Yet, it took VR headsets much longer than personal computers to reach either households or professional environments.
Even today that many different consumer electronics VR headsets are available at a reasonnable price, their usage remains limited.
Similarly to every interactive technology, the objective is not to replace completely concurrent technologies, but rather find the particular application scenarios for which this technology is more suitable than others.
+To do so, we need to know better how we interact in virtual environments.
%Virtual Reality is an active research domain in itself for decades, and immersive virtual reality is just a subset of the contexts being studied.
%Yet, this research field contributed to the relative success of the last generation of VR headsets.
We take immersive virtuality reality as a context that constrains the input methods we can use, in which users have to perform specific tasks.
One of these constraints is that the users cannot see their own body because the virtual environment covers their entire field of view.
Therefore, either a motion capture system sense the users' body movements, or they hold input devices in their hands.
-Users interact with their environment mostly with gestures, but also with buttons, touchpads and joysticks on handheld devices.
+Users interact with their environment mostly with gestures, but also with buttons, touchpads, and joysticks on handheld devices.
As we discussed at the beginning of this chapter, the objective in virtual reality is not necessarily to reproduce what exists in the physical world.
We rather focus on either elementary or compound tasks and figure out ways to enable users to perform these tasks.
For example selecting an object is an elementary task that is usually part of a more complex or compound tasks: manipulation, command selection, navigation, text entry, etc.
We describe below the design and evaluation of a new 3D selection technique for immersive virtual reality.
% Should I keep this?
-One of the main active research topics in this area is augmenting \defword{immersion}, \defword{presence} and \defword{embodiment} \cite{witmer98,slater99,kilteni12}.
+One of the main active research topics in this area is augmenting \defword{immersion}, \defword{presence}, and \defword{embodiment} \cite{witmer98,slater99,kilteni12}.
In short, these three concepts are related to the users's sensation of being in the virtual environment.
I will cover this topic in the next chapter, section \ref{sec:embodiment}.
%
Yet, a typical way to increase the users' sensation of embodiment is to provide them an \defword{avatar} that they can control.
The users can typically control their avatar's hands and head because it is easy to map their position to the VR headset and the controller’s position with inverse kinematics.
The facial expression of the avatar is important for non verbal communication.
-However, it is more complex to control because it requires many degrees of freedom
+However, it is more complex to control than the head and hands because it requires many degrees of freedom.
Therefore we describe below the design and evaluation of an interaction technique for the control of the facial expression of an avatar in immersive virtual environments.
We used a common general methodology for the design of these two interaction techniques.