“…Second, capturing participant motion means the VR environment can be programmed to be responsive in real time, with both embodiment (see below) and realistic interactions between the participant and other objects or characters. For instance, knowing the participant's head location means that a virtual character can be programmed to orient their head and/or gaze towards participant's head (Forbes, Pan, & Hamilton, 2016;Pan & Hamilton, 2015) and to maintain an appropriate social distance by stepping back or forward (Pan, Gillies, Barker, Clark, & Slater, 2012). The ability to link the behaviour of a virtual character to the participant in real time also facilitated a series of studies on mimicry in VR, where the virtual character copies participants' head movements (Bailenson & Yee, 2007;Verberne, Ham, Ponnada, & Midