Dr.-Ing. Felix Born

Main Research Areas

In my research I focus on the topic of VR exergames. Exergames are games that require physical exertion to control the game and have a great spectrum of different advantages. By implementing a VR system, the advantages of exergames can be increased even further. Since the topic "VR exergames" is very new, there are many questions that remain unanswered in the current research. At the same time, modern VR systems offer much more possibilities to create strenuous games than previous non-VR exergames, because the whole room can be used as interaction area. Additionally, objects can be integrated as interaction objects by the accurate tracking the VR system provides. Central questions of my research are:

  • Which advantages does VR-exergaming offer?
  • Which aspects of VR-exergaming can strengthen central motivational constructs of the players?
  • How can the exertion of VR exergaming be increased even further without reducing the motivation of the players?

Curriculum Vitae

 Academic Career and Education

2013 - 2016
Study of Applied Cognitive- and Media Science at the University of Duisburg-Essen, degree Master of Science (M.Sc.)

2010 - 2013

Study of Applied Cognitive- and Media Science at the University of Duisburg-Essen, degree Bachelor of Science (B.Sc.)


Professional Career

10/2016 - 06/2022
Researcher at the Department of Media and Computer Science and Entertainment Computing
10/2015 - 03/2016
Student assistant at the Department of Media and Computer Science and Entertainment Computing

2011 - 2016 


2013 - 2015



Student assistant at the Department of cooperative and supporting systems

Student assistant at the Department of Business Psychology
(Development and testing of mobile prototyps for simplified
control within the production process) 

 

Publications

  • Linda Graf, Sophie Abramowski, Felix Born and Maic Masuch. Emotional virtual characters for improving motivation and performance in vr exergames. Proc. ACM Hum.-Comput. Interact. 7 (CHI PLAY), October 2023. (2023)
    WWW BibTeX
  • Felix Born, Adrian Rygula and Maic Masuch. Motivating players to perform an optional strenuous activity in a virtual reality exergame using virtual performance augmentation. Proceedings of the ACM on Human-Computer Interaction 5 (CHI PLAY), 2021, pp. 1–21. (2021)
    BibTeX
  • Felix Born, Linda Graf and Maic Masuch. Exergaming: the impact of virtual reality on cognitive performance and player experience. In 2021 IEEE Conference on Games (CoG), IEEE, 2021, pp. 1–8. (2021)
    BibTeX
  • Felix Born, Maic Masuch and Antonia Hahn. Ghost sweeper: using a heavy passive haptic controller to enhance a room-scale vr exergame. In 2020 IEEE Conference on Games (CoG), IEEE, 2020, pp. 1–8. (2020)
    BibTeX
  • Felix Born, Sophie Abramowski and Maic Masuch. Exergaming in vr: the impact of immersive embodiment on motivation, performance, and perceived exertion. In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), IEEE, 2019, pp. 1–8. (2019)
    BibTeX
  • Philipp Sykownik, Felix Born and Maic Masuch. Can you hear the player experience? a pipeline for automated sentiment analysis of player speech. In 2019 IEEE Conference on Games (CoG), IEEE, 2019, pp. 1–4. (2019)
    BibTeX
  • Felix Born, Philipp Sykownik and Maic Masuch. Co-located vs. remote gameplay: the role of physical co-presence in multiplayer room-scale vr. In 2019 IEEE Conference on Games (CoG), IEEE, 2019, pp. 1–8. (2019)
    BibTeX
  • Felix Born and Maic Masuch. Increasing Presence in a Mixed Reality Application by Integrating a Real Time Tracked Full Body Representation. In 14th international Conference on Advances in Computer Entertainment Technology, Springer-Verlag, 2017. (2017)
    BibTeX
  • Felix Born and Maic Masuch. Masking Distracting Ambient Sound in an Adaptive VR-Application to Increase Presence. In 16th International Conference on Entertainment Computing, Springer-Verlag, 2017. (2017)
    BibTeX


Supervised Theses

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