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Mathias Mortensen

dblp:182/7261 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 92% Visualization and visual analytics · 8%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › locomotion
locomotion and navigation in virtual environments
0.212016
Disguising rotational gain for redirected walking in virtual reality: Effect of visual density · VR 2016
Virtual and augmented reality › locomotion
redirected walking
0.212016
Disguising rotational gain for redirected walking in virtual reality: Effect of visual density · VR 2016
Virtual and augmented reality › locomotion › redirected walking
rotation gain
0.212016
Disguising rotational gain for redirected walking in virtual reality: Effect of visual density · VR 2016
Virtual and augmented reality
immersive interaction
0.112016
Disguising rotational gain for redirected walking in virtual reality: Effect of visual density · VR 2016
Visualization and visual analytics › visual encoding
visual density
0.112016
Disguising rotational gain for redirected walking in virtual reality: Effect of visual density · VR 2016

Methods — techniques the papers use, named apart from their topics

user study · 0.2
YearPublicationVenuePosition
2016 Disguising rotational gain for redirected walking in virtual reality: Effect of visual density
abstract
In virtual reality environments that allow users to walk freely, the area of the virtual environment (VE) is constrained to the size of the tracking area. By using redirection techniques, this problem can be partially circumvented; one of the techniques involves rotating the user more or less in the virtual world than in the physical world; this technique is referred to as rotational gain. Experiments conducted by Frank Steinicke et al. [7] sought to uncover users' ability to detect the usage of rotational gain. This paper seeks to further investigate this area, examining the effect of visual density in the VE. Testing visual density using 0, 4 and 16 objects did not seem to reveal the point at which the test participants become noticeably affected.
Anders Paludan, Jacob Elbaek, Mathias Mortensen, Morten Zobbe, Niels C. Nilsson, Rolf Nordahl, Lars Reng, Stefania Serafin
VR3