Particle Selection in Virtual Reality
Abstract
Point-cloud representations of 3D data are used in many fields, from astronomical surveys of galaxies to medical imaging and laser scans of buildings. A task common to all of these is interactive selection: picking out a meaningful subset of points for closer analysis. The data is inherently 3D, yet the traditional workflow uses a 2D mouse on a 2D projection and inherits the limitations of a flat screen. This paper compares Virtual Reality (VR) and desktop environments for 3D particle selection, asking whether VR's six-degree-of-freedom hand interaction yields measurable gains in accuracy, speed, usability, workload and flow. In a counterbalanced within-subjects experiment (N = 34), participants selected 90 target galaxies from a catalogue of 16,816 galaxies, using mouse-driven selection with keyboard camera control on the desktop and a hand-held spherical brush that adds or removes particles in VR. We measured task accuracy, completion time, and three standard questionnaires: the System Usability Scale (SUS), the NASA Task Load Index (NASA-TLX) and the Flow State Scale (FSS). Accuracy was comparable (91.6% VR vs. 93.1% desktop; p = 0.858), but every other measure favoured VR. Tasks were 23% faster (p = 0.001, d = 0.93), usability was higher (SUS 84.6 vs. 54.0; d = -1.78), workload was lower (NASA-TLX 20.4 vs. 34.7; d = 0.90), and flow was higher (FSS 83.2 vs. 70.2; d = -1.23). Because the underlying problem, making a 3D selection through a 2D interface, is not specific to astronomy, we expect the pattern to carry over to point-cloud selection in other fields.
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BibTeX
@misc{kerengil2026particle,
title = {{Particle Selection in Virtual Reality}},
author = {Boaz Keren-Gil and James Gain and Lucia Marchetti and Patrick Marais and Alexander Sivitilli},
howpublished = {arXiv},
year = {2026},
month = oct,
doi = {10.48550/arxiv.2610.17094},
eprint = {2610.17094},
archivePrefix = {arXiv},
url = {https://arxiv.org/abs/2610.17094},
note = {CC BY 4.0},
}
RIS
TY - UNPB
TI - Particle Selection in Virtual Reality
AU - Boaz Keren-Gil
AU - James Gain
AU - Lucia Marchetti
AU - Patrick Marais
AU - Alexander Sivitilli
PY - 2026
DA - 2026/10/12
PB - arXiv
DO - 10.48550/arxiv.2610.17094
UR - https://arxiv.org/abs/2610.17094
AB - Point-cloud representations of 3D data are used in many fields, from astronomical surveys of galaxies to medical imaging and laser scans of buildings. A task common to all of these is interactive selection: picking out a meaningful subset of points for closer analysis. The data is inherently 3D, yet the traditional workflow uses a 2D mouse on a 2D projection and inherits the limitations of a flat screen. This paper compares Virtual Reality (VR) and desktop environments for 3D particle selection, asking whether VR's six-degree-of-freedom hand interaction yields measurable gains in accuracy, speed, usability, workload and flow. In a counterbalanced within-subjects experiment (N = 34), participants selected 90 target galaxies from a catalogue of 16,816 galaxies, using mouse-driven selection with keyboard camera control on the desktop and a hand-held spherical brush that adds or removes particles in VR. We measured task accuracy, completion time, and three standard questionnaires: the System Usability Scale (SUS), the NASA Task Load Index (NASA-TLX) and the Flow State Scale (FSS). Accuracy was comparable (91.6% VR vs. 93.1% desktop; p = 0.858), but every other measure favoured VR. Tasks were 23% faster (p = 0.001, d = 0.93), usability was higher (SUS 84.6 vs. 54.0; d = -1.78), workload was lower (NASA-TLX 20.4 vs. 34.7; d = 0.90), and flow was higher (FSS 83.2 vs. 70.2; d = -1.23). Because the underlying problem, making a 3D selection through a 2D interface, is not specific to astronomy, we expect the pattern to carry over to point-cloud selection in other fields.
ER -