In fact, all three of those have something in common: You want to hold an object (cue, club, sword), not just a controller.
I know there are vive trackers that you can put onto objects, but it seems like the next step in VR is generalized object tracking with generalized full body tracking. Hopefully the next gen tech can solve some of these problems natively.
The pros of virtual golf are for swing analysis. I definitely wouldn't call it 'fun'. It's just that you can get the numbers and better understand your swing, and what the outcomes of the changes you're making to it are.
Of course, because you're hitting on a mat it's hard to translate, but that's just golf.
I still think the most useful aspects are the numbers. Clubhead speed, angle, where you struck on the head, ball spin, difference between clubhead speed and ball speed (which gives a sense of how well the ball was struck).
I can imagine those things being able to be handled with a headset, but not particularly well. The ball needs to be starting at a point the sensors/camera can pick up, and that camera has to be static to get the more useful bits of info, which makes me think if someone makes it it'll be sold to a very different crowd.
1. The VR headset would probably have a negative effect on swing or at the very least cause it to not translate well to real life
2. A short virtual club won't have the same weight and feel as a real club.
3. A real club while wearing a VR headset makes being a house cat suddenly very dangerous.
1. Have you worn a vr headset for any amount of time? They aren't nearly as cumbersome as you'd think. I've been playing plenty of VR games involving a lot of movement -- frisbee, paintball, etc -- never have I felt like the headset was impeding me in any way, aside from the odd stumble across the cable every now and then.
2. This is easily solved. HTC sells separate tracking dots you could very well stick on an actual golf club.
3. Close the door and move your breakables somewhere else ;)
AR doesn't really address any of these issues more or less than VR.
That seems like an accomplishment in and of itself, nevermind the online store
IIRC, Alan Weiss wrote that book back in the early 90's.
BTW, Matt Inglot did a good interview with him at Freelance Transformation.
Also, I just found this article, which I have yet to read:
Simulations all the way down...