on both illness prevention and health-behaviour changes. Although many technology-based learning solutions addressed to learners aged 50 and over have been proposed, there has been little discussion about the development of these solutions for prevention and health-behaviour changes in later adulthood. In addition, these solutions rarely take both participatory design techniques and the definition of active ageing into account. Thus, this paper describes the conceptualization process of a video-based online course about ‘Ageing well’ addressed to learners aged 50 and over of the Universities of Third Age. Perspectives on both strategies and elements for developing an online video-based course to encourage health-behaviour changes and a positive attitude towards the ageing process were sought. Thirty-three learners aged 50 and over were involved in the co-design process and the field research deployed an array of longitudinal methods, including participant observation, surveys and group discussions. This study suggests that the main strategies for developing an online course that takes these learners’ context into account should: (a) develop an audio-visual strategy that both triggers narrative immersion and at the same time make the learner familiar with the source of information (mentor’s credibility); (b) foster self-knowledge (“know thyself”); (c) reward task-management; and (d) build a community of practice.


Conference on Smart Learning Ecosystems and Regional Development | 2017

A Review of Proxemics in ‘Smart Game-Playing’

Liliana Vale Costa; Ana Isabel Veloso; Óscar Mealha

Recent developments in the game industry and in the paradigm of Internet of Things (IoT) have heightened the need for developing innovative solutions to foster movement-based interactions and bring people together in both physical and digital (phygital) environments. Although the existing knowledge on interaction design in game experience is quite extensive, little is known about proxemics in game design and how it can be explored to conceive “smart game-playing”. This paper reports on the use of proxemics in digital games and its utility in enhancing game-mediated interactions applied to ‘smart ecosystems’. Eight papers published between 2003 and 2016 in English-language publications related with proxemics in digital games were reviewed and met inclusion criteria. This review presents a set of recommendations for applying proxemics in game-mediated interactions and; discusses its role in enabling informational literacy to foster smart learning ecosystems.


Entertainment Computing | 2016

Video game scenery analysis with eye tracking

Samuel Almeida; Óscar Mealha; Ana Isabel Veloso

Abstract Information regarding player behavior can provide valuable insight for game development and evaluation purposes. In a game level, player behavior may shed light regarding several aspects of the overall design of the level. This paper presents a method proposal for player behavior analysis within a game level, based on interactive (player movement) and visual (eye movement) behavior data. The proposed method is demonstrated within a specific context, using a popular first-person shooter video game and a predefined group of players. The data collected during the demonstration was represented with an information visualization technique and is further discussed. The representation technique applied uses game level maps to represent areas that were explored by players with greater or less intensity. The concept of efficiency according to game/level designer and players is also discussed, considering collected data. With the results of this work and method proposal, game and level designers can better grasp how players visualize and interact with video game level scenery.


Behaviour & Information Technology | 2018

Games for Active Ageing, Wellbeing and Quality of Life: A Pilot Study

Liliana Costa; Ana Isabel Veloso; Michael Loizou; Sylvester Arnab

ABSTRACT 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.


2016 1st International Conference on Technology and Innovation in Sports, Health and Wellbeing (TISHW) | 2016

Social games and different generations: A heuristic evaluation of Candy Crush Saga

Ana Carla Amaro; Ana Isabel Veloso; Lídia Oliveira

This paper presents the results of a heuristic evaluation of Candy Crush Saga, considering Usability, Playability, Accessibility and Sociability categories and with a special focus on the game adaptation to different generations and to intergenerational interactions and communication. The heuristic inspection was performed by 16 evaluators and was based in a model with 4 inspection categories and a total of 57 heuristics. Results suggest that improvements can be made and the game is only partially adapted to different generations.

Collaboration


Dive into the Ana Isabel Veloso's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge