Dr. Julian Frommel conducts research in human-computer interaction, contributing to several focus areas. His overall research goal is to contribute to the theoretical understanding and the design and implementation of interactive systems that provide enjoyable, meaningful, and healthy experiences for users. This involves assessing and modeling user states to predict when experiences go awry, building and leveraging insights from games user and player experience research as a foundation for a holistic understanding of enjoyable and meaningful digital experiences, implementing and validating novel interaction concepts for solving problems inherent to novel technology and to enable suitable and enjoyable experiences, and studying social interactions between users to address the human factors of negative experiences, such as toxicity. His research also investigates how interactive systems can help mitigate their negative outcomes in adaptivity and intervention approaches.
For more information please refer to his personal website.
(2021) Gathering Self-Report Data in Games through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy, Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Virtual: ACM
(2021) Assessing Social Anxiety Through Digital Biomarkers Embedded in a Gaming Task, Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Virtual: ACM
(2021) Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming, Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, Virtual: ACM
(2020) Towards progress assessment for adaptive hints in educational virtual reality games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3334480.3382789
(2020) ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted Displays, doi:10.1145/3379337.3415843
(2020) How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing, Frontiers in Psychology 11, doi:10.3389/fpsyg.2020.02165
(2020) Recognizing Affiliation: Using Behavioural Traces to Predict the Quality of Social Interactions in Online Games, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3313831.3376446
(2019) Exploring Interaction Fidelity in Virtual Reality, doi:10.1145/3290605.3300644
(2019) MirrorMe: Increasing prosocial behaviour in public transport, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3290607.3312961
(2019) Take back control: Effects of player influence on procedural level generation, CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3341215.3356288
(2019) Exploring interaction fidelity in virtual reality: Object manipulation and whole-body movements, Conference on Human Factors in Computing Systems - Proceedings, doi:10.1145/3290605.3300644
(2018) Conveying the perception of kinesthetic feedback in virtual reality using state-of-the-art hardware, Conference on Human Factors in Computing Systems - Proceedings 2018-April, doi:10.1145/3173574.3174034
(2018) A Demonstration of ShareVR: Co-Located Experiences for Virtual Reality between HMD and Non-HMD Users, 25th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2018 - Proceedings, doi:10.1109/VR.2018.8446551
(2018) KickAR: Exploring game balancing through boosts and handicaps in augmented reality table football, Conference on Human Factors in Computing Systems - Proceedings 2018-April, doi:10.1145/3173574.3173740
(2018) Towards Emotion-based Adaptive Games: Emotion recognition via input and performance features, CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3242671.3242672
(2018) A demonstration of VRSpinning: Exploring the design space of a 1D rotation platform to increase the perception of self-motion in VR, UIST 2018 Adjunct - Adjunct Publication of the 31st Annual ACM Symposium on User Interface Software and Technology, doi:10.1145/3266037.3271645
(2018) Emotion-based Dynamic Difficulty Adjustment Using Parameterized Difficulty and Self-Reports of Emotion, CHI PLAY 2018 - Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3242671.3242682
(2018) VRSpinning: Exploring the design space of a 1D rotation platform to increase the perception of self-motion in VR, DIS 2018 - Proceedings of the 2018 Designing Interactive Systems Conference, doi:10.1145/3196709.3196755
(2018) Combining a data-driven and a theory-based approach to generate culture-dependent behaviours for virtual characters, Intelligent Systems Reference Library 134, doi:10.1007/978-3-319-67024-9_6
(2018) Towards Emotion-based Adaptive Games, doi:10.1145/3242671.3242672
(2017) ShareVR: Enabling co-located experiences for virtual reality between HMD and Non-HMD users, Conference on Human Factors in Computing Systems - Proceedings 2017-May, doi:10.1145/3025453.3025683
(2017) Identifying features of bodily expression as indicators of emotional experience during multimedia learning, Frontiers in Psychology 8(JUL), doi:10.3389/fpsyg.2017.01303
(2017) Evaluating VR driving simulation from a player experience perspective, Conference on Human Factors in Computing Systems - Proceedings Part F127655, doi:10.1145/3027063.3053202
(2017) Effects of controller-based locomotion on player experience in a virtual reality exploration game, ACM International Conference Proceeding Series Part F130151, doi:10.1145/3102071.3102082
(2017) Rising to the challenge: An emotion-driven approach toward adaptive serious games, Serious Games and Edutainment Applications: Volume II, doi:10.1007/978-3-319-51645-5_1
(2017) The effects of context-sensitive tutorials in virtual reality games, CHI PLAY 2017 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/3116595.3116610
(2017) CanTouchThis: Examining the effect of physical contact in a mobile multiplayer game, Conference on Human Factors in Computing Systems - Proceedings Part F127655, doi:10.1145/3027063.3053087
(2017) LiverDefense: how to employ a tower defense game as a customisable research tool, Visual Computer 33(4), doi:10.1007/s00371-016-1314-0
(2016) 2084 - Safe New World: Designing ubiquitous interactions, CHI PLAY 2016 - Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2967934.2968087
(2016) Modeling and Evaluating a Bayesian Network of Culture-Dependent Behaviors, Proceedings - 2015 International Conference on Culture and Computing, Culture and Computing 2015, doi:10.1109/Culture.and.Computing.2015.30
(2015) Integrated questionnaires: Maintaining presence in game environments for self-reported data acquisition, CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, doi:10.1145/2793107.2793130
(2015) Liverdefense: An educational tower defense game as an evaluation platform, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) 9090, doi:10.1007/978-3-319-19126-3_17
(2015) Mobile Augmented Reality as an Orientation Aid: A Scavenger Hunt Prototype, Proceedings - 2015 International Conference on Intelligent Environments, IE 2015, doi:10.1109/IE.2015.37
(2015) LiverDefense: Using a Tower Defense Game as a Customisable Research Tool, VS-Games 2015 - 7th International Conference on Games and Virtual Worlds for Serious Applications, doi:10.1109/VS-GAMES.2015.7295779
(2014) A hybrid approach to model a Bayesian network of culture-specific behavior, 13th International Conference on Autonomous Agents and Multiagent Systems, AAMAS 2014 2