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Reverse Pass-Through VR

Published: 06 August 2021 Publication History

Abstract

We introduce reverse pass-through VR, wherein a three-dimensional view of the wearer’s eyes is presented to multiple outside viewers in a perspective-correct manner, with a prototype headset containing a world-facing light field display. This approach, in conjunction with existing video (forward) pass-through technology, enables more seamless interactions between people with and without headsets in social or professional contexts. Reverse pass-through VR ties together research in social telepresence and copresence, autostereoscopic displays, and facial capture to enable natural eye contact and other important non-verbal cues in a wider range of interaction scenarios.

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Cited By

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  • (2024)Googly Eyes: Exploring Effects of Displaying User’s Eyes Outward on a Virtual Reality Head-Mounted Display on User Experience2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00117(979-989)Online publication date: 16-Mar-2024
  • (2024)Exploring the Influence of Virtual Avatar Heads in Mixed Reality on Social Presence, Performance and User Experience in Collaborative TasksIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337205130:5(2206-2216)Online publication date: 4-Mar-2024
  • (2024)70‐1: A New Approach to High‐Resolution Light Field Display for Higher Realistic ExpressionSID Symposium Digest of Technical Papers10.1002/sdtp.1769555:1(961-964)Online publication date: 30-Jul-2024
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Published In

cover image ACM Conferences
SIGGRAPH '21: ACM SIGGRAPH 2021 Emerging Technologies
August 2021
53 pages
ISBN:9781450383646
DOI:10.1145/3450550
This work is licensed under a Creative Commons Attribution International 4.0 License.

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Publication History

Published: 06 August 2021

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Author Tags

  1. light field displays
  2. reverse pass-through
  3. virtual reality

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Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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View all
  • (2024)Googly Eyes: Exploring Effects of Displaying User’s Eyes Outward on a Virtual Reality Head-Mounted Display on User Experience2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00117(979-989)Online publication date: 16-Mar-2024
  • (2024)Exploring the Influence of Virtual Avatar Heads in Mixed Reality on Social Presence, Performance and User Experience in Collaborative TasksIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337205130:5(2206-2216)Online publication date: 4-Mar-2024
  • (2024)70‐1: A New Approach to High‐Resolution Light Field Display for Higher Realistic ExpressionSID Symposium Digest of Technical Papers10.1002/sdtp.1769555:1(961-964)Online publication date: 30-Jul-2024
  • (2023)A Scoping Survey on Cross-reality SystemsACM Computing Surveys10.1145/361653656:4(1-38)Online publication date: 21-Oct-2023
  • (2022)Googly Eyes: Displaying User's Eyes on a Head-Mounted Display for Improved Nonverbal CommunicationExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558348(253-260)Online publication date: 2-Nov-2022
  • (2022)Exploring Cues and Signaling to Improve Cross-Reality Interruptions2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct57072.2022.00179(827-832)Online publication date: Oct-2022
  • (2022)Unwinding Rotations Improves User Comfort with Immersive Telepresence Robots2022 17th ACM/IEEE International Conference on Human-Robot Interaction (HRI)10.1109/HRI53351.2022.9889388(511-520)Online publication date: 7-Mar-2022
  • (2021)VR social copresence with light field displaysACM Transactions on Graphics10.1145/3478513.348048140:6(1-13)Online publication date: 10-Dec-2021

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