One can imagine fanciful solutions, but people tend to get hurt in VR space. It would be very, very hard not injure the humans in meat space with tech that is sufficiently rigid to let them also physically interact with vr objects.
I can't imagine it working perfectly. Say, pulling a book out of a shelf should have exactly zero resistance (other than the force of gravity pulling the book down). Having near zero latency between action and the 'tactile interface' moving in exactly the right direction would be a very hard problem...
Seated is kind of stupid imo.
The active force applied to the fingers is actually pretty small. The geometry of a flexed hand gives huge mechanical advantage. The key is a large holding force. It's easy to prevent you from closing your hands further without needing to actually overpower you.
You don't need to pull hard, you just have to be able to stop hard. No real risk there.
> the system can't really provide the sense of touch of a static object.
Yeah, that's hard because of how you perceive weight. We'd have to be able to pull your forearm down relative to the elbow, and that's not exactly easy to do elegantly. I've thought a lot about it and haven't been able to come up with something that isn't a ridiculous exoskeleton for your arms and shoulders.
> I personally think that a feedback system that let you feel the volume or shape of gripped objects would be better, but these are very hard problems.
I agree! It really does make the interaction more convincing. I've been working on this problem for the last year or so and it is indeed quite hard. But we're nearly there. Maybe this year ;)
To me the biggest problem outside of that was that the system can't really provide the sense of touch of a static object. Like resting your hands on the thorns of a cactus. Because it uses streams of air bubbles, it has to be a continuously changing surface, so rubbing your hand or finger on something works better.
Is it more immersive? Yeah, to a point. I personally think that a feedback system that let you feel the volume or shape of gripped objects would be better, but these are very hard problems.