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| {{featured}} <!-- Assuming this combined, detailed version aims for featured status --> | | {{featured}} <!-- Assuming this combined, detailed version aims for featured status --> |
| '''Passthrough''', often referred to as '''video passthrough''', is a feature found in [[Virtual Reality]] (VR) and [[Mixed Reality]] (MR) [[head-mounted display|headsets]] that utilizes external [[camera|cameras]] to capture a live video feed of the physical environment around the user and display it on the internal screens within the headset.<ref name="XRToday_def">XR Today – What is VR Passthrough and How is it Shaping the Future of XR? (Immersive Learning News, Dec 2024)</ref><ref name="VIVE_Blog_Sauce">VIVE Blog: What is VR Passthrough? Mixed Reality's Secret Sauce</ref> This capability effectively allows users to see the "real world" without removing the headset, bridging the gap between fully immersive virtual experiences and the user's actual surroundings. | | '''Passthrough''', often referred to as '''video passthrough''', is a feature found in [[Virtual Reality]] (VR) and [[Mixed Reality]] (MR) [[head-mounted display|headsets]] that utilizes external [[camera|cameras]] to capture a live video feed of the physical environment around the user and display it on the internal screens within the headset.<ref name="XRToday_def">XR Today – What is VR Passthrough and How is it Shaping the Future of XR? (Immersive Learning News, Dec 2024)</ref><ref name="VIVE_Blog_Sauce">[https://blog.vive.com/us/what-is-vr-passthrough-mixed-realitys-secret-sauce/ VIVE Blog: What is VR Passthrough? Mixed Reality's Secret Sauce]</ref> This capability effectively allows users to see the "real world" without removing the headset, bridging the gap between fully immersive virtual experiences and the user's actual surroundings. |
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| While primarily a feature of VR headsets aiming to add environmental awareness or MR capabilities, it functions as a form of [[Augmented Reality]] (AR), often termed "Video See-Through AR" (VST AR) or sometimes "pseudo-AR," as opposed to "[[Optical See-Through]] AR" (OST AR) systems which use transparent displays.<ref name="SkarbezVSTvsOST">[https://www.researchgate.net/publication/315722770_Revisiting_Milgram_and_Kishino%27s_Reality-Virtuality_Continuum Revisiting Milgram and Kishino's Reality-Virtuality Continuum] - Discusses the spectrum including Video See-Through.</ref> Passthrough is a key enabler of [[mixed reality]] and [[spatial computing]] experiences on modern headsets. | | While primarily a feature of VR headsets aiming to add environmental awareness or MR capabilities, it functions as a form of [[Augmented Reality]] (AR), often termed "Video See-Through AR" (VST AR) or sometimes "pseudo-AR," as opposed to "[[Optical See-Through]] AR" (OST AR) systems which use transparent displays.<ref name="SkarbezVSTvsOST">[https://www.researchgate.net/publication/315722770_Revisiting_Milgram_and_Kishino%27s_Reality-Virtuality_Continuum Revisiting Milgram and Kishino's Reality-Virtuality Continuum] - Discusses the spectrum including Video See-Through.</ref> Passthrough is a key enabler of [[mixed reality]] and [[spatial computing]] experiences on modern headsets. |
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| <ref name="LynxR1">[https://www.lynx-r.com/ Lynx R1 Official Website]</ref> | | <ref name="LynxR1">[https://www.lynx-r.com/ Lynx R1 Official Website]</ref> |
| <ref name="KGuttag_Flamera">KGOnTech (Karl Guttag) – Meta Flamera Light Field Passthrough</ref> | | <ref name="KGuttag_Flamera">KGOnTech (Karl Guttag) – Meta Flamera Light Field Passthrough</ref> |
| <!-- Citations from Article 4 (if distinct and useful, integrate above or add here) -->
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| <ref name="Bastug2017">Bastug, E., Bennis, M., Médard, M., & Debbah, M. (2017). Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers. IEEE Communications Magazine, 55(6), 110-117.</ref> <!-- General VR context -->
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| <ref name="MetaConnect2022_QuestPro">Meta Connect 2022: Technical Overview of Quest Pro's Passthrough Technology. (2022).</ref> <!-- Covered by QuestProPassthrough ref -->
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| <ref name="AppleVisionPro_Specs">Apple Vision Pro Technical Specifications. (2024).</ref> <!-- Covered by VisionProPassthrough ref -->
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| <ref name="Quest_ProductDocs2023">Meta Quest Product Documentation. (2023).</ref> <!-- Generic, specific reviews are better -->
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| <ref name="ViveXRElite_Specs">HTC Vive XR Elite Product Specifications. (2023).</ref> <!-- Covered by ViveXRElite ref -->
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| <ref name="AppleVisionPro_TechOverview">Apple Vision Pro Technical Overview. (2024).</ref> <!-- Covered by VisionProPassthrough ref -->
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| <ref name="Pico4_Docs">Pico 4 Product Documentation. (2022).</ref> <!-- Generic -->
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| <ref name="McGill2022_Comparison">McGill, M., Boland, D., Zielinski, R., & Brewster, S. (2022). Comparing consumer virtual reality headset passthrough, augmented reality head-mounted displays, and augmented virtuality: evaluating performance, presence, and user experience. Virtual Reality, 26, 267-289.</ref> <!-- Good academic comparison -->
