We design experiments to measure the perception (detection thresholds for gains, presence, embodiment, intrinsic motivation, and cybersickness) and physical performance (heart rate intensity, preparation time, and actual jumping distance) of redirected jumping (RDJ), under six different combinations of virtual environments (VEs) (low and high visual richness) and self-representations (SRs) (invisible, shoes, human-like). Results suggested that both VEs and SRs influence users' perception and performance in RDJ, and have to be taken into account when designing locomotion techniques.