Carolien Rieffe

dblp:251/3593 · DBLP profile ↗
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6ranked-venue papers
0as first author
6since 2021 · last 2026
0000-0002-7584-6698ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 3 · 3 since 2021Databases, data management, data science and information retrieval · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Going Beyond the I With CI: an Interview-based Design Space
abstract
Deaf and hard-of-hearing (DHH) individuals using cochlear implants (CIs) often have regular jobs or enroll in mainstream education where they face complex social challenges. While first HCI interventions targeted this group's communication skills, or compensated for limited sound perception, we instead focused on experiential aspects like fatigue and feeling different from others. We moved beyond individual-focused design by engaging interaction-partners to share responsibility for overcoming social barriers. This work identifies generative, intermediate-level design knowledge, addressing common interaction-level challenges. A design-oriented, thematic analysis of interviews with 14 CI users revealed four subsequent themes: invisible, shifting hearing demands; misunderstandings and social impact; strategies for managing interaction barriers; and emotional, relational costs. Mapping these themes to HCI concepts like seamfulness, social translucence, and proxemics highlights open-ended, concrete design opportunities that support socializing beyond functional access. Framing interaction success as shared responsibility broadens inclusive design discourse for DHH populations and wider disability design spaces.
Claudia Alessandra Libbi, Robby van Delden, H. Christiaan Stronks, Johan H. M. Frijns, Carolien Rieffe
CHI5
2025 SiamCircle: Trajectory Representation Learning in Free Settings
Maedeh Nasri, Mitra Baratchi, Alexander Koutamanis, Carolien Rieffe
IDA4
2024 T-DANTE: Detecting Group Behaviour in Spatio-Temporal Trajectories Using Context Information
Maedeh Nasri, Thomas Maliappis, Carolien Rieffe, Mitra Baratchi
IDA (2)3
2023 A GNN-Based Architecture for Group Detection from Spatio-Temporal Trajectory Data
Maedeh Nasri, Zhizhou Fang, Mitra Baratchi, Gwenn Englebienne, Shenghui Wang 0001, Alexander Koutamanis, Carolien Rieffe
IDA7
2022 Academic Games - Mapping the Use of Video Games in Research Contexts
abstract
Video games have been used as tools for non-entertainment purposes, including research contexts. This paper defines ‘academic games’ as games that are used and developed within academic institutions for the generation, evaluation, or dissemination of knowledge. Broad intentions related to this unique use of games are rarely explicitly discussed. When they are mentioned, they tend to be specific to an individual game’s implementation, or the field of study in which it is situated. This article maps the different fundamental purposes that motivate the use of games in research contexts: involvement as stimulus, intervention, incentive, or as modeling platform. A compact review of existing literature is provided, complemented by a discussion of different facets shaping the use of games in research contexts: the flow of information, the dependency between academic effort and game artifact, and the specificity that is required. This discussion is informed by the analysis of various example games from previous work. A research agenda for the future professionalization of academic game development and its discourse concludes the article.
Marcello A. Gómez Maureira, Max J. van Duijn, Carolien Rieffe, Aske Plaat
FDG3
2021 Level Design Patterns That Invoke Curiosity-Driven Exploration: An Empirical Study Across Multiple Conditions
abstract
Video games frequently feature 'open world' environments, designed to motivate exploration. Level design patterns are implemented to invoke curiosity and to guide player behavior. However, evidence of the efficacy of such patterns has remained theoretical. This study presents an empirical study of how level design patterns impact curiosity-driven exploration in a 3D open-world video game. 254 participants played a game in an empirical study using a between-subjects factorial design, testing 4 variables: presence or absence of patterns, goal or open-ended, nature and alien aesthetic, and assured or unassured compensation. Data collection consisted of in-game metrics and emotion word prompts as well as post-game questionnaires. Results show that design patterns invoke heightened exploration, but this effect is influenced by the presence of an explicit goal or monetary compensation. There appear to be many motivations behind exploratory behavior in games, with patterns raising expectations in players. A disposition for curiosity (i.e. 'trait curiosity') was not found to influence exploration. We interpret and discuss the impact of the conditions, individual patterns, and player motivations.
Marcello A. Gómez Maureira, Isabelle Kniestedt, Max J. van Duijn, Carolien Rieffe, Aske Plaat
Proc. ACM Hum. Comput. Interact.4