Katja Rogers

ORCID: 0000-0002-5958-3576
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About
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Research Areas
  • Digital Games and Media
  • Educational Games and Gamification
  • Virtual Reality Applications and Impacts
  • Media Influence and Health
  • Innovative Human-Technology Interaction
  • Artificial Intelligence in Games
  • Flow Experience in Various Fields
  • Impact of Technology on Adolescents
  • Neuroscience and Music Perception
  • Music and Audio Processing
  • Music Technology and Sound Studies
  • Data Visualization and Analytics
  • Physical Activity and Health
  • Visual and Cognitive Learning Processes
  • Music Therapy and Health
  • AI in Service Interactions
  • Evolutionary Psychology and Human Behavior
  • Mind wandering and attention
  • Cardiovascular and exercise physiology
  • Tactile and Sensory Interactions
  • Teaching and Learning Programming
  • Aesthetic Perception and Analysis
  • Social Robot Interaction and HRI
  • Augmented Reality Applications
  • Interactive and Immersive Displays

University of Amsterdam
2023-2025

University of Waterloo
2020-2024

Amsterdam University of the Arts
2024

Universität Ulm
2013-2020

Abstract Formalized literature reviews are crucial in human–computer interaction (HCI) because they synthesize research and identify unsolved problems. However, current practices lack transparency when reporting details of a search. This restricts replicability. paper introduces the INSPIRE framework for HCI research. It focuses on search stage to support that prioritizes quality-of-fit question. was developed based guiding principles successful searches precautions advised by librarian...

10.1093/iwc/iwaf001 article EN cc-by Interacting with Computers 2025-02-01

Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack focus on attractiveness effectiveness, which should be addressed the levels body, controller, game scenario following a holistic design approach. To contribute to this topic as proof-of-concept, we designed ExerCube, an adaptive setup. We evaluated participants'...

10.1145/3290605.3300318 article EN 2019-04-29

The majority of HCI research in the field automotive interfaces and driver-vehicle interaction is conducted utilizing driving simulators. High-fidelity simulators are expensive; consequence, many researchers use consumer gaming hardware flat screens as an alternative. In recent years VR devices have become affordable applied already some studies. It has not been shown whether simulations can to increase immersion low-cost setups. We a pilot study with 20 participants using racing game...

10.1145/3027063.3053202 article EN 2017-05-01

Researchers reference realism in digital games without sufficient specificity. Without clarity about the dimensions of realism, we cannot assess how and when to aim for a higher degree lower suffices, or purposeful unrealism is ideal game can benefit player experience (PX). To address this conceptual gap, conducted systematic review using thematic synthesis distinguish between types currently found literature. We contribute qualitative themes that showcase contradictory design goals...

10.1145/3491102.3501875 article EN CHI Conference on Human Factors in Computing Systems 2022-04-28

Learning to play the piano is a prolonged challenge for novices. It requires them learn sheet music notation and its mapping respective keys, together with articulation details. Smooth playing further correct finger postures. The result slow learning progress, often causing frustration strain. To overcome these issues, we propose P.I.A.N.O., system interactive projection that facilitates fast process. Note information in form of an enhanced roll directly projected onto instrument allows...

10.1145/2669485.2669514 article EN 2014-11-16

Sound and virtual reality (VR) are two important output modalities for creating an immersive player experience (PX). While prior research suggests that sounds might contribute to a more in games played on screens mobile displays, there is not yet evidence of these effects sound PX VR. To address this, we conducted within-subjects experiment using commercial horror-adventure game study the VR monitor-display version same PX. Subsequently, explored, between-subjects study, audio dimensionality...

10.1145/3173574.3173902 article EN 2018-04-20

High degrees of interaction fidelity (IF) in virtual reality (VR) are said to improve user experience and immersion, but there is also evidence low IF providing comparable experiences. VR games now increasingly prevalent, yet we still do not fully understand the trade-off between realism abstraction this context. We conducted a lab study comparing high for object manipulation tasks game. In second study, investigated players' experiences whole-body movements game that allowed players crawl...

