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How Far is Too Far? The Trade-Off between Selection Distance and Accuracy during Teleportation in Immersive Virtual Reality


Daniel Rupp, Tim Weissker, Matthias Wölwer, Torsten Wolfgang Kuhlen, Daniel Zielasko
IEEE Transactions on Visualization and Computer Graphics
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Target-selection-based teleportation is one of the most widely used and researched travel techniques in immersive virtual environments, requiring the user to specify a target location with a selection ray before being transported there. This work explores the influence of the maximum reach of the parabolic selection ray, modeled by different emission velocities of the projectile motion equation, and compares the resulting teleportation performance to a straight ray as the baseline. In a user study with 60 participants, we asked participants to teleport as far as possible while still remaining within accuracy constraints to understand how the theoretical implications of the projectile motion equation apply to a realistic VR use case. We found that a projectile emission velocity of 14 m/s (resulting in a maximal reach of 21.52 m) offered the best trade-off between selection distance and accuracy, with an inferior performance of the straight ray. Our results demonstrate the necessity to carefully set and report the projectile emission velocity in future work, as it was shown to directly influence user-selected distance, selection errors, and controller height during selection.

» Show BibTeX

@ARTICLE{Rupp2026b,
author={Rupp, Daniel and Weissker, Tim and Wölwer, Matthias and Kuhlen, Torsten W. and Zielasko, Daniel},
journal={IEEE Transactions on Visualization and Computer Graphics},
title={How Far is Too Far? The Trade-Off Between Selection Distance and Accuracy During Teleportation in Immersive Virtual Reality},
year={2026},
volume={32},
number={2},
pages={1864-1878},
doi={10.1109/TVCG.2025.3632345}
}




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