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Steering Versus Teleporting in Mobile Virtual Reality
Kristen Grinyer, Daniel Zielasko, Robert J. Teather
TL;DR
MVR is inexpensive but its limited input constrains available travel techniques, and it remains unclear whether higher-fidelity VR findings generalize. This study compares gaze- and controller-directed steering and teleportation using a low-cost controller with pitch-based speed control. Gaze-directed teleportation produced the best overall results, while controller-directed control was better suited to steering.
Problem
MVR’s limited input constrains travel techniques, and it is unclear whether known advantages of teleportation in higher-fidelity VR hold for MVR.
Source: §1 · p. 1, §2.3 · p. 2Method
The study compared gaze- and controller-directed steering and teleportation using a low-cost tracked controller with an acoustic button and pitch-based speed control.
Source: §1 · p. 2, §3.1 · p. 3Results
Gaze-directed teleportation produced the best overall results, while controller-directed control was better suited to steering.
Source: §7 · p. 10Takeaways & Limitations
Low-fidelity input devices can support effective locomotion, and the findings warrant further research into these devices.
Source: §7 · p. 10The cross-study comparison is approximate because display, tracking, and input hardware differed; button false negatives may also have affected teleportation metrics and perceived usability.
Source: §6.5 · p. 10
Abstract
from arXiv · showhide
Mobile virtual reality (MVR) provides low-cost access to extended reality (XR), but its limited input restricts use of common locomotion techniques such as head-decoupled and velocity-controlled steering. Using a low-cost controller with an audio-based button, we compared gaze- and controller-directed steering and teleportation in MVR. We included a controller pitch-based speed-control technique enabling continuous head-decoupled steering. Performance and participant feedback indicate that gaze was better suited to teleportation, whereas controller pointing better supports steering in primed search. We compare with similar techniques in standard VR and derive design considerations for low-cost, narrow-FOV hardware, demonstrating the potential to support varied travel techniques and velocity control in low-fidelity XR.
1 Introduction
MVR offers inexpensive access to immersive experiences, but primitive input limits the travel techniques and applications it can support. This work evaluates gaze- and controller-directed steering and teleportation, including pitch-based speed control, on low-cost MVR hardware.
1 Introduction
- MVR can leverage widely adopted smartphones and costs $10–60 USD, compared with $300–3500 USD for standalone VR headsets.The authors frame affordable hardware as a way to improve access to immersive experiences.Source: §1 · p. 1
- Primitive MVR input—including 3DOF head tracking and inconsistent discrete controls—limits comparable immersive experiences and 3D interaction.MVR devices rarely provide the tracked controllers commonly bundled with standalone VR headsets.Source: §1 · p. 1
- The study compares gaze- and controller-directed steering and teleportation using a low-cost tracked controller, acoustic button, and controller-pitch speed control.It evaluates whether travel techniques and velocity control can work on low-fidelity MVR hardware.Source: §1 · p. 2
2 Related Work
Prior work motivates testing whether VR travel techniques generalize to MVR, whose input and field of view impose distinct constraints. This paper compares techniques and extends evaluation toward trajectory-based measures.
2.1 Steering-Based Travel
- Steering supports movement unconstrained by real-world space, but MVR steering often lacks speed control and relies on automated motion or start/stop input.Controller tilt-based speed control is introduced as a way to provide continuous, omnidirectional control on MVR hardware.Source: §2.1 · p. 2
2.2 Selection-Based Travel
- Teleportation is an efficient selection-based travel technique, while prior MVR studies and input constraints leave controller-based teleportation open to further exploration.Prior work describes teleportation as avoiding cybersickness and environment-size constraints, though it may disorient users.Source: §2.2 · p. 2
2.3 Comparing Teleportation and Steering
- Field of view can shape travel strategies: prior work found gaze-directed travel better suited to small-FOV systems and controller pointing to CAVE environments.Earlier comparisons also report mixed results across teleportation and steering outcomes.Source: §2.3 · p. 2
- No prior work had examined how travel technique affects MVR performance, user strategy, and preference in navigating large virtual environments.The study addresses whether advantages reported for higher-fidelity VR hold under MVR constraints.Source: §2.3 · p. 2
2.4 Locomotion Performance Evaluation
- Trajectory sampling can reveal steering behaviour and path conformity over time beyond cumulative measures such as completion time or total distance.The paper notes that trajectory-based locomotion evaluation remains underexplored and that waypoint tasks may not suit such analyses.Source: §2.4 · p. 3
3 System Design
The system combines a tracked cardboard controller and acoustic button with continuous pitch-based steering and projectile-arc teleportation. A pilot comparison selected pitch control for the main study despite its lower mean speed.
