HyperJump flying to combat motion sickness

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HyperJumping in Virtual Vancouver: Combating Motion Sickness by Merging Teleporting and Continuous VR Locomotion in an Embodied Hands-Free VR Flying Paradigm

Motion sick­ness, unin­tu­itive nav­i­ga­tion, and lim­ited agency are crit­i­cal issues in VR/XR imped­ing wide-spread adop­tion and enjoy­able user expe­ri­ences. To tackle these chal­lenges, we present HyperJump, a novel VR inter­face merg­ing advan­tages of con­tin­u­ous loco­mo­tion and teleportation/dashing into one seam­less, hands-free, and easily learn­able inter­face for flying and ground-based locomotion.

Users step onto a vir­tual hov­er­board and simply lean (or move their head) in the direc­tion they’d like to fly in a highly nat­u­ral­is­tic Virtual Vancouver 3D model, free­ing up hands for other inter­ac­tions. When vir­tual speeds reach levels likely to induce motion sick­ness, HyperJump adds inter­mit­tent jumps (tele­port­ing every second, synched to the music beat) instead of accel­er­at­ing fur­ther. The fur­ther you lean the fur­ther you jump, with­out increas­ing con­tin­u­ous travel speed (optic flow) or motion sick­ness. This allows for easy-to-learn and hands-free pre­cise loco­mo­tion across small– to large-scale envi­ron­ments (ground-based and flying), with­out having to switch inter­faces or move­ment metaphor, or increas­ing risk of motion sickness.

HyperJump will be exhib­ited at the 2022 Siggraph con­fer­ence in Vancouver, BC, Canada in case you’d like to try it out! [patent pend­ing]. the 3D Virtual Vancouver model was pro­vided by GeoSim Cities inc.

We are cur­rently work­ing on making HyperJump avail­able — stay tuned.

For our ear­lier work on HyperJump for ground-based loco­mo­tion and how it affects spa­tial orientation/updating, see our project web­site on Integrating Continuous and Teleporting VR Locomotion into a Seamless “HyperJump” Paradigm.

Project video & images

1-minute teaser video

Full project video for Siggraph 2022

Publications & Exhibits on HyperJump Flying

ACM Siggraph. (2022, June 8). HyperJumping in Virtual Vancouver: An Immersive Experience to Mitigate Cybersickness. ACM SIGGRAPH Blog. https://blog.siggraph.org/2022/06/hyperjumping-in-virtual-vancouver-an-immersive-experience-to-mitigate-cybersickness.html/
Riecke, B. E., Clement, D., Quesnel, D., Adhikari, A., Zielasko, D., & von der Heyde, M. (2022). HyperJumping in Virtual Vancouver: Combating Motion Sickness by Merging Teleporting and Continuous VR Locomotion in an Embodied Hands-Free VR Flying Paradigm. Siggraph ’22 Immersive Pavilion, 1–2. https://doi.org/10.1145/3532834.3536211 (Download)

https://dl.acm.org/doi/10.1145/3532834.3536211

Media Coverage on HyperJump Flying

below are a few selected media cov­er­ages on this project and poten­tial applications

Degandt, R. (2022, August 25). HyperJump pour sup­primer le mal des trans­ports du Meta Quest. Stylistme. https://stylistme.com/vr-ar-jeu-tuto/hyperjump
TekDeeps. (2022, August 23). Are you sick in vir­tual real­ity? HyperJump might heal you. Tek Deeps. https://tekdeeps.com/are-you-sick-in-virtual-reality-hyperjump-might-heal-you/
Zipponews. (2022, August 23). HyperJump Wants To Offer A Nausea-free VR Experience. https://zipponews.com/virtual-reality/hyperjump-wants-to-offer-a-nausea-free-vr-experience/
Hector, H. (2022, August 22). HyperJump wants to cure the motion sick­ness caused by your Oculus Quest 2. TechRadar. https://www.techradar.com/news/hyperjump-wants-to-cure-the-motion-sickness-caused-by-your-oculus-quest-2
ACM Siggraph. (2022, June 8). HyperJumping in Virtual Vancouver: An Immersive Experience to Mitigate Cybersickness. ACM SIGGRAPH Blog. https://blog.siggraph.org/2022/06/hyperjumping-in-virtual-vancouver-an-immersive-experience-to-mitigate-cybersickness.html/
Leal, C. A. (n.d.). Your Oculus Quest 2’s motion sick­ness is being treated by HyperJump – Bestgamingpro. Retrieved August 24, 2022, from https://bestgamingpro.com/your-oculus-quest-2s-motion-sickness-is-being-treated-by-hyperjump/

Impressions from our HyperJump booth at the Siggraph 2022 Immersive Pavillion

Publications on HyperJump Ground-based Locomotion

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, 29(12), 5265–5281. https://doi.org/10.1109/TVCG.2022.3207157 (Download)
Adhikari, A. (2021). Improving Spatial Orientation in Virtual Reality with Leaning-based Interfaces [MSc Thesis, Simon Fraser University]. https://summit.sfu.ca/item/34755 (Download)
Adhikari, A., Zielasko, D., Bretin, A., von der Heyde, M., 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. https://doi.org/10.1109/VRW52623.2021.00074 (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

Ground-based HyperJump locomotion

For our ear­lier work on HyperJump for ground-based loco­mo­tion and how it affects spa­tial orientation/updating, see our project web­site on Integrating Continuous and Teleporting VR Locomotion into a Seamless “HyperJump” Paradigm.

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

Riecke, B. E., & Zielasko, D. (2021). Continuous vs. Discontinuous (Teleport) Locomotion in VR: How Implications can Provide both Benefits and Disadvantages. 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 373–374. https://doi.org/10.1109/VRW52623.2021.00075
Riecke, B. E., & Zielasko, D. (2021). Continuous vs. Discontinuous (Teleport) Locomotion in VR: How Implications can Provide both Benefits and Disadvantages. 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 373–374. https://doi.org/10.1109/VRW52623.2021.00075 (Download)

Short on time? here’s a 2-minute brief ver­sion of this talk