Realism, Expectations, and the Fidelity Contract in VR Design
Adrienne Hunter

My $.02: Regardless how real VR can be made, I have experienced that its users have expectations on how to interact with VR that are very different from the real world. For example, people have no problem walking large distances on a campus or a mall, but having to use real walking as input has VR users quickly switch to using full locomotion or teleportation. When people play a real game of tennis no one complains about gorilla arms. The existing generation of VR users seem so familiar with interacting using a controller that button mashing has become the expected modus of operandi rather than real world interaction.

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