Julian Frommel

Orcid: 0000-0001-8783-7783

Affiliations:
  • Utrecht University, The Netherlands


According to our database1, Julian Frommel authored at least 53 papers between 2014 and 2024.

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Timeline

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Bibliography

2024
DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication Technology.
CoRR, 2024

2023
Individual Control over Exposure to Combat Toxicity in Games.
Games Res. Pract., December, 2023

Using Evolutionary Algorithms to Target Complexity Levels in Game Economies.
IEEE Trans. Games, March, 2023

Prospective Passion and Social Capital within DotA 2 Players.
Proc. ACM Hum. Comput. Interact., 2023

UCAI 2023: Workshop on User-Centered Artificial Intelligence.
Proceedings of the Mensch und Computer 2023, 2023

Help, My Game Is Toxic! First Insights from a Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Workshop on Understanding and Combating the Problematic Side of Play.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Combating Toxicity, Harassment, and Abuse in Online Social Spaces: A Workshop at CHI 2023.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
"Bad Vibrations": Sensing Toxicity From In-Game Audio Features.
IEEE Trans. Games, 2022

Feeling Good and In Control: In-game Tools to Support Targets of Toxicity.
Proc. ACM Hum. Comput. Interact., 2022

Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games.
Proc. ACM Hum. Comput. Interact., 2022

Enhanced Esports: Community Perspectives on Performance Enhancers in Competitive Gaming.
Proc. ACM Hum. Comput. Interact., 2022

Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being.
Cyberpsychology Behav. Soc. Netw., 2022

Effective Toxicity Prediction in Online Multiplayer Gaming: Four Obstacles to Making Approaches Usable.
Proceedings of the Mensch und Computer 2022 - Workshopband, Darmstadt, Germany, September 4, 2022

Challenges to Combating Toxicity and Harassment in Multiplayer Games: Involving the HCI Games Research Community.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

(Don't) stand by me: How trait psychopathy and NPC emotion influence player perceptions, verbal responses, and movement behaviours in a gaming task.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Identifying Commercial Games with Therapeutic Potential through a Content Analysis of Steam Reviews.
Proc. ACM Hum. Comput. Interact., 2021

The Potential of Video Game Streaming as Exposure Therapy for Social Anxiety.
Proc. ACM Hum. Comput. Interact., 2021

To Be or Not to Be Stuck, or Is It a Continuum?: A Systematic Literature Review on the Concept of Being Stuck in Games.
Proc. ACM Hum. Comput. Interact., 2021

The Struggle is Spiel: On Failure and Success in Games.
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021

Predicting Beliefs from NPC Dialogues.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Assessing Social Anxiety Through Digital Biomarkers Embedded in a Gaming Task.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Don't You Know That You're Toxic: Normalization of Toxicity in Online Gaming.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Player state assessment: enabling unobtrusive integration and adaptive games
PhD thesis, 2020

Modeling Behaviour to Predict User State: Self-Reports as Ground Truth.
CoRR, 2020

ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted Displays.
Proceedings of the UIST '20: The 33rd Annual ACM Symposium on User Interface Software and Technology, 2020

Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Towards Progress Assessment for Adaptive Hints in Educational Virtual Reality Games.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

2019
Take Back Control: Effects of Player Influence on Procedural Level Generation.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Exploring Interaction Fidelity in Virtual Reality: Object Manipulation and Whole-Body Movements.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

MirrorMe: Increasing Prosocial Behaviour in Public Transport.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
A Demonstration of ShareVR: Co-Located Experiences for Virtual Reality Between HMD and Non-HMD Users.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

A Demonstration of VRSpinning: Exploring the Design Space of a 1D Rotation Platform to Increase the Perception of Self-Motion in VR.
Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology Adjunct Proceedings, 2018

Towards Emotion-based Adaptive Games: Emotion Recognition Via Input and Performance Features.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

Emotion-based Dynamic Difficulty Adjustment Using Parameterized Difficulty and Self-Reports of Emotion.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Conveying the Perception of Kinesthetic Feedback in Virtual Reality using State-of-the-Art Hardware.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

VRSpinning: Exploring the Design Space of a 1D Rotation Platform to Increase the Perception of Self-Motion in VR.
Proceedings of the 2018 on Designing Interactive Systems Conference 2018, 2018

2017
LiverDefense: how to employ a tower defense game as a customisable research tool.
Vis. Comput., 2017

Effects of controller-based locomotion on player experience in a virtual reality exploration game.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

The Effects of Context-Sensitive Tutorials in Virtual Reality Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Evaluating VR Driving Simulation from a Player Experience Perspective.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

ShareVR: Enabling Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

CanTouchThis: Examining the Effect of Physical Contact in a Mobile Multiplayer Game.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games.
Proceedings of the Serious Games and Edutainment Applications, Volume II, 2017

2016
2084 - Safe New World: Designing Ubiquitous Interactions.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2015
LiverDefense: Using a Tower Defense Game as a Customisable Research Tool.
Proceedings of the 7th International Conference on Games and Virtual Worlds for Serious Applications, 2015

LiverDefense: An Educational Tower Defense Game as an Evaluation Platform.
Proceedings of the Serious Games - First Joint International Conference, 2015

Mobile Augmented Reality as an Orientation Aid: A Scavenger Hunt Prototype.
Proceedings of the 2015 International Conference on Intelligent Environments, 2015

Modeling and Evaluating a Bayesian Network of Culture-Dependent Behaviors.
Proceedings of the 2015 International Conference on Culture and Computing, 2015

Integrated Questionnaires: Maintaining Presence in Game Environments for Self-Reported Data Acquisition.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
A hybrid approach to model a bayesian network of culture-specific behavior.
Proceedings of the International conference on Autonomous Agents and Multi-Agent Systems, 2014


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