Reconstructed Reality: Enabling Teleportation-Based Locomotion in Immersive Telepresence

Abstract High latency and virtual reality (VR) sickness hinders the mass adoption of telepresence or teleoperated systems utilizing head-mounted displays (HMDs). In immersive telepresence scenarios that use 360 degree cameras to present the remote environment, latencies of up to seconds are expected. Such delays make traditional continuous manual control of these systems difficult. In addition, due to the use of HMDs, users of these systems are prone to VR sickness. We present a novel method to enable an improved telepresence locomotion experience under these constraints. The paper first recounts a previously published article of a prototype design, and then integrates new findings of a realistic use-case, replicating and extending these findings. We conclude that it is highly beneficial to use teleportation through a real-time 3D reconstructed virtual environment as an interface to a physical environment (VEIPE) in embodied immersive telepresence, relative to a standard joystick-based continuous control method.

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Publication Details

Journal
Research Square
Published
2026-10-30
DOI
https://doi.org/10.21203/rs.3.rs-11377684/v1
Primary Topic
Virtual Reality Applications and Impacts
Type
preprint

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preprint

Reconstructed Reality: Enabling Teleportation-Based Locomotion in Immersive Telepresence

Timo Ojala, Steven M. LaValle, Matti Pouke, Eetu Laukka
1 links
Research Square
Virtual Reality Applications and Impacts
preprint

Reconstructed Reality: Enabling Teleportation-Based Locomotion in Immersive Telepresence

Timo Ojala, Steven M. LaValle, Matti Pouke, Eetu Laukka
preprint en

Abstract

Abstract High latency and virtual reality (VR) sickness hinders the mass adoption of telepresence or teleoperated systems utilizing head-mounted displays (HMDs). In immersive telepresence scenarios that use 360 degree cameras to present the remote environment, latencies of up to seconds are expected. Such delays make traditional continuous manual control of these systems difficult. In addition, due to the use of HMDs, users of these systems are prone to VR sickness. We present a novel method to enable an improved telepresence locomotion experience under these constraints. The paper first recounts a previously published article of a prototype design, and then integrates new findings of a realistic use-case, replicating and extending these findings. We conclude that it is highly beneficial to use teleportation through a real-time 3D reconstructed virtual environment as an interface to a physical environment (VEIPE) in embodied immersive telepresence, relative to a standard joystick-based continuous control method.

Research Square
University of Oulu (FI)
Oulun Yliopisto, Infotech Oulu
Good health and well-being
Virtual Reality Applications and Impacts
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