  Comparative to conventional 2D interaction methods, virtual reality (VR)
demonstrates an opportunity for unique interface and interaction design
decisions. Currently, this poses a challenge when developing an accessible VR
experience as existing interaction techniques may not be usable by all users.
It was discovered that many traditional 2D interface interaction methods have
been directly converted to work in a VR space with little alteration to the
input mechanism, such as the use of a laser pointer designed to that of a
traditional cursor. It is recognized that distanceindependent millimetres can
support designers in developing interfaces that scale in virtual worlds.
Relevantly, Fitts law states that as distance increases, user movements are
increasingly slower and performed less accurately. In this paper we propose the
use of a low pass filter, to normalize user input noise, alleviating fine motor
requirements during ray-based interaction. A development study was conducted to
understand the feasibility of implementing such a filter and explore its
effects on end users experience. It demonstrates how an algorithm can provide
an opportunity for a more accurate and consequently less frustrating experience
by filtering and reducing involuntary hand tremors. Further discussion on
existing VR design philosophies is also conducted, analysing evidence that
supports multisensory feedback and psychological models. The completed study
can be downloaded from GitHub.
