Hindsight · review build · data not yet validated
The visual and auditory experience of virtual reality is compelling, but tactile interaction is still limited.
Grader A: partial
Tactile interaction was indeed limited. But virtual reality itself was not a compelling consumer experience in 2009; affordable, realistic headsets arrived with the Oculus development kits (2013) and consumer Rift (2016). The haptics half was true; the 'compelling VR' half was true only from 2013-2014 in developer kits.
Test: Compelling VR availability: developer kits 2013-2014 (in the 2012-2014 window); consumer VR 2016.
Grader B: hit
Tactile interaction in consumer virtual environments was limited to controller rumble and force-feedback joysticks and wheels in 2009. Rich haptics for VR came mostly after 2013. The visual and auditory part was compelling in games of the period. The claim is a statement of limitation, and it holds.
Test: Test: tactile VR interaction remains limited in 2009. Consumer haptics: rumble motors (ERM) and basic force feedback only.