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This paper raises the question of why movement base interaction is important in Virtual Reality (VR). This is an important question as new VR hardware is increasingly being released together with movement interfaces. Slater's view is that VR reproduces the sensorimotor contingencies present in our interactions with the real world. This provides a powerful justification, but when the contingencies are not perfectly reproduced, they can result in interfaces that lack important features of established interaction design: discoverability memorability, and feedback. However, Embodied Cognition suggests that these imperfect reproductions can still have value if they allow us to reproduce our cognitive and emotional engagement with the world and our movements.
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Marco Gillies (2016) studied this question.
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