10.1145/3290605.3300644 article EN 2019-04-29

One of the great benefits virtual reality (VR) is implementation features that go beyond realism. Common "unrealistic" locomotion techniques (like teleportation) can avoid spatial limitation tracking, but minimize potential more realistic (e.g. walking). As an alternative combines physical movement with hyper-realistic outcome, we present JumpVR, a jump-based augmentation technique virtually scales users' jumps. In user study (N=28), show jumping in VR (regardless scaling) significantly...

10.1145/3313831.3376243 article EN 2020-04-21

Regular physical activity is crucial for a physically and mentally healthy lifestyle. Training methods such as high-intensity interval training (HIIT) have become increasingly popular they enable substantial effects in little time. HIIT typically involves recurring short phases of close-to-maximal exercise intensity, interspersed with low-intensity recovery phases. Originally mainly practiced via isolated, single-joint movements (conventional HIIT), newer variations include functional...

10.3389/fcomp.2020.00033 article EN cc-by Frontiers in Computer Science 2020-10-23

Virtual reality (VR) multiplayer games increasingly use asymmetry (e.g., differences in a person's capability or the user interface) and resulting interdependence between players to create engagement even when one player has no access head-mounted display (HMD). Previous work shows this enhances experience (PX). Until now, it remains unclear whether how an asymmetric game design with interdependences creates comparably enjoyable PX for both HMD non-HMD player. In work, we designed...

10.1145/3411764.3445492 article EN 2021-05-06

Abstract Background Exergames are playful technology-based exercise programs. They train physical and cognitive functions to preserve independence in older adults (OAs) with disabilities daily activities may reduce their risk of falling. This study gathered in-depth knowledge understanding three different user groups’ experiences relevant needs, worries, preferences, expectations training, develop an exergame training device for OAs. Methods We conducted a qualitative using semi-structured...

10.1186/s12984-022-01063-x article EN cc-by Journal of NeuroEngineering and Rehabilitation 2022-08-16

Toxicity is a common problem in online games. Players regularly experience negative, hateful, or inappropriate behavior during gameplay. Intervention systems can help combat toxicity but are not widely available and even comprehensively studied regarding their approaches effectiveness. To assess the current state of intervention research, we conducting systematic literature review about methods for toxic behaviors video In this work-in-progress, report research protocol results from...

10.1145/3573382.3616068 article EN 2023-10-06

Abstract Voice-based interaction is experiencing a second wind through the advent of machine learning (ML) techniques, affordable consumer products and renewed work on natural language processing (NLP) large models (LLMs). A growing body exploring how users perceive new forms computer-generated voices from qualitative quantitative angles. However, critical have called for greater rigour, especially in confirming voice as manipulated variable, i.e. manipulation checks. We present three case...

10.1093/iwc/iwae062 article EN cc-by-nc Interacting with Computers 2025-01-07

Automation and semi-automation through computational tools like LLMs are also making their way to deployment in research synthesis secondary research, such as systematic reviews. In some steps of synthesis, this has the opportunity provide substantial benefits by saving time that previously was spent on repetitive tasks. The screening stages particular may benefit from carefully vetted support. However, position paper argues for additional caution when bringing analysis phases, where human...

10.48550/arxiv.2501.16084 preprint EN arXiv (Cornell University) 2025-01-27

Research in human-computer interaction often requires the acquisition of self-reported data. Particularly concerning serious games, between game and user still holds many unknown aspects, partly due to user's double role as player learner. An easy way collecting data consists questionnaires, mostly employed pen-and-paper or electronic form. In order gather points during play, is interrupted, potentially causing unintentional side effects. We suggest an integration questionnaires into games...

