This document discusses virtual reality (VR) and augmented reality (AR), comparing how VR blocks out the real world while AR paints over it. It outlines six common factors that can break a user's sense of presence in VR - motion sickness, unintuitive interactions, intensity, unrealistic audio, disconnect between visual and proprioceptive feedback, and lack of identity. It also lists six techniques that can help build presence, such as hand presence, social presence, familiarity, realistic audio, alignment of visual and proprioceptive cues, and using comedy.