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Dive into the research topics where Julia Brich is active.

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Featured researches published by Julia Brich.


ACM Transactions on Computer-Human Interaction | 2017

Exploring End User Programming Needs in Home Automation

Julia Brich; Marcel Walch; Michael Rietzler; Michael Weber; Florian Schaub

Home automation faces the challenge of providing ubiquitous, unobtrusive services while empowering users with approachable configuration interfaces. These interfaces need to provide sufficient expressiveness to support complex automation, and notations need to be devised that enable less tech-savvy users to express such scenarios. Rule-based and process-oriented paradigms have emerged as opposing ends of the spectrum; however, their underlying concepts have not been studied comparatively. We report on a contextual inquiry study in which we collected qualitative data from 18 participants in 12 households on the current potential and acceptance of home automation, as well as explored the respective benefits and drawbacks of these two notation paradigms for end users. Results show that rule-based notations are sufficient for simple automation tasks but not flexible enough for more complex use cases. The resulting insights can inform the design of interfaces for smart homes to enable usable real-world home automation for end users.


Serious Games and Edutainment Applications | 2017

Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games

Claudia Schrader; Julia Brich; Julian Frommel; Valentin Riemer; Katja Rogers

Serious games are steadily becoming a powerful tool for educational purposes as their challenging characteristics are suggested to make them particularly appealing to learn with. This challenging nature, however, comes at a price, namely, the need to maintain the optimal balance according to players’ emotional experiences. By focusing on players’ emotions as main player characteristic considered to be important for learning processes and performance, this chapter surveys empirical research and current game development that contributes to an emotion-adaptive framework for games. The goal of this chapter is to clarify the importance of continuously adjusting game characteristics to players’ emotional states. As the interaction between game characteristics and players’ emotions highlights the need for continuously assessing at what point gameplay becomes more or less positively or negatively affected, methods for emotion recognition are presented. A summary of adaptable game design elements as well as implementation methods for adaptivity are provided.


intelligent environments | 2015

Mobile Augmented Reality as an Orientation Aid: A Scavenger Hunt Prototype

Katja Rogers; Julian Frommel; Larissa Breier; Sinan Celik; Harry Kramer; Stefan Kreidel; Julia Brich; Valentin Riemer; Claudia Schrader

Orientation in public environments is a critical skill for new arrivals, yet also one that is usually only learned gradually through trial and error. This paper suggests the use of pervasive augmented reality (AR) for the design of a serious game that teaches navigational skills in a public environment. Many AR scavenger hunt games confront players with new environments by default, however they rarely focus explicitly on teaching navigational skills. We propose a concept that utilises augmented reality techniques for increased immersion and motivation, while upholding the real-world sense of presence for an easy transfer of orientation skills to everyday life. For this purpose, we implemented a first prototypical serious game in the form of an AR scavenger hunt. A preliminary evaluation regarding its usability produced promising results. As such, the prototype constitutes a first proof of concept. In future iterations, it will be further developed as an adaptive AR serious game, and evaluated in respect to its efficacy in teaching orientation and navigation skills.


The Visual Computer | 2017

LiverDefense: how to employ a tower defense game as a customisable research tool

Julia Brich; Katja Rogers; Julian Frommel; Martin Weidhaas; Adrian Brückner; Sarah Mirabile; Tamara Dorn; Valentin Riemer; Claudia Schrader; Michael Weber

In game-related research, it is often necessary to create different versions of a game prototype and gather information about players. To make this possible even for non-programmers, we present LiverDefense, an educational Tower Defense game about the basic functions of the human liver, which can be used as a customisable research tool. LiverDefense can be customised via human-readable XML files both in its degree of difficulty and the content of Likert scale questionnaires to be presented to the player. As a proof of concept, LiverDefense has been successfully employed in a psychological study focused on exploring the effect of perceived control over gameplay on players’ emotions. We report on the analysis of this study with regard to enjoyment and frustration and the resulting insights on using LiverDefense as a customisable research tool.


annual symposium on computer human interaction in play | 2017

Motivational Game Design Factors In Player-Game Adaptivity

Julia Brich

Games have a high potential to motivate players and facilitate engagement. However, the motivational effects of particular game design elements have not been established. The goal of this work is to research these effects and employ them in an adaptive system aimed at maximising intrinsic motivation for different kinds of players.


intelligent environments | 2016

Ubidoo: Embedded Multi-room, Multi-user Tracking

Benjamin Schmitz; Sven Stamm; Julia Brich

We present Ubidoo, a home automation system that is able to fuse information from a variety of sensors and use logical inference to trigger appropriate actions based on observed events. The prototype is capable of tracking and identifying multiple users within a domestic setting, resolving ambiguous situations that occur when users cross ways. The system is applied to keep track of multimedia playback on a users device, with the capability of rerouting it to the users current location.


1st Joint International Conference on Serious Games (JCSG) | 2015

LiverDefense: An Educational Tower Defense Game as an Evaluation Platform

Julia Brich; Julian Frommel; Katja Rogers; Adrian Brückner; Martin Weidhaas; Tamara Dorn; Sarah Mirabile; Valentin Riemer; Claudia Schrader; Michael Weber

This paper presents LiverDefense, an educational tower defense game illustrating the basic functions of the human liver. LiverDefense can be adapted with regard to its degree of difficulty via XML input files. Thus, researchers without programming skills can customize the game easily according to their needs. As such, it was tested in a user study to explore the effect of perceived control settings on players’ affective states, and learning outcomes.


annual symposium on computer-human interaction in play | 2015

Integrated Questionnaires: Maintaining Presence in Game Environments for Self-Reported Data Acquisition

Julian Frommel; Katja Rogers; Julia Brich; Daniel Besserer; Leonard Bradatsch; Isabel Ortinau; Ramona Schabenberger; Valentin Riemer; Claudia Schrader; Michael Weber


international conference on games and virtual worlds for serious applications | 2015

LiverDefense: Using a Tower Defense Game as a Customisable Research Tool

Julia Brich; Katja Rogers; Julian Frommel; Martin Weidhaas; Adrian Brückner; Sarah Mirabile; Tamara Dorn; Valentin Riemer; Claudia Schrader; Michael Weber


annual symposium on computer-human interaction in play | 2017

The Effects of Context-Sensitive Tutorials in Virtual Reality Games

Julian Frommel; Kim Fahlbusch; Julia Brich; Michael Weber

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