Exploring Fitts’ Law in Virtual Reality Applications

International Journal of Computer Science and Engineering |
© 2025 by SSRG - IJCSE Journal |
Volume 12 Issue 2 |
Year of Publication : 2025 |
Authors : Vincent Preikstas, Damian Schofield |
How to Cite?
Vincent Preikstas, Damian Schofield, "Exploring Fitts’ Law in Virtual Reality Applications," SSRG International Journal of Computer Science and Engineering , vol. 12, no. 2, pp. 1-18, 2025. Crossref, https://doi.org/10.14445/23488387/IJCSE-V12I2P101
Abstract:
Fitts’ Law posits that the time necessary for a user to move a pointer (such as a mouse or finger) to a target area is the function of the distance traveled and the size of the target. This translates to a simple rule that the smaller the target and larger the distance to the target, the longer it takes to reach and select. This principle is a fundamental consideration in the usability of any interface. Relatively little research has been done regarding the use of Fitts’ Law in Virtual Reality (VR) environments. This paper attempts to demonstrate that Fitts’ Law continues to hold when applied to VR interactions - specifically when a user is wearing a Head Mounted Display (HMD) and controlling a pointer with a VR controller. This oversight poses a significant problem as VR technology becomes increasingly prevalent in gaming, training, and many other applications. Understanding the applicability of Fitts' Law in VR is crucial for developing intuitive and efficient user interfaces in these immersive environments. This paper aims to bridge this gap by investigating whether Fitts' Law holds true in VR interactions. By measuring the time taken for participants to select a range of targets, a Fitts’ Law linear model was created to test if the law still applied. The experiment demonstrated that Fitts’ Law is still applicable in VR for pointing and selection with handheld controls, thereby filling an important gap in the understanding of user interactions in VR environments.
Keywords:
Fitts’ Law, Virtual Reality, Usability, Interface Design, Human-Computer Interaction.
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