Full and partial immersion in virtual reality are fundamental different user experiences: partial immersion supports the feeling of “looking at ” a virtual environment while full immersion supports the feeling of “being in ” that environment. Working with a range of interactive virtual reality applications using different display systems we have found that the use of six-sided caves and panoramic displays results in different requirements to interaction techniques. These can be related to specific categories of interaction: orientating, moving and acting. In this paper I present a framework for the evaluation and design of interaction techniques for virtual reality focusing on the relations between interaction techniques and display types