3 System Design
- The Cardboard Controller uses camera-based 6DOF tracking and an acoustic button; click detection filters audio and can still be falsely triggered by loud speech or door slams.Controller orientation ignores yaw changes above 12° and inversions above 90° to limit jitter and awkward movement.Source: §3 · p. 3, Figure 2 · p. 3
3.1 Steering
- Controller pitch controls continuous steering speed: ±10° stops movement, forward tilt reaches 3 m/s at 60°, and backward tilt reaches the same maximum at -40°.On tracking loss, speed and controller-directed steering direction remain constant for 1.5 seconds before slowing to a stop; backward movement begins slowing after 200 ms.Source: §3.1 · pp. 3–4, Figure 3 · p. 4
3.2 Teleportation
- Teleportation uses an aiming-direction projectile arc, accepting ground collisions as destinations and rejecting walls or decorative objects.Pressing the button at a valid position teleports instantly; the maximum range is approximately 20 m when aimed 45° above horizontal.Source: §3.2 · p. 4
3.3 Pilot Study
- In the eight-person pilot, pitch control had fewer mean wall collisions (2.5 vs. 3.1) but lower mean speed (1.65 vs. 2.98 m/s); coin collection was comparable (50% vs. 48%), and pitch was selected for the main study.Six of eight participants preferred pitch, with several valuing speed control for avoiding walls and stopping for coins.Source: §3.3 · p. 4
4 Methodology
The study evaluates four combinations of gaze- or controller-directed control and steering or teleportation in a within-subjects experiment. Participants traversed long paths under instructions to balance speed, collision avoidance, coin collection, and staying near the centre.
4.1 Participants
- The experiment used an open-source testbed and recruited 28 right-handed participants aged 18–35, all with prior experience using 3D-tracked pointing devices.Three participants had no prior VR experience, and one had used only cardboard VR.Source: §4 · p. 4, §4.1 · p. 4
4.2 Apparatus
- A Samsung Galaxy S23 Ultra in a VRG Pro headset provided 3DOF head orientation and an approximately 80° horizontal field of view, with the cardboard controller as the pointing device.The experiment had ethics-board approval.Source: §4.2 · p. 4, §4 · p. 4
4.2.1 Virtual Environment.
- Four condition-specific, single-directional paths were approximately 735–780 m long, with 64 alleyways and 67 coins each; participants collected coins by overlapping a gaze-controlled cursor for 50 ms.Temples and alley walls supported collisions, while turn arrows served as wayfinding cues.Source: §4.2.1 · p. 5, Figure 5 · p. 5, Figure 7 · p. 5
4.4 Procedure
- Participants practiced each travel technique on a separate path, then were instructed to finish quickly while avoiding collisions, collecting all coins, and staying near the path centre.The 60-minute procedure included sickness ratings during each condition and questionnaires during breaks.Source: §4.2.1 · p. 5, §4.4 · pp. 5–6
4.2.2 Task.
- The task recorded collisions with nature elements, temples, and exterior walls, counting continuous contact as one collision; steering positions were sampled every 5 seconds, while every teleport endpoint was logged.The distinct sampling intervals reflected the continuous structure of steering and discrete structure of teleportation, as well as smartphone logging load.Source: §4.2.2 · p. 5
4.3 Design
- A 2 × 2 within-subjects design crossed gaze- versus controller-directed control with steering versus teleportation, and measured travel, collision, coin, teleport, and subjective outcomes.Performance measures were recorded every 25 m and at the finish; the study also collected UEQ-S and Fast Motion Sickness Scale responses.Source: §4.3 · p. 5
4.5 Hypotheses
- The hypotheses predicted teleportation advantages in travel time, collisions, and path efficiency; gaze-directed teleportation preference; and controller-directed steering preference.They also predicted more coin collection while steering, higher presence for controller-directed steering, and greater physical demand for gaze-directed steering.Source: §4.5 · p. 6
5.1 Performance Metrics
Across performance measures, gaze controls were faster on average than controller controls, while teleportation generally outperformed steering on effective speed, collisions, and path efficiency. Search outcomes also favored gaze, and GT involved more teleports than CT.