10.1145/2793107.2793130 article EN 2015-10-05

Research has shown that dynamic difficulty adjustment (DDA) can benefit player experience in digital games. However, some cases it be difficult to assess when adjustments are necessary. In this paper, we propose an approach of emotion-based DDA uses self-reported emotions inform adaptation is comparison earlier techniques based on affect, use parameterized define levels and select the suitable level players' frustration boredom. We conducted a user study with 66 participants investigating...

10.1145/3242671.3242682 article EN 2018-10-23

Music affects our emotions and behaviour in real life, yet despite its prevalence games, we have a limited understanding of potential as tool to explicitly influence player experience games. In this work, investigate whether can affect players' risk-taking through the presence attributes background music. We built game that operationalizes risk by repeatedly giving players choice between safe but less rewarding course, risky potentially more course. mixed-design user study (N=60), explored...

10.1145/3311350.3347158 article EN 2019-10-17

The field of human-computer interaction (HCI) is maturing. Systematic reviews, a staple many disciplines, play an important and often essential role in how each contributes to human knowledge. On this prospect, we argue that our meta-level approach research within HCI needs revolution. First, echo previous calls for greater rigour primary reporting with view towards supporting knowledge synthesis secondary research. Second, must decide as community carry out systematic review work light the...

10.1145/3544549.3582733 preprint EN 2023-04-19

Game atmosphere and game audio are critical factors linked to the commercial success of video games. However, has been neither operationalized nor clearly defined in games user research literature, making it difficult study. We define as emerging subjective experience a player caused by strong audiovisual thematic cohesion (i.e., harmonic fit sounds graphics shared theme) elements. studied players' two between-subjects, independent-measures experiments (N=109) across four conditions...

10.1145/3410404.3414245 article EN 2020-11-02

How much music contributes to player experience (PX) in virtual reality (VR) games remains unclear the user research literature. A core factor of PX VR that has not been studied before (in relation audio or otherwise) is time perception. Thus, we provide first empirical exploration how affects perception a game. In study (N=64), investigated effects on and (operationalized as retrospective estimation). Participants retrospectively perceived pass significantly quicker game when was present,...

10.1145/3410404.3414246 article EN 2020-11-02

Increasingly, virtual reality (VR) design and research leverages gameplay asymmetries, flattening discrepancies of interface, abilities, information or other aspects between players. A common goal is to induce social interactions that draw players without head-mounted displays into a shared game world. Exploring these asymmetries resulted in many artifacts, creating an innovative yet disparate landscape showcases points for improvement coverage the field theoretical underpinnings. In this...

10.3389/frvir.2021.694660 article EN cc-by Frontiers in Virtual Reality 2021-07-27

Game economies (GEs) describe how resources in games are created, transformed, or exchanged: They underpin most and exist different complexities. Their complexity may directly impact player difficulty. Nevertheless, neither difficulty nor adjustment has been explored for GEs. Moreover, there is a lack of knowledge about GEs, to define assess it, it can be employed by automated approaches game development target specific complexity. We present proof-of-concept using evolutionary algorithms...

10.1109/tg.2023.3238163 article EN IEEE Transactions on Games 2023-01-25

P.I.A.N.O. aims to support learning play piano with a steep curve. In order achieve this, traditional, hard-to-learn music notation is substituted for an alternative representation of composition, which projected directly onto the piano. Furthermore, we propose three different modes natural process, incorporate live feedback and performance evaluation, as well augmentation system aspects gamification early experiences success prolonged motivation.

10.1145/2494091.2494113 article EN 2013-09-08

The design space of social exergames remains narrow despite the many benefits playing and exercising together. Towards opening this space, we followed a Research through Design (RtD) approach focused on that can be fun immersive training experiences. Through embodied sketching activities with designers 10 pairs players, explored future games for ExerCube, an exergame platform. Our work contributes forms intermediate-level knowledge: model (the Immersive Social Fitness—ImSoFit—Games model);...

10.1145/3411764.3445592 article EN 2021-05-06
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