Katja Rogers

Katja Rogers
University of Waterloo | UWaterloo

Dr. rer. nat.

About

41
Publications
11,616
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
478
Citations
Introduction
Katja Rogers is a postdoctoral researcher affiliated with the HCI Games Group at the University of Waterloo. She completed her PhD at Ulm University. Katja does research in human-computer interaction, with a focus on games. Her main research interests include effects of audio on player experience, as well as player experience and embodied interaction in virtual and augmented reality.

Publications

Publications (41)
Conference Paper
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 immersive experience in games played on screens and mobile displays, there is not yet evidence of these effects of sound on PX in VR. To address this, we conducted...
Conference Paper
High degrees of interaction fidelity (IF) in virtual reality (VR) are said to improve user experience and immersion, but there is also evidence of low IF providing comparable experiences. VR games are now increasingly prevalent, yet we still do not fully understand the trade-off between realism and abstraction in this context. We conducted a lab st...
Conference Paper
How much music contributes to player experience (PX) in virtual reality (VR) games remains unclear in the games user research literature. A core factor of PX in VR games that has not been studied before (in relation to audio or otherwise) is time perception. Thus, we provide the first empirical exploration of how music affects time perception in a...
Article
Full-text available
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 a...
Conference Paper
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 of realism, when lower realism suffices, or when purposeful unrealism is ideal for a game and can benefit player experience (PX). To address this conceptual gap, we...
Conference Paper
Sound effects (SFX) complement the visual feedback provided by gamification elements in gamified systems. However, the impact of SFX has not been systematically studied. To bridge this gap, we investigate the effects of SFX-supplementing points (as a gamification element)-on task performance and user experience in a gamified image classification ta...
Poster
Full-text available
Exergames profit from bodily action sounds. How can these action sounds be designed in order to enhance flow, motivation and self-competence in heterogeneous player groups? Mainstream film & game sound define our listening expectations and interpretation and provide a huge collection of sound design "success cases". How can successful mainstream so...
Conference Paper
Game atmosphere and game audio are critical factors linked to the commercial success of video games. However, game atmosphere has been neither operationalized nor clearly defined in games user research literature, making it difficult to study. We define game atmosphere as the emerging subjective experience of a player caused by the strong audiovisu...
Article
Full-text available
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 as they enable substantial training effects in little time. HIIT typically involves recurring short phases of close-to-maximal exercise intensity, interspersed with l...
Conference Paper
One of the great benefits of virtual reality (VR) is the implementation of features that go beyond realism. Common “unrealistic” locomotion techniques (like teleportation) can avoid spatial limitation of tracking, but minimize potential benefits of more realistic techniques (e.g. walking). As an alternative that combines realistic physical movement...
Poster
Full-text available
Exergames and social physical play have many benefits, yet most exertion games have focused on singleplayer experiences or support only a veneer of social play affordances. The challenge remains: How can one design well-balanced exergames that are fun, an effective workout, AND a rich social experience for co-located players? The poster summarizes...
Conference Paper
Music affects our emotions and behaviour in real life, yet despite its prevalence in games, we have a limited understanding of its potential as a tool to explicitly influence player experience and behaviour in games. In this work, we investigate whether we can affect players' risk-taking behaviour through the presence and attributes of background m...
Conference Paper
Full-text available
Many games use procedural content generation (PCG) to create varied game experiences without having to create all content manually. They allow varying degrees of player influence on generation, from retaining all control to giving full control to players over a number of parameters. Despite the prevalence of PCG in commercial games, little research...
Conference Paper
Despite many benefits of playing and exercising together in terms of motivation, engagement, and social relationships, many exergames are designed to be single player, while others implement only a facade of social play (e.g., leaderboards). The challenge remains: how can exergames be designed to balance fun, exertion, and social connection? In thi...
Conference Paper
Game music is increasingly being explored in terms of empirical effects on players, but we know very little about how players actually perceive and use background music in games, and why. We conducted a survey (N=737) to gain an understanding of players' in-the-wild audio habits and motivations, which can inform future research and industry practic...
Conference Paper
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 in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scen...
Conference Paper
Non-player characters (NPCs) are important for immersion, but how their character design affects player experience has received little attention in previous games research. Related work suggests that NPCs support player identification, which in turn impacts player enjoyment and immersion, but this has not been explored empirically. In a between-sub...
Conference Paper
Full-text available
Research has shown that dynamic difficulty adjustment (DDA) can benefit player experience in digital games. However, in some cases it can be difficult to assess when adjustments are necessary. In this paper, we propose an approach of emotion-based DDA that uses self-reported emotions to inform when an adaptation is necessary. In comparison to earli...
Conference Paper