5.1 Performance Metrics
- Gaze controls averaged 15.21 s versus 17.93 s for controller controls; CT had higher travel times than every other condition.Source: §5.1 · p. 6
5.1.2 Effective Speed.
- Teleport conditions averaged 0.86 m/s faster; GS and CS were significantly slower than both teleport conditions.Source: §5.1.2 · p. 6
5.1.6 Path Efficiency.
- Steering produced less efficient paths than teleportation; PEI compares travelled path length with ORP length, and values above 1 denote longer routes.Source: Figure 12 · p. 7, §5.1.6 · p. 7
5.1.5 Teleport Count.
- GT participants teleported more often than CT participants (M = 2.88, SD = .6 vs. M = 2.2, SD = .13).Source: Figure 11 · p. 7, §5.1.5 · p. 7
5.1.3 Wall Collisions.
- Steering produced 0.44 wall collisions per 25 m versus 0.08 with teleportation; overall, collisions stayed below one per 25 m.Source: §5.1.3 · pp. 6–7
5.1.4 Coins Collected.
- Participants collected 79–89% of 67 coins overall; steering yielded fewer coins, and gaze yielded 9.55 more than the controller.Source: §5.1.4 · p. 7
5.2 Subjective Feedback
Cybersickness scores did not differ significantly across conditions. Questionnaire results generally favored GT, while responses also exposed trade-offs involving control, comfort, tracking, and physical demand.
5.2.1 Fast Motion Sickness Scale.
- FMS scores and within-condition FMS change did not differ significantly across conditions.Source: §5.2.1 · p. 7
5.2.2 Questionnaires.
- GT received significantly higher preference rankings; CS exceeded GS descriptively but had polarized rankings, with 11 last-place rankings versus 7.Source: Figure 15 · p. 8, §5.2.2 · p. 8
- Button and controller ratings of 3.07 and 3.79, respectively, suggested both somewhat hindered performance.Source: §5.2.2 · pp. 7–8
- GT had the highest UEQ-S scores on all scales; CS usability was moderate, while participants noted tracking problems and arm fatigue.Source: §5.2.2 · p. 8
- GS and CT drew concerns about discomfort, restricted movement, and reacquiring the controller after looking away.Source: §5.2.2 · p. 8
- GT was less physically demanding than all other conditions; CT presence was lower than GT and CS, while CS presence exceeded GS.Source: §5.2.2 · p. 8, Figure 16 · p. 8
6 Discussion
The discussion interprets performance as dependent on pairing control type with travel technique and proposes design guidance for MVR. It also identifies measurement and hardware limitations that bound the findings.
6.1 Teleport Control Scheme and User Strategies
- GT outperformed and was preferred to CT, but CT teleports were slower and more precise; short-range aiming remained unintuitive despite training.Source: §6.1 · pp. 8–9
6.2 Comparison of Teleportation and Steering
- CT's interval-level effective speed and cumulative travel time yielded different performance interpretations, warranting further investigation.Source: §6.2 · p. 9
- No significant cybersickness effects emerged, though 71% identified gaze as the main source of nausea; the authors suggest control type may matter more than travel technique.Source: §6.2 · p. 9
- A descriptive comparison with high-fidelity VR found several broadly aligned metrics, but hardware differences mean a direct controlled comparison is needed.Source: §6.2 · p. 9
6.3 Design Guidelines for Locomotion in MVR
- Guidelines favor gaze for teleportation and tracked handheld controllers for decoupled steering, although tracking instability and arm fatigue polarized CS preferences.Source: §6.3 · p. 9
- Tilt-based speed control was described as intuitive, and six of eight pilot participants preferred it to automated speed control.Source: §6.3 · p. 9
6.4 Potential of Lo-Fi Devices for Mobile VR
- The audio-based button supported teleportation, while controller pointing suited steering; camera-FOV tracking loss remained a common drawback.Source: §6.4 · pp. 9–10
6.5 Limitations
- Unequal trajectory sampling—steering every 5 s versus every teleport endpoint—may affect trajectory-level measures and limits direct comparisons.Source: §6.5 · p. 10
7 Conclusion
The study compared gaze- and controller-directed teleportation and speed-controlled steering using low-cost MVR input. Results favored gaze-directed teleportation overall and controller-directed control for steering, supporting further study of low-fidelity input devices.
- Gaze-directed teleportation produced the best overall results, whereas controller-directed control was better suited to steering.Source: §7 · p. 10
- The study used a low-cost tracked controller and audio-based button to compare free-range teleportation with speed-controlled steering.Source: §7 · p. 10
- Controller-directed steering was broadly comparable to similar high-fidelity techniques, and participants valued its flexibility and intuitiveness.Source: §7 · p. 10