[MUSIC] The way we use space is also very important for social interaction. Being close together, while talking is very different from being far apart. One of the big advantages of social interaction in VR as opposed to that on the flat screen is that we share the same virtual space with the other person so that all of the spatial relationship works. >> Proxemics is the technical term for the use of space and distance in social interaction. It was introduced by Edward Haul who also defined the social meaning of how far we are from someone else. The furthest distance is public space. At more than about 3.5 meters or 12 foot, this is the distance at which strangers pass each other in public. This is normally too far to have a proper conversation. >> Social space is closer than 3.5 meters or 12 feet, but more than a meter. Unless we're packed in a crowded train carriage, if we're this close to someone else, it normally means we're going to interact with someone socially. And this is the comfortable distance for talking. >> If we get closer than about a meter or four foot we enter personal space. At this distance interaction starts to be uncomfortable and too intimate. We generally avoid getting this close in normal interaction. If we have to be this close we normally compensate by looking at each other less to maintain a bit more social distance if not physical distance. >> So it is very important that virtual characters maintain the appropriate social distance and should move forward and backward to compensate where the user moves. Moving into personal space can also be a very powerful signal in a virtual character, including a sense of intimacy or threat. I ran an experiment in which a female character was talking to male participants when she moved forward into their personal space, their heart rate went up, showing that they had a strong emotional impact. >> Another aspect of space in social interaction is the direction in which we are facing. In a normal conversation, we face each other. If I was talking to Sylvia, we'd stand like this. But if there was a third person, if you want to include you, the learner, we might stand at a 45 degree angle. >> We would also do this if, instead of simply talking, we both are looking at something. Maybe something we're working on together. And this is called shared attention. >> If we aren't at the right distance and facing the right direction social interaction can just feel wrong. That is why it's really important that our characters take account for proxemics and stand in social space facing the player. If nothing else it's a really strong signal that they're paying attention. [MUSIC]