  Large curved displays inside Virtual Reality environments are becoming
popular for visualizing high-resolution content during analytical tasks, gaming
or entertainment. Prior research showed that such displays provide a wide field
of view and offer users a high level of immersion. However, little is known
about users' performance (e.g., pointing speed and accuracy) on them. We
explore users' pointing performance on large virtual curved displays. We
investigate standard pointing factors (e.g., target width and amplitude) in
combination with relevant curve-related factors, namely display curvature and
both linear and angular measures. Our results show that the less curved the
display, the higher the performance, i.e., faster movement time. This result
holds for pointing tasks controlled via their visual properties (linear widths
and amplitudes) or their motor properties (angular widths and amplitudes).
Additionally, display curvatures significantly affect the error rate for both
linear and angular conditions. Furthermore, we observe that curved displays
perform better or similar to flat displays based on throughput analysis.
Finally, we discuss our results and provide suggestions regarding pointing
tasks on large curved displays in VR.
