Felix Born

dblp:205/0023 · DBLP profile ↗
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8ranked-venue papers
6as first author
3since 2021 · last 2023
0000-0003-3780-9295ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 8 · 6 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-author · 1 since 2021
YearPublicationVenuePosition
2023 Emotional Virtual Characters for Improving Motivation and Performance in VR Exergames
abstract
Motivation and high effort in exergames are still open to optimization. In reality, coaches can stimulate athletes' engagement by infecting them with their emotions. However, whether these emotion-influencing effects also occur with virtual coaches remains unclear. In the present study, we measured the emotional state, motivation, and performance (punch speed) of 47 participants playing a VR exergame with an emotional (happy/angry) or neutral virtual coach. Results show that the happy and angry coach significantly affected the players' emotions. Furthermore, interacting with the emotional coaches leads to higher motivation, whereas the angry coach causes a reduction of feeling related. Also, we found a significant positive correlation between the increase in anger and punch speed. Our results show that adding an emotional component to virtual coaches into exergames is promising for increasing motivation and performance. This study highlights the positive effects of emotional virtual characters for improving VR exergames and, therefore, players' health.
Linda Graf, Sophie Abramowski, Felix Born, Maic Masuch
Proc. ACM Hum. Comput. Interact.3
2021 Exergaming: The Impact of Virtual Reality on Cognitive Performance and Player Experience
abstract
Exergames can increase cognitive performance compared to sedentary games and the same non-gamified exercise. Whether this advantage can be further enhanced by the high immersion and arousal level VR systems offer remains unclear. Therefore, we developed an exergame that can be played in VR or in front of a TV screen with identical gameplay in both versions. In a study with 32 participants, we collected data on cognitive performance, arousal, presence, motivation, and exertion. Our results show no difference in cognitive performance and arousal between the conditions. However, the VR version significantly increased players' presence and motivation while significantly reducing perceived exertion. Our results help to understand in which aspects VR can have a significant impact on exergames.
Felix Born, Linda Graf, Maic Masuch
CoG1
2021 Motivating Players to Perform an Optional Strenuous Activity in a Virtual Reality Exergame Using Virtual Performance Augmentation
abstract
Research on VR Exergaming is mostly conducted with participants who are not presented a choice whether or not to play the exergame and thus to perform a certain strenuous activity. Whether players would engage in such activity if it were optional and how they could be motivated to do so is mostly neglected. Therefore, we have developed a novel controller and implemented a VR exergame that utilizes Virtual Performance Augmentation (VPA) to motivate players to engage in an optional strenuous activity. The motivational impact of three different conditions (VPA vs. Points vs. No Motivator) was evaluated in a study with 47 participants. Our results suggest that using VPA can significantly increase the time the players engage in the strenuous activity enriched by VPA, while in contrast to our hypotheses, no significant differences for the players' enjoyment and perceived exertion between the conditions were found. We discuss our findings in the context of motivation, exertion, and the resulting implications for further VR exergames research.
Felix Born, Adrian Rygula, Maic Masuch
Proc. ACM Hum. Comput. Interact.1
2020 Ghost Sweeper: Using a Heavy Passive Haptic Controller to Enhance a Room-Scale VR Exergame
abstract
Virtual Reality (VR) exergaming is a beneficial and promising approach resulting from the combination of physical activity with the high motivation and enjoyment immersive VR offers. However, exergames can often fail to reach suggested levels of exertion. We, therefore, integrated a heavy passive haptic controller into a VR exergame. We explore the impact of the passive haptic controller and different kinds of kinesthetic feedback resulting from different interactions on the player experience. Our results of an extensive study (N=82) suggest, that using a heavy controller can significantly increase the exertion without reducing the motivation in contrast to using an HTC Vive controller. We discuss this finding in the context of haptic feedback and the experience of presence and the resulting implications for further research and VR exergames.
Felix Born, Maic Masuch, Antonia Hahn
CoG1
2019 Co-Located vs. Remote Gameplay: The Role of Physical Co-Presence in Multiplayer Room-Scale VR
abstract
Our research investigates the role of physical co-presence for the experience of multiplayer cooperation in virtual reality (VR). We developed and compared a shared-room (co-located) and separated-room (remote) version of a cooperative two-player VR game. In an extensive study (N=92) we assessed measures of task awareness and spatial presence, as well as player communication, interaction, and performance. Our results indicate that players sharing the same physical space tend to neglect the cooperative task. Moreover, our results indicate that being physically separated can beneficially impact the perceived cooperative social presence, quality of communication, and performance in contrast to sharing a physical space. The role of physical co-location in room-scale VR and potential confounding effects caused by it, as well as implications for further research, are discussed.
Felix Born, Philipp Sykownik, Maic Masuch
CoG1
2019 Can You Hear the Player Experienceƒ A Pipeline for Automated Sentiment Analysis of Player Speech
abstract
This paper presents the ongoing work on a technological pipeline to automate the recording and analysis of player speech data in the evaluation of player experience. The pipeline generates a heatmap that visualizes where the players in the virtual environment have made positive, negative, and neutral statements. Moreover, the heatmap provides spatiotemporal information of in-game events, as well as interactive features like filters and modifiers. We describe how the pipeline is set up for the Unity game engine, how we implemented the sentiment classification module as well as the visualization of the tracked data. Concluding, we define goals for further development.
Philipp Sykownik, Felix Born, Maic Masuch
CoG2
2017 Increasing Presence in a Mixed Reality Application by Integrating a Real Time Tracked Full Body Representation
Felix Born, Maic Masuch
ACE1
2017 Masking Distracting Ambient Sound in an Adaptive VR-Application to Increase Presence
Felix Born, Maic Masuch
ICEC1