Selecting UVs, UV components, and UV shells is critical to editing the layout of UVs in the UV Texture Editor. You can select UVs in either the scene view or in the UV Texture Editor, but you can only view and edit the 2D representation of UVs using the UV Texture Editor.
To select UVs in the scene
-click a polygon or subdivision surface mesh in your scene and select UV from the marking menu. UVs for the surface mesh display in exactly the same location as vertices, so you can select them in the scene view.
The UVs are selected in the scene view. To view a 2D representation of the UVs you must open the UV Texture Editor (Edit UVs > UV Texture Editor).
To select UVs and UV shell components in the UV Texture Editor

To select a UV edge loop
A UV edge loop is an edge loop that is bounded by UV boundaries rather than edge boundaries.
The entire edge loop is selected.
To convert an existing UV selection to another type
+
-click and select one of the following options:
To Edge Perimeter, To Vertex Perimeter, To UV Perimeter: Converts the selection to edges, vertices, or UVs around the selection's perimeter. You can use Soft Selection to smoothly transform textures on your models without transforming each UV one at a time. Soft selection works by transforming a falloff region around your selected region. For more information see Soft Selection overview.