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Lars Reng

dblp:69/497 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-author

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
2 papers
Virtual and augmented reality · 60% Audio and music processing · 36% Visualization and visual analytics · 4%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
presence
0.312017
Sound design in virtual reality concert experiences using a wave field synthesis approach · VR 2017
Audio and music processing
spatial audio
0.312017
Sound design in virtual reality concert experiences using a wave field synthesis approach · VR 2017
Audio and music processing › spatial audio › sound field reproduction
wave field synthesis
0.312017
Sound design in virtual reality concert experiences using a wave field synthesis approach · VR 2017
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
Audio and music processing › audio quality assessment
perceived audio quality
0.112017
Sound design in virtual reality concert experiences using a wave field synthesis approach · VR 2017
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

impulse response capture · 0.3between-subjects experiment · 0.3user study · 0.2
YearPublicationVenuePosition
2017 Sound design in virtual reality concert experiences using a wave field synthesis approach
abstract
In this paper we propose an experiment that evaluates the influence of audience noise on the feeling of presence and the perceived quality in a virtual reality concert experience delivered using Wave Field Synthesis. A 360 degree video of a live rock concert from a local band was recorded. Single sound sources from the stage and the PA system were recorded, as well as the audience noise, and impulse responses of the concert venue. The audience noise was implemented in the production phase. A comparative study compared an experience with and without audience noise. In a between subject experiment with 30 participants we found that audience noise does not have a significant impact on presence. However, qualitative evaluations show that the naturalness of the sonic experience delivered through wavefield synthesis had a positive impact on the participants.
Rasmus B. Lind, Victor Milesen, Dina M. Smed, Simone P. Vinkel, Francesco Grani, Niels C. Nilsson, Lars Reng, Rolf Nordahl, Stefania Serafin
VR7
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
VR7
2011 Problem Based Game Design - Engaging Students by Innovation
Lars Reng, Henrik Schoenau-Fog
DiGRA Conference1