Julian Frommel
Orcid: 0000-0001-8783-7783Affiliations:
- Utrecht University, The Netherlands
According to our database1,
Julian Frommel
authored at least 62 papers
between 2014 and 2024.
Collaborative distances:
Collaborative distances:
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Bibliography
2024
Proceedings of the Adjunct Proceedings of the 32nd ACM Conference on User Modeling, 2024
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Building Creative Strategies and Solutions to Promote Benefits While Mitigating Harms of Video Games: A Workshop at CHI PLAY 2024.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Personalized Matchmaking Restrictions for Reduced Exposure to Toxicity: Preliminary Insights from an Interview Study.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
DungeonMaker: Embedding Tangible Creation and Destruction in Hybrid Board Games through Personal Fabrication Technology.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Novel Approaches for Understanding and Mitigating Emerging New Harms in Immersive and Embodied Virtual Spaces: A Workshop at CHI 2024.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Effects of a Gaze-Based 2D Platform Game on User Enjoyment, Perceived Competence, and Digital Eye Strain.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Was it Real or Virtual? Confirming the Occurrence and Explaining Causes of Memory Source Confusion between Reality and Virtual Reality.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
2023
Games Res. Pract., December, 2023
IEEE Trans. Games, March, 2023
Proc. ACM Hum. Comput. Interact., 2023
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
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
IEEE Trans. Games, 2022
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
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
Proceedings of the FDG'21: The 16th International Conference on the Foundations of Digital Games 2021, 2021
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
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
2020
PhD thesis, 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
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
2019
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
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
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
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
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
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
Proceedings of the Serious Games and Edutainment Applications, Volume II, 2017
2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
2015
Proceedings of the 7th International Conference on Games and Virtual Worlds for Serious Applications, 2015
Proceedings of the Serious Games - First Joint International Conference, 2015
Proceedings of the 2015 International Conference on Intelligent Environments, 2015
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
Proceedings of the International conference on Autonomous Agents and Multi-Agent Systems, 2014