Teleportation is one of the most common locomotion techniques in virtual reality, yet its perceptual properties remain underexplored. While redirected walking research has shown that users' movements can be subtly manipulated without detection, similar imperceptible adjustments for teleportation have not been systematically investigated. This study examines the thresholds at which teleportation displacements become noticeable to users. We conducted a repeated-measures experiment in which participants' selected teleport destinations were altered in both direction (forwards, backwards) and at different ranges (small, large). Detection thresholds for these positional adjustments were estimated using a psychophysical staircase method with a two-alternative forced choice (2AFC) task. Results show that teleport destinations can be shifted without detection, with larger tolerances for backward adjustments and across longer teleport ranges. These findings establish baseline perceptual limits for redirected teleportation and highlight its potential as a design technique. Applications include supporting interpersonal distance management in social VR, guiding players toward objectives in games, and assisting novice users with navigation. By identifying the limits of imperceptible teleportation adjustments, this work extends redirection principles beyond walking to teleportation and opens new opportunities for adaptive and socially aware VR locomotion systems.
翻译:瞬移是虚拟现实中最常见的移动技术之一,但其感知特性仍未得到充分探索。尽管重定向行走研究表明,用户的移动可以在不被察觉的情况下被微妙操控,但对于瞬移的类似不可察觉调整尚未得到系统研究。本研究考察了瞬移位移在何种阈值下会被用户感知。我们进行了一项重复测量实验,在实验中,参与者选择的瞬移目标位置在方向(向前、向后)和不同距离(短距、长距)上被调整。这些位置调整的检测阈值通过心理物理阶梯法结合二项迫选任务进行估计。结果表明,瞬移目标位置可以在不被察觉的情况下被偏移,其中向后调整和较长瞬移距离具有更大的容差范围。这些发现为"重定向瞬移"建立了基础的感知极限,并突显了其作为一种设计技术的潜力。应用场景包括支持社交虚拟现实中的人际距离管理、在游戏中引导玩家朝向目标,以及协助新手用户进行导航。通过识别不可察觉的瞬移调整极限,本研究将重定向原理从行走扩展到瞬移,并为自适应和具有社交意识的虚拟现实移动系统开辟了新的可能性。