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| <ref name="Steinicke2010_Presence">Steinicke, F., Bruder, G., Hinrichs, K., & Steed, A. (2010). Presence and performance in virtual environments: concepts and measures. IEEE Transactions on Visualization and Computer Graphics, 16(5), 645-652.</ref> <!-- General presence/latency -->
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| <ref name="Seetharaman2020_EvalVST">Seetharaman, V., Lee, S., & Yang, Y. (2020). Evaluation of video see-through techniques for mixed reality applications. IEEE Access, 8, 156057-156066.</ref> <!-- Academic VST evaluation -->
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| <ref name="Hu2023_FOV_Eval">Hu, C., Li, D., Wu, C. et al. (2023). Quantitative evaluation of the field of view for current VR/AR passthrough systems. Scientific Reports, 13, 11574.</ref> <!-- FOV specific research -->
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| <ref name="Park2022_AdapTutAR">Park, S., Gebhardt, C., Rädle, R., Feit, A. M., Vrzakova, H., Dayama, N. R., Yeo, H., Klokmose, C. N., Quigley, A., Oulasvirta, A., & Hilliges, O. (2022). AdapTutAR: An adaptive tutoring system for machine tasks in augmented reality. IEEE Transactions on Visualization and Computer Graphics, 28(4), 1819-1830.</ref> <!-- Specific AR application -->
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| <ref name="Cheng2021_MutualActuation">Cheng, L., Marwecki, S., & Baudisch, P. (2021). Mutual human actuation: Enabling safety features for walk-around VR. In IEEE Virtual Reality and 3D User Interfaces (VR), pp. 361-370.</ref> <!-- Safety research -->
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| <ref name="Shen2021_VisionHandAR">Shen, Y., Ong, S. K., & Nee, A. Y. (2021). Vision-based hand interaction in augmented reality environment. International Journal of Human-Computer Interaction, 37(1), 54-77.</ref> <!-- Hand interaction research -->
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| <ref name="Kim2019_ARSmartGlasses">Kim, S., Nussbaum, M. A., & Gabbard, J. L. (2019). Augmented reality "smart glasses" in the workplace: Industry perspectives and challenges for worker safety and health. IIE Transactions on Occupational Ergonomics and Human Factors, 7(3-4), 253-258.</ref> <!-- Workplace AR context -->
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| <ref name="MetaResearchBlog_MRAdvances">Meta Research Blog: Advances in Mixed Reality Technology. (2024).</ref> <!-- General industry progress -->
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| <ref name="Anthes2023_StateOfArtVR">Anthes, C., García-Hernández, R. J., Wiedemann, M., & Kranzlmüller, D. (2023). State of the art of virtual reality technologies. In IEEE Aerospace Conference, pp. 1-19.</ref> <!-- VR state of art -->
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| <ref name="Chan2024_NextGenMR">Chan, H., Zou, J., Blackmon, T., & Yang, W. (2024). The next generation of mixed reality: Challenges and opportunities. IEEE Transactions on Visualization and Computer Graphics, 30(2), 812-831.</ref> <!-- Future MR research -->
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| <!-- Citations from Article 3 (if distinct and useful) -->
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| <ref name="UploadVR_Q3PassthroughUpdate">[https://www.uploadvr.com/quest-v64-update-improved-passthrough/ UploadVR: Quest 3 Gets Improved Passthrough Quality & New Features]</ref> <!-- Covered by Q3 review refs -->
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| <ref name="KGonTech_QuestProCritique">[https://kguttag.com/2023/01/03/meta-quest-pro-part-1-unbelievably-bad-ar-passthrough/ KGonTech: Meta Quest Pro Passthrough Analysis]</ref> <!-- Covered by KGuttag_Align ref potentially, or good as specific critique -->
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| <ref name="Wiki_Quest3">Wikipedia: Meta Quest 3</ref> <!-- Wikipedia shouldn't cite itself generally -->
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| <ref name="VRExpert_WhatIsPassthrough">[https://vrx.vr-expert.com/what-is-pass-through-and-why-do-all-vr-headsets-have-it/ VR Expert: What is pass-through, and why do all VR headsets have it?]</ref> <!-- General overview -->
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| <ref name="Mashable_Q3HandsOn">[https://mashable.com/article/meta-quest-3-hands-on Mashable: Meta Quest 3 hands-on review]</ref> <!-- Covered by other Q3 reviews -->
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| <ref name="MetaNews_QuestProLaunch">[https://about.fb.com/news/2022/10/meta-quest-pro-is-now-available/ Meta News: Meta Quest Pro is Now Available]</ref> <!-- Launch info -->
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| <ref name="VRExpert_ActivateQ3Passthrough">[https://knowledge.vr-expert.com/kb/how-to-activate-passthrough-on-the-meta-quest-3/ VR Expert: How To Activate Passthrough On The Meta Quest 3]</ref> <!-- Specific UI instruction -->
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| <ref name="ResolutionGames_PassthroughPromise">[https://www.resolutiongames.com/blog/the-power-and-promise-of-passthrough Resolution Games: The Power and Promise of Passthrough]</ref> <!-- Developer perspective -->
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| </references> | | </references> |