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        <datestamp>2026-10-02T18:22:46Z</datestamp>
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          <dc:title>Exploring Dragging Interaction on Curved Displays in Virtual Reality</dc:title>
          <dc:creator>Baoni Xing (25303184)</dc:creator>
          <dc:creator>Jiachang Zhang (289752)</dc:creator>
          <dc:creator>Huawei Tu (11980866)</dc:creator>
          <dc:creator>Huiyue Wu (13269888)</dc:creator>
          <dc:subject>Space Science</dc:subject>
          <dc:subject>Medicine</dc:subject>
          <dc:subject>Neuroscience</dc:subject>
          <dc:subject>Physiology</dc:subject>
          <dc:subject>Sociology</dc:subject>
          <dc:subject>Biological Sciences not elsewhere classified</dc:subject>
          <dc:subject>Information Systems not elsewhere classified</dc:subject>
          <dc:subject>Mental Health</dc:subject>
          <dc:subject>Virtual reality</dc:subject>
          <dc:subject>curved displays</dc:subject>
          <dc:subject>dragging</dc:subject>
          <dc:subject>Fitts’ law</dc:subject>
          <dc:description>&lt;p&gt;As virtual reality (VR) environments increasingly incorporate curved displays, dragging interactions on such displays have become more common. However, evidence on how display geometry affects dragging remains limited. We examined dragging performance and subjective workload using controller-based ray casting in two repeated-measures experiments with 12 participants each. Experiment 1 used curvilinear measurements, whereas Experiment 2 used angular measurements. Both manipulated display curvature, viewing depth, target amplitude and width. The results show that, compared with flat displays, curved displays with specific curvature settings yielded shorter movement times, lower error rates, and lower subjective workload. Increasing depth reduced movement time under curvilinear measurement but increased it under angular measurement. We further evaluated existing Fitts’ law adaptations and proposed an extension of the two-part model that incorporates display curvature. These findings inform the design and modeling of dragging interactions on curved VR displays.&lt;/p&gt;</dc:description>
          <dc:date>2026-10-02T18:22:46Z</dc:date>
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