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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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Nathan Matsuda
Brian Wheelwright
Joel Hegland
Meta (United States)
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Matsuda et al. (Thu,) studied this question.
www.synapsesocial.com/papers/6a09e37e00217ed3fb3407e7 — DOI: https://doi.org/10.1145/3450550.3465338