Scene-Level Assessment of Comfort, Legibility, and Spatial
Control in Virtual Reality Interfaces
Massila Kamalrudin1,* Mustafa Musa2
1 Faculty of Information and Communication Technology, Universiti Teknikal Malaysia Melaka, Malaysia
2 Center of Research and Innovation Management, Universiti Teknikal Malaysia Melaka, Malaysia
Emails: massila@utem.edu.my; mustafmusa@utem.edu.my
Received: January 02, 2026 Revised: February 07, 2026 Accepted: March 14, 2026 ⋆ Corresponding author
ABSTRACT
Virtual reality interface quality is not determined by visual appeal alone. A scene may look convincing while still
producing unstable gaze, uncomfortable depth switching, excessive head movement, or slow target selection. This
paper presents a scene-level assessment framework for measuring comfort, legibility, and spatial control in VR
interfaces. The work is deliberately organized as a design-science evaluation rather than as a conventional classifier
study: it begins with interface failure mechanisms, defines observable headset and scene variables, computes a Virtual
Reality Interface Comfort score, and then translates the results into review actions. The empirical analysis uses a
processed feature-level extract aligned with public VR eye-tracking task structures and combines gaze stability, pupil
variability, vergence error, head-turn demand, tracking loss, selection latency, contrast balance, target comfort, depth
pressure, and spatial-memory support. The results indicate that comfortable VR scenes are characterized by stable
fixation, consistent depth placement, strong spatial memory support, and modest interaction latency, while high-risk
scenes are mainly associated with head-turn demand, tracking loss, pupil variability, and depth pressure. The paper
contributes a transparent measurement model, a set of scene-pattern diagnostics, and a practical governance workflow
for deciding when a VR interface should be released, revised, or retested.
Keywords: Virtual reality Interface comfort Gaze stability Spatial usability Scene evaluation
1. INTRODUCTION
Virtual reality interfaces are often judged from the viewpoint
of immersion: whether the world looks convincing, whether
interaction feels natural, and whether the user experiences
presence. These criteria are important, but they are not sufficient
for interface evaluation. A VR scene can be graphically
rich while still requiring tiring head turns, rapid refixation,
unstable target search, or repeated accommodation and vergence
changes. The result is an interface that may appear
successful in a screenshot but becomes uncomfortable when
experienced through a headset.
This paper treats a VR interface as an embodied scene. In
such a scene, information is not only displayed; it is positioned
in depth, distributed around the body, approached
through gaze, and selected through movement. The user’s
eyes, head, and hands therefore become part of the interface
measurement problem. A flat-screen usability metric is not
enough because the same button size, contrast, or information
density can have different consequences when controls are
located in the periphery or placed at an uncomfortable depth.
The paper develops a scene-level assessment framework for
VR interface comfort, legibility, and spatial control. The proposed
score is not intended to replace user studies. Instead, it