Florian Brühlmann

Orcid: 0000-0001-8945-3273

According to our database1, Florian Brühlmann authored at least 29 papers between 2013 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
To Trust or Distrust Trust Measures: Validating Questionnaires for Trust in AI.
CoRR, 2024

2023
The psychology of esports players' <i>ELO Hell</i>: Motivated bias in <i>League of Legends</i> and its impact on players' overestimation of skill.
Comput. Hum. Behav., October, 2023

How compliance with web accessibility standards shapes the experiences of users with and without disabilities.
Int. J. Hum. Comput. Stud., 2023

Exploring the effects of human-centered AI explanations on trust and reliance.
Frontiers Comput. Sci., 2023

Is a Mean Difference of 0.46 Relevant? Towards Determining the Smallest Effect Size of Interest for Visual Aesthetics of Websites.
CoRR, 2023

Certification Labels for Trustworthy AI: Insights From an Empirical Mixed-Method Study.
Proceedings of the 2023 ACM Conference on Fairness, Accountability, and Transparency, 2023

Certification Labels for Trustworthy AI.
Proceedings of the 2nd European Workshop on Algorithmic Fairness, 2023

Trust Issues with Trust Scales: Examining the Psychometric Quality of Trust Measures in the Context of AI.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Breaking immersion: A theoretical framework of alienated play to facilitate critical reflection on interactive media.
Frontiers Virtual Real., 2022

Trust and Reliance in XAI - Distinguishing Between Attitudinal and Behavioral Measures.
CoRR, 2022

LoL, Why Do You Even Play? Validating the Motives for Online Gaming Questionnaire in the Context of League of Legends.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Independent Validation of the Video Game Dispositional Flow Scale With League of Legends Players.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

2021
Transparency in Measurement Reporting: A Systematic Literature Review of CHI PLAY.
Proc. ACM Hum. Comput. Interact., 2021

WhatsApp for mobile learning. Effects on knowledge, resilience and isolation in the school-to-work transition.
Internet High. Educ., 2021

Measuring Players' Experience of Need Satisfaction in Digital Games: An Analysis of the Factor Structure of the UPEQ.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

How WEIRD is CHI?
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
How Web Professionals Perceive Web Accessibility in Practice: Active Roles, Process Phases and Key Disabilities.
Proceedings of the Computers Helping People with Special Needs, 2020

My Train Talks to Me: Participatory Design of a Mobile App for Travellers with Visual Impairments.
Proceedings of the Computers Helping People with Special Needs, 2020

2019
Salient beliefs influencing the intention to consider Web Accessibility.
Comput. Hum. Behav., 2019

Facilitating professional mobile learning communities with instant messaging.
Comput. Educ., 2019

2018
How to Use Plain and Easy-to-Read Language for a Positive User Experience on Websites.
Proceedings of the Computers Helping People with Special Needs, 2018

Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting Practice.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Measuring the "Why" of Interaction: Development and Validation of the User Motivation Inventory (UMI).
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Towards understanding the effects of individual gamification elements on intrinsic motivation and performance.
Comput. Hum. Behav., 2017

A Good Reason to Die: How Avatar Death and High Challenges Enable Positive Experiences.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Measuring user rated language quality: Development and validation of the user interface Language Quality Survey (LQS).
Int. J. Hum. Comput. Stud., 2016

2015
How to Measure the Game Experience?: Analysis of the Factor Structure of Two Questionnaires.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

2013
Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements.
Proceedings of the First International Conference on Gameful Design, 2013

Disassembling gamification: the effects of points and meaning on user motivation and performance.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013


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