When player skill levels are not matched, games provide an unsatisfying player experience. Player balancing is used across many digital game genres to address this, but has not been studied for co-located augmented reality (AR) tabletop games, where using boosts and handicaps can adjust for different player skill levels. In the setting of an AR tab...
Conference Paper
Textile production is a large and profitable industry that still struggles with issues relating to environmental impact and societal concerns like labour rights. Incorporating sustainable practices to reduce these issues will be highly beneficial for future generations. Potential measures exist on both an industry and company level, as well as in t...
Chapter
Shock tactics in the form of controversial messages are used in advertising to solicit viewer attention and as a persuasive tactic. Persuasive games are becoming increasingly popular, however the use of shock tactics in games have not been explored in much detail. This paper discusses how three Molleindustria games use potentially controversial mec...
Conference Paper
Audio occurs in games in many forms and has the potential to significantly influence the player experience. My research explores immersive effects of audio design on components of the player experience. In particular, I analyze how the presence of different types of audio influences players' immersion, engagement and affective state. I plan to furt...
Conference Paper
Full-text available
The majority of HCI research in the field of automotive interfaces and driver-vehicle interaction is conducted utilizing driving simulators. High-fidelity simulators are expensive; in consequence, many researchers use consumer gaming hardware and flat screens as an alternative. In recent years VR devices have become affordable and are applied alrea...
Article
Full-text available
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. LiverDefens...
Chapter
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’ e...
Chapter
Service robots such as vacuum-cleaning robots have already entered our homes . But in the future there will also be robots in public spaces. These robots may often reach their system limitations while performing their day-to-day work. To address this issue we suggest asking passersby for help. We enhanced an iRobot Roomba vacuum cleaning robot to s...
Conference Paper
Full-text available
This paper investigates a concept for highly ubiquitous game interactions in pervasive games. Pervasive gaming is increasingly popular, but steadily improving mobile and ubiquitous technologies (e.g. smartwatches) have yet to be utilised to their full potential in this area. For this purpose, we implemented 2084 – Safe New World; a pervasive game t...
Conference Paper
The game Bool the Miner is the result of a student project developed over two terms in a course on the design of serious games at Ulm University. Players direct the titular character Bool towards escaping from a mine. Each level represents a Boolean equation; the missing operations need to be inserted in switches to unlock the gate to the next leve...
Conference Paper
Feature-based player-centric game adaptivity offers many advantages in terms of optimising the player experience for wide appeal and replayability. Player typologies offer potential to steer adaptivity, as predicted by gameplay behaviour. However their applicability to the design of gameplay adaptation is yet to be fully explored. In this work, we...
Poster
Full-text available
This demo paper presents a Wizard of Oz (WOZ) service robot platform built upon an off-the-shelf vacuum robot. The platform allows device-independent remote control of the robot via a web interface and provides a live video stream from an on-board perspective. In addition, the robot is able to interact with people via a mounted speaker, e. g. for p...
Conference Paper
Full-text available
Research in human-computer interaction often requires the acquisition of self-reported data. Particularly concerning serious games, the interaction between the game and the user still holds many unknown aspects, partly due to the user's double role as player and learner. An easy way of collecting data consists of questionnaires, mostly employed in...
Conference Paper
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...
Conference Paper
Full-text available
Learning to play the piano is a prolonged challenge for novices. It requires them to learn sheet music notation and its mapping to respective piano keys, together with articulation details. Smooth playing further requires correct finger postures. The result is a slow learning progress, often causing frustration and strain. To overcome these issues,...
Conference Paper
Full-text available
P.I.A.N.O. aims to support learning to play piano with a steep learning curve. In order to achieve this, traditional, hard-to-learn music notation is substituted for an alternative representation of a composition, which is projected directly onto the piano. Furthermore, we propose three different learning modes which support the natural learning pr...

Network

Cited By

Projects

Projects (6)
Project
Within this R&D project we designed an adaptive functional HIIT protocol for the ExerCube and thus created a HIIT-level functional exergame. We conducted a within-subjects study to compare objective (physiological) and subjective training intensity induced by the ExerCube against a conventional fHIIT with young adults. Furthermore, we evaluated participants’ subjective experience with regards to motivation, flow, and enjoyment during both types of training.
Project
The interdisciplinary R&D project builds on and expands the knowledge gained from the previous project "Psychophysiological Adaptive Exergame Fitness Training for Children and Young Adolescents". Our goal is to design and evaluate different user-centered single and multiplayer fitness game scenarios in the ExerCube (a physically immersive fitness game setting by Sphery Ltd.). We focus in particular on experimenting with innovative game balancing approaches, game mechanics, soft- & hardware designs and training concepts that allow players to experience both, an attractive and motivating as well as an effective (and potentially beneficial) and holistic body and brain training. Furthermore, we explore different variations of the ExerCube for different application areas and target populations such as gyms, rehabilitation and (physical) eSports.