As we touched on briefly before, another big problem in VR interaction is haptic feedback. VR displays are now very good at tricking us into thinking that virtual optics are really in front of us. But our ability to interact with them in a naturalistic way is still quite poor. Thanks to the tracking technology and the vibration feedback that current VR controllers provide, we can use them to select and manipulate virtual objects. However, in order to really do this in a naturalistic way, we would need VR gloves. Instead of holding on controller and pressing a button to grab objects, we should be able to just grab them with our hands. There are a few VR gloves available which are all well integrated with current VR displays. But in order to really grab a virtual object and feel that we are holding something in our hands, ideally the VR gloves should be able to give force feedback. These are normally called exoskeleton VR gloves, as they rely on an external skeleton outside of the glove to support force feedback. There are a couple of bodysuits I have seen at VR exhibitions which provide both force feedback and tactile feedback. They are mainly designed for game play, so when you're being punched by your opponent, you actually feel the force of that. I'm not sure I would want that, but I can imagine they could become quite popular with gamers. In summary, the current VR controllers are more like a borrowed concept from 2D user interfaces and do not really support VR interactions in the 3D space in a very naturalistic way. I believe we will soon see VR gloves in the consumer market, some with beauty in force feedback, so maybe soon enough, you will be able to shake hands with someone virtually. For hardcore gamers, a full body VR suit could be something to look forward to, which will make gaming more immersive. However, certain challenges in haptic feedback, such as tactile feedback, or the feeling of gravity when holding an object, remain unsolved for now.