We see lots of possible application but there is still lots of challenges. One of the biggest is making VR accessible to humans!
- Comfort: can be limited especially for lower quality rig (ie. use your hand, lens not adapted to your sight, greasy cardboard)
- Can't walk: VR when well done can be very convincing, first user reflex often be to start walking to move in the scene. This is dangerous and will soon be fixed with tech. like Valve Vive and most probably using phone similar to the one found in the Tango project
- User inputs: when we have the helmet on the eye, we can hardly interact with the real environment. Most practical way so far is bluetooth controllers or the clever magnet on the cardboard. Samsung Gear come with it's own touchpad.
A more fancy approach is the Leap Motion: https://vimeo.com/104854975
- UX for VR need to be rethink with these new challenges. Current trend is to put a visor at center focal point that will act as a selector if left over a actionable item long enough.