Measuring Visual Span in VR and Desktop Reading

A Comparative Study

Conference Paper (2026)
Author(s)

Yonghao Hu (Student TU Delft)

Alice Vitali (TU Delft - Industrial Design Engineering)

Tilman Dingler (TU Delft - Industrial Design Engineering)

Research Group
Knowledge and Intelligence Design
DOI related publication
https://doi.org/10.1145/3772363.3798915 Final published version
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Publication Year
2026
Language
English
Research Group
Knowledge and Intelligence Design
Article number
459
Publisher
ACM
ISBN (electronic)
9798400722813
Event
2026 CHI Conference on Human Factors in Computing Systems, CHI 2026 (2026-04-13 - 2026-04-17), Barcelona, Spain
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Abstract

The visual span, defined as the number of letters that can be accurately recognized in a single eye fixation, is a fundamental sensory constraint on reading speed. While well-studied on desktops, visual span in virtual reality (VR) remains largely unexplored, despite the increasing use of text-heavy VR applications. This gap is critical, as VR's unique constraints (e.g., limited angular resolution, optical distortions, and vergence-accommodation conflict) may fundamentally restrict text intake. We present the first empirical study to directly measure visual span in VR using the trigram paradigm and compare it to a matched desktop baseline. Although the profile shape of the visual span was similar across conditions, its size was significantly reduced in VR, averaging 4.28 letters versus 10.72 on desktop (a ≈60% reduction). These findings reveal a fundamental limitation and lay the groundwork for designing more readable and efficient text experiences in immersive environments.