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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.


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) -->
<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 -->
<ref name="MetaConnect2022_QuestPro">Meta Connect 2022: Technical Overview of Quest Pro's Passthrough Technology. (2022).</ref> <!-- Covered by QuestProPassthrough ref -->
<ref name="AppleVisionPro_Specs">Apple Vision Pro Technical Specifications. (2024).</ref> <!-- Covered by VisionProPassthrough ref -->
<ref name="Quest_ProductDocs2023">Meta Quest Product Documentation. (2023).</ref> <!-- Generic, specific reviews are better -->
<ref name="ViveXRElite_Specs">HTC Vive XR Elite Product Specifications. (2023).</ref> <!-- Covered by ViveXRElite ref -->
<ref name="AppleVisionPro_TechOverview">Apple Vision Pro Technical Overview. (2024).</ref> <!-- Covered by VisionProPassthrough ref -->
<ref name="Pico4_Docs">Pico 4 Product Documentation. (2022).</ref> <!-- Generic -->
<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 -->
<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 -->
<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 -->
<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 -->
<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 -->
<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 -->
<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 -->
<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 -->
<ref name="MetaResearchBlog_MRAdvances">Meta Research Blog: Advances in Mixed Reality Technology. (2024).</ref> <!-- General industry progress -->
<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 -->
<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 -->
<!-- Citations from Article 3 (if distinct and useful) -->
<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 -->
<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 -->
<ref name="Wiki_Quest3">Wikipedia: Meta Quest 3</ref> <!-- Wikipedia shouldn't cite itself generally -->
<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 -->
<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 -->
<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 -->
<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 -->
<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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