Integrating Continuous and Teleporting VR Locomotion into a Seamless "HyperJump" Paradigm


Here we pro­pose a hybrid inter­face that allows user to seam­lessly tran­si­tion between a slow ‘con­tin­u­ous’ mode and a fast ‘hyper­jump’ mode. The inter­face aims to main­tain the immer­sion, pres­ence, accu­racy and spa­tial updat­ing of con­tin­u­ous loco­mo­tion while adding the travel effi­ciency and min­i­miz­ing the cybersickness.

Continuous loco­mo­tion in VR pro­vides unin­ter­rupted opti­cal flow, which mimics real-world loco­mo­tion and sup­ports path inte­gra­tion . However, opti­cal flow limits the max­i­mum speed and accel­er­a­tion that can be effec­tively used with­out induc­ing cyber­sick­ness. In con­trast, tele­por­ta­tion pro­vides nei­ther opti­cal flow nor accel­er­a­tion cues, and users can jump to any length with­out increas­ing cyber­sick­ness. However, tele­por­ta­tion cannot sup­port con­tin­u­ous spa­tial updat­ing and can increase dis­ori­en­ta­tion. Thus, we designed ‘HyperJump’ in an attempt to merge ben­e­fits from con­tin­u­ous loco­mo­tion and tele­por­ta­tion. HyperJump adds iter­a­tive jumps every half a second on top of the con­tin­u­ous move­ment and was hypoth­e­sized to facil­i­tate faster travel with­out com­pro­mis­ing spa­tial awareness/orientation. In a user study, Participants trav­elled around a nat­u­ral­is­tic vir­tual city with and with­out HyperJump (equiv­a­lent max­i­mum speed). They fol­lowed way­points to new land­marks, stopped near them and pointed back to all pre­vi­ously vis­ited land­marks in random order. HyperJump was added to two con­tin­u­ous loco­mo­tion inter­faces (con­troller and leaning-based). Participants had better spa­tial awareness/orientation with leaning-based inter­faces com­pared to controller-based (assessed via rapid point­ing). With HyperJump, par­tic­i­pants trav­elled sig­nif­i­cantly faster, while stay­ing on the desired course with­out impair­ing their spa­tial knowl­edge. This pro­vides evi­dence that opti­cal flow can be effec­tively lim­ited such that it facil­i­tates faster travel with­out com­pro­mis­ing spa­tial ori­en­ta­tion. In future design iter­a­tions, we plan to uti­lize audio-visual effects to sup­port jump­ing metaphors that help users better antic­i­pate and inter­pret jumps, and use much larger vir­tual envi­ron­ments requir­ing faster speeds, where cyber­sick­ness will become increas­ingly preva­lent and thus tele­port­ing will become more impor­tant.



Adhikari, A., Zielasko, D., Aguilar, I., Bretin, A., Kruijff, E., Heyde, M. von der, & Riecke, B. E. (2022). Integrating Continuous and Teleporting VR Locomotion into a Seamless “HyperJump” Paradigm. IEEE Transaction on Visualization and Computer Graphics TVCG (Accepted Full Paper), 1–18. (Download)
Adhikari, A. (2021). Improving Spatial Orientation in Virtual Reality with Leaning-based Interfaces [MSc Thesis, Simon Fraser University]. (Download)
Adhikari, A., Zielasko, D., Bretin, A., Heyde, M. von der, Kruijff, E., & Riecke, B. E. (2021). Integrating Continuous and Teleporting VR Locomotion into a Seamless “HyperJump” Paradigm. 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 370–372. (Download)
Riecke, B. E., Adhikari, A., Zielasko, D., Bretin, A., Heyde, M. von der, & Kruijff, E. (2021). HyperJump: Merging Teleporting and Continuous VR Locomotion into one Paradigm [Talk]. ICSC 2021: 8th International Conference on Spatial Cognition, Rome, Italy. (Download)

Related work

full 3D (flying) HyperJump

For an appli­ca­tion of HyperJump to 3D (flying) loco­mo­tion and in larger scenes, see our HyperJump flying to combat motion sick­ness project web­site.

Discussion & Reframing on Continuous vs. Discontinuous (Teleport) Locomotion in VR

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About Ashu Adhikari

Ashu Adhikari joined the iSpace team in Fall 2018 as a graduate student. His research focuses on creating embodied locomotion interfaces in virtual reality. He is a Professional Engineer with bachelor's degree in Electronics and Communication Engineering.