EDBT 2026 Demo / reviewers in the wild / expert
Lars Reng
dblp:69/497
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
presence |
0.3 | 1 | 2017 | Sound design in virtual reality concert experiences using a wave field synthesis approach · VR 2017 |
Audio and music processing
spatial audio |
0.3 | 1 | 2017 | 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 |
0.3 | 1 | 2017 | 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 |
0.2 | 1 | 2016 | Disguising rotational gain for redirected walking in virtual reality: Effect of visual density · VR 2016 |
Virtual and augmented reality › locomotion
redirected walking |
0.2 | 1 | 2016 | Disguising rotational gain for redirected walking in virtual reality: Effect of visual density · VR 2016 |
Virtual and augmented reality › locomotion › redirected walking
rotation gain |
0.2 | 1 | 2016 | 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 |
0.1 | 1 | 2017 | Sound design in virtual reality concert experiences using a wave field synthesis approach · VR 2017 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2016 | Disguising rotational gain for redirected walking in virtual reality: Effect of visual density · VR 2016 |
Visualization and visual analytics › visual encoding
visual density |
0.1 | 1 | 2016 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Sound design in virtual reality concert experiences using a wave field synthesis approachabstractIn 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 |
VR | 7 |
| 2016 | Disguising rotational gain for redirected walking in virtual reality: Effect of visual densityabstractIn 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 |
VR | 7 |
| 2011 | Problem Based Game Design - Engaging Students by Innovation
Lars Reng, Henrik Schoenau-Fog |
DiGRA Conference | 1 |