
The potential of Virtual Reality (VR) technology has not been fully realized because the user interfaces are not designed to effectively support the user. One of the most critical interface aspects is the possibility to interact with the system within the virtual environment. The initial idea of optimizing the user interaction was to transfer the interaction that occurs in the real world as accurately as possible into the VR environment. In this case the user, theoretically, would have no problems interchanging between the two worlds.
But, VR technology is not yet mature enough to do this. Some elements of the real-world interaction, such as haptic feedback, cannot be transferred into the VR environment, and others only are transferred with insufficient precision. Examples of common problem areas are haptic feedback, operation of controls requiring fine motor skills (e.g. rotary controls), matching the movement of a real person and their virtual representation, and visualization quality.
There are several aspects that make it much more difficult to control the ball in the virtual environment than in reality:
A task that is simple in reality turns out to be very challenging in a VR environment, and the only way to make the user able to deal with these issues is through training. Where noticeable differences exist between reality and the virtual world that cannot be overcome, it is not worthwhile to put a lot of effort into the design of interaction methods that try to mirror reality as exactly as possible. In these cases, other methods of interaction should be taken into consideration. Examples from aircraft design are given below.