HandWindowTeleportation: Locomotion with Hand Gestures for Virtual
Reality Games
Hibiki Kirihata
1
and Tomokazu Ishikawa
1,2 a
1
Toyo University, 1-7-11 Akabanedai Kita-ku, Tokyo, Japan
2
Prometech CG Research, 3-34-3 Hongo bunkyo-ku, Tokyo, Japan
Keywords:
Virtual Reality, Point and Teleport, Hand Tracking, Hand Gesture.
Abstract:
This study designs and evaluates a novel one-handed gesture-based control method for teleportation within a
VR game space. For three different stages, we measured travel time, number of moving maneuvers, and ac-
curacy in achieving checkpoints, and used two questionnaires, NASA-TLX and SUS, to evaluate the subject’s
workload and the usability of proposed system. It was suggested that the proposed teleportation method using
hand gestures is appropriate for games that require agility, such as action games, and is less tiring and has
better ease of use than the previous method and a method on existing products.
1 INTRODUCTION
Recent technological developments have made virtual
reality (VR) head-mounted displays (HMDs) more
widespread and affordable. An increasing number
of HMDs utilize the inside-out method, do not use
a controller, and are equipped with hand-tracking
functions. With plans to release HMDs without
controllers, hand tracking will become an important
method of operation in the XR (Extended Reality)
environment in the future. Indeed, there is a lot of
research on manipulating virtual objects using hand
tracking (Sch
¨
afer et al., 2022; Hameed et al., 2021;
Pei et al., 2022).
Because many VR applications and games involve
frequent movement, optimizing this behavior is an
important research topic. VR experiences using VR
HDMs would be more highly immersive if they were
operated by actually walking, but this is often diffi-
cult due to physical limitations. Therefore, a method
to move around in VR space without having to walk
in real space: Point And Teleport was proposed. Con-
ventional VR HMDs always have a controller and are
assumed to be operated via a controller. As mentioned
previously, in light of the information on future HMD
releases, a movement method based on hand tracking
without a controller is needed. There are few research
examples of movement methods using hand tracking,
and to the best of our knowledge, there are few exper-
a
https://orcid.org/0000-0002-9176-1336
iments comparing the improvement of VR experience
by different movement methods. In particular, there
are almost no examples of testing whether it is easy
to move while performing actions other than moving,
such as attacking an enemy, that are intended to be
used in actual games. Therefore, in this study, assum-
ing that it will be used in a game, we implement a
moving method that is quicker and more intuitive to
use, and compare our method to a previous method
and a method used in an existing product.
2 RELATED WORKS
In this section, we describe previous researches, clas-
sifying them into two categories: moving methods in
VR space and moving methods using hand tracking.
2.1 Moving Methods in VR Space
Bolte et al. proposed a method called “jumper
metaphor, which supports actual walking for short
distances and virtual jumping for longer dis-
tances (Bolte et al., 2011). According to evalua-
tions, this method allows for more effective explo-
ration compared to actual walking and has little effect
on spatial perception.
The research by Bozgeyikli et al. presented a
new locomotion technology called ”point and tele-
port” and compared it to the gait simulation and joy-
170
Kirihata, H. and Ishikawa, T.
HandWindowTeleportation: Locomotion with Hand Gestures for Virtual Reality Games.
DOI: 10.5220/0012472900003660
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2024) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 170-176
ISBN: 978-989-758-679-8; ISSN: 2184-4321
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
sticks that are normally used (Bozgeyikli et al., 2016).
With this technology, the user simply points to where
they want to go in the virtual world and is teleported
to that location. One major advantage is that there
is no visible parallel movement, which is expected to
reduce the likelihood of motion sickness. 16 users
participated in the experiment, suggesting that while
”point and teleport” is a fun and user-friendly locomo-
tion technique, the additional directional component
degrades the user experience.
Funk et al. proposed and evaluated three dif-
ferent point-and-teleport techniques that allow the
user to specify the target orientation during telepor-
tation (Funk et al., 2019). The results showed that the
teleportation technique with directional instructions
increased the average teleportation time but decreased
the need to correct the orientation after teleportation.
Rantala and Kangas highlighted that teleportation
in VR space may limit spatial awareness because the
method of movement is not continuous (Rantala et al.,
2021). Teleportation is well suited for VR controllers
and can minimize simulatorsickness (motion sick-
ness), but may reduce spatial awareness compared
to continuous movement. The goal of their study
was to develop a continuous, controller-based move-
ment technique and to test whether it supports spa-
tial awareness. Rantala and Kangas introduced two
new techniques, “slider” and “grab, and compared
them to teleportation. Results showed that “slider”
and “grab” were significantly faster than teleporta-
tion, and that they caused significantly less simulator
sickness than teleportation. Furthermore, it was con-
cluded that the continuous technique provided better
spatial awareness than teleportation.
Cmentowski et al. propose a novel augmented
walking approach for virtual reality games that
presents a virtual tunnel covering the entire travel dis-
tance (Cmentowski et al., 2022). This virtual tunnel
hides the visual flow from the applied motion accel-
eration, while the actual accelerated motion is visible
through the tunnel wall windows. According to the
evaluation, this approach avoids cybersickness and
at the same time improves physical activity and pre-
serves presence.
Considering that additional cognitive load could
negatively affect performance for the method pro-
posed by Funk et al. (Funk et al., 2019), Mori et
al. proposed a new P&T design: “points to teleport”
(P2T) (Mori et al., 2023). They also reevaluated the
accuracy of P&T with the user standing and sitting.
In these studies, researchers are experimenting
with operability by designing a UI that mainly uses a
VR controller when moving and presents the telepor-
tation destination on a virtual environment. In view of
the future development of VR devices, we will inves-
tigate a method of teleportation using hand gestures
without a controller.
2.2 Moving Methods Using Hand
Tracking
Focusing on a technique to control teleport-type
movement with hand gestures, Sch
¨
afer et al. pro-
posed a way for users to move in VR using only
their hands; two both-handed and two one-handed
techniques were evaluated in 21 participants accord-
ing to effectiveness and efficiency and user prefer-
ence (Sch
¨
afer et al., 2021). When performing hand
gestures, there was no clear difference between using
both hands or only single hand, so they concluded that
one hand alone can comfortably and effectively move
through the virtual world.
The study by Neamoniti and Kasapakis presents
preliminary evaluation results on the use of motion
tracking versus hand tracking in IVR (Immersive
Virtual Reality) games (Neamoniti and Kasapakis,
2022). Results indicate that while hand tracking has
lower levels of ease of use and learning effectiveness,
it does not affect the overall game experience as com-
pared to motion controllers.
Lesaca et al. conducted an experiment comparing
four teleportation methods for everyday movement in
VR (Lesaca et al., 2022). The results of the experi-
ment show that in general use, experienced VR users
prefer to use their hands to control the virtual arc and
indicate the location and direction they wish to tele-
port. However, Lesaca et al. concluded that the step-
by-step teleportation method in the direction of gaze
supports more natural movement and may encourage
shorter travel paths, but instead takes longer travel
times.
With reference to the above related works, we
design and evaluate a hand gesture-based moving
method that can be used in games, which is better than
the previous methods.
3 PROPOSED METHOD AND
EXPERIMENT
The hand gesture of the moving method proposed in
this research is designed with an emphasis on the abil-
ity to move instantly, at the user’s will, to the co-
ordinates targeted by the user. We designed hand
gestures inspired by ”The Grab-a-Scope” is one of
gadgets which Doraemon has. The index finger and
thumb which are spread out liken to a scope, and the
HandWindowTeleportation: Locomotion with Hand Gestures for Virtual Reality Games
171
Figure 1: Image sequences when a hand gesture for each moving method is performed. Top: Oculus Integration, middle:
Two-Hand Palm and bottom: “HandWindow” (ours).
Figure 2: Image sequences when hand gestures other than movement are performed. Top: turning, middle: normal attack and
bottom: charge attack.
user pinch such as plucks out the landscape, which
results in moving to its coordinate. We call this tele-
portation method using hand gesture “HandWindow”.
Our method employs a user interface that specifies
the teleportation destination as a straight line from the
camera coordinates to the ground surface connecting
the midpoints of the thumb and index finger. We con-
sidered that a straight guideline would make it eas-
ier for the user to aim at the destination compared to
the previous method. By touching the index finger
and thumb, the user decides to move. Using this hand
gesture, we expect the user to have the experience of
GRAPP 2024 - 19th International Conference on Computer Graphics Theory and Applications
172
picking the place at hand.
We implement a system to identify hand gestures
using hand tracking running on the Meta Quest series.
We employ the framework provided by the Oculus In-
tegration to recognize the user’s hand. The angle of
the finger joints of the hand on the virtual, which is
recognized by Oculus Integration, is acquired to de-
termine how bent the fingers are at that angle. Us-
ing the above methods, we implement three differ-
ent moving methods (Oculus Integration, a previous
method and “HandWindow”), a turning method, and
two attack methods on a VR game. In Oculus Integra-
tion, an arc-shaped guideline is drawn from between
the index finger and thumb to select the teleportation
destination. The decision is made by touching the in-
dex finger and thumb, and the user teleport there. As
a previous method for comparison, we implemented
Two-Hand Palm which is the method proposed by
Sch
¨
afer et al. (Sch
¨
afer et al., 2021). In the Two-Hand
Palm, an arc-shaped guideline is output from the palm
of the hand to select the teleportation destination. The
user executes teleportation by bending the index fin-
ger of the other hand. For each moving gesture, image
sequences are shown in Figure 1.
To conduct the experiment in combination with an
action game, hand gestures are assigned to actions re-
quired in addition to the moving method. Turning is a
directional change in the player’s direction; by sweep-
ing the space below the eye with the palm, the player
rotates in the direction swept by the palm. The two
types of attacks are the normal attack, which involves
waving the hand with the index and middle fingers
held up, and the charge attack, which involves form-
ing a bowl with both hands and firing an energy shot.
Normal attacks can be fired in rapid succession but are
less powerful and difficult to gesture. Charge attacks
take longer to strike but are more powerful and can
be used with a simple gesture. It is designed so that
those who can do a normal attack will use it as their
main tool, and those who have difficulty with it will
use a charge attack. Images sequences of the turning
and attacking gestures are shown in Figure 2.
Experimental participants were asked to use three
different moving methods on the implemented origi-
nal VR game, and their movement times and move-
ment coordinates were recorded. The stages for the
moving experiment were prepared in three patterns: a
flat and straight stage, a narrow and bent stage, and
a stage with a difference in height. One stage for
the combat experiment was prepared. In the combat
stage, the player is limited to moving range. The ap-
pearance of the experimental stage is shown in Fig-
ure 3 and Figure 4 shows the combat stage. Users
are asked to play in two modes: one in which loca-
(a) Stage 1: a flat and straight stage
(b) Stage 2: a narrow and bent stage
(c) Stage 3: a stage with a difference in height
Figure 3: Appearance of each stage. A red marker indicates
the start point, a blue marker indicates the goal point, and
yellows marker indicate checkpoints that the user must pass
through.
Figure 4: Appearance of stage 4. A red marker indicates the
start point, and blacks marker indicate the locations where
enemies appear. The black wall prevents the player from
going to the location where the enemy appears.
tions to be passed are indicated as checkpoints, and
the other in which they are free to reach the goal. That
is, we ask one user to play 21 different experimen-
tal patterns. From this measurement data, the total
travel time from start to goal, the number of moving
operations, and the accuracy of reaching checkpoints
HandWindowTeleportation: Locomotion with Hand Gestures for Virtual Reality Games
173
Figure 5: During the experiment. The subject sits in a chair
and plays a game in VR, using only hand gestures to rotate
and move without changing the position or direction of the
body.
are calculated and used for evaluation. After using
the moving methods, the respondents were asked to
evaluate each of the moving methods in a question-
naire that included NASA-TLX (NASA Task Load
Index) (Hart and Staveland, 1988) and SUS (System
Usability Scale) (Brooke, 1995). Participants also an-
swer to respond to the best method of travel used.
We use a PC with OS: Windows 10 Home 64bit,
CPU: Intel® Core™ i7-10700K CPU @ 3.80GHz,
RAM: 16GB and GPU : NVIDIA GeForce RTX 2080
SUPER 8GB and Meta Quest 3 for our experiments.
We develop a game for experiment on Unity.
4 RESULTS AND DISCUSSION
11 male university students in their teens and twenties
majoring in information science were asked to coop-
erate in the experiment. Only two of them had never
experienced VR. The order of movement methods in
the experiment was randomized to avoid differences
in training level. The Figure 5 shows the situation
during the experiment.
First, the results for total travel time and num-
ber of movements are shown in the Figure 6 and 7
for the experiment in which travel was performed re-
gardless of checkpoints. Averaging the arrival time
of all stages, the Oculus Integration, Two-Handed
Palm, and the proposed method took 15.28 s, 15.38
s, and 11.60 s, respectively. We found the possibil-
ity of reducing travel time for any stage compared
to the existing method. The proposed method has a
small variance for all stages, is equally easy to use
for all users, and takes less time in tight and winding
places.Therefore, we can mention that our method is a
method with a small turnaround. However, using the
Figure 6: Box plots of total travel time in experiments in
which travel is independent of checkpoints.
Figure 7: Box plots of number of moving method in exper-
iments in which travel is independent of checkpoints.
Figure 8: Accuracy comparison of move coordinates
against checkpoint coordinates.
proposed method took longer than the other methods
for the stages with height differences. We consider
that this result is caused by the fact that only “Hand-
Window” specifies the teleportation destination as a
straight line, not as an arc. If the destination is spec-
GRAPP 2024 - 19th International Conference on Computer Graphics Theory and Applications
174
Figure 9: Results of counting the number of times a person
is hit in battle.
Figure 10: Box plots of NASA-TLX scores.
ified as an arc, as in the previous method, it is possi-
ble to teleport to a location where the player cannot
see the ground. However, the number of movements
tended to be less than for other methods.
Next, the accuracy results are shown in Figure 8
for an experiment in which the participants are asked
to move through the checkpoints sequentially. The
RMSE (Root Mean Squared Error) was used to eval-
uate the degree of error in the transition destination by
the moving method with respect to the target check-
point. We conclude that the proposed method is
highly accurate because the variance is small and the
mean is also small.
The number of times a player was hit by bullets in
a battle was counted as a way to check if the method is
suitable for movement in an action game. The method
is easier to avoid if the number of being bombed times
is small. As you can be seen in the Figure 9, the
proposed method reduces the number of being shot.
Thus we can conclude that it is highly compatible
with games that require agility, such as action games.
The NASA-TLX scores for each moving method
Figure 11: Box plots of SUS scores. The blue broken line
shows the average SUS value of 68.
Figure 12: Results of asking experimental participants to
vote for the best 1 of the 3 moving methods in terms of ”ease
of moving”, ”ease of combat”, and ”overall evaluation”.
are shown in Figure 10. The higher the NASA-TLX
score, the higher the subject’s fatigue level. The box
plots show that the proposed method is less fatigu-
ing than the other two methods. The mean NASA-
TLX scores were 43.82, 37.76, and 27.94 for the Ocu-
lus Integration, Two-Handed Palm, and the proposed
method, respectively.
The results of the SUS scores are shown in the
Figure 11; the higher the SUS score, the better the
usability. A score above 68, the average of SUS,
is considered good usability, and a score above 80
is considered excellent usability. The SUS scores
were 55.91, 55.00, and 75.45 for the Oculus Integra-
tion, Two-Handed Palm, and “HandWindow”, respec-
tively. The proposed method has a better SUS score
than the other methods, with the average being close
to 80, and can be said to have excellent usability.
Finally, the Figure 12 shows the results of hav-
ing the participants vote for the best 1 among the 3
movement methods in terms of “ease of movement,
HandWindowTeleportation: Locomotion with Hand Gestures for Virtual Reality Games
175
“ease of combat, and “overall evaluation”. The re-
sults showed that the proposed method was the best
for all items. This result is considered to be voted
by the subjects as an overall evaluation of the above-
mentioned factors.
5 CONCLUSIONS AND FUTURE
WORK
In this research, we proposed a new single handed
gesture method for instantaneous movement within
VR space. The hand gesture implemented as the
proposed method was designed for action games, re-
specting the user’s initiative and allowing for agile
movement. In order to compare the proposed method
with the existing methods and the methods used in ex-
isting products, users were tested on three stages for
teleportation. Quantitative evaluations such as time
from start to finish, number of actions, accuracy on
each checkpoint NASA-TLX and SUS, as well as
subjective evaluations were conducted. For all the
items, the proposed method obtained positive results,
and we consider that the small turnaround in particu-
lar makes the proposed method more friendly to ac-
tion games.
We would like to discuss some improvements to
the proposed “HandWindow”. First, the problem that
only the floor can be specified as the destination,
making it difficult to move depending on the terrain,
should be resolved. We think it is necessary to take
countermeasures such as making a downward judg-
ment when it hits a wall, or performing a sphere cast
when a ray cast is performed and movement is not
possible. There was an opinion that the UI should
display not only the destination but also a line from
the hand to the destination, which will be improved.
ACKNOWLEDGEMENTS
This work was supported by Toyo University Top Pri-
ority Research Program.
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