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Investigating 3D Selection Performance While Running in Extended Reality: an In-depth Study of the Effect of Speed
IEEE Transactions on Visualization and Computer Graphics
|August 12, 2026
Summary
Running significantly impairs target selection in immersive virtual reality, increasing errors and task difficulty. Direct touch interactions are not recommended for running due to disrupted motor control at higher speeds.
Area of Science:
- Human-Computer Interaction
- Virtual Reality
- Biomechanics
Background:
- Immersive virtual reality (VR) environments offer engaging user experiences.
- Understanding user interaction limitations during physical activity in VR is crucial.
Purpose of the Study:
- To investigate the impact of running speed on target selection performance in immersive environments.
- To analyze the effects of speed, pointing phase, and foot-strike on selection accuracy and efficiency.
Main Methods:
- A controlled study involving 22 participants performing a Fitts' tapping task.
- Direct touch selections were evaluated while participants were standing and running at speeds up to 9 km/h.
- Movement time, error rate, perceived exertion, and task load were measured.
Main Results:
- Running speed significantly increased movement time, error rate, perceived exertion, and task load.
- The correction phase of movement time doubled at 9 km/h, while the ballistic phase remained stable.
- Higher cadence reduced errors at lower speeds but was ineffective at higher speeds due to disrupted motor control.
Conclusions:
- Direct touch interaction is likely unsuitable for running in immersive environments due to high error rates exceeding 30% at higher speeds.
- Further research is needed to develop effective selection methods for users running at higher speeds in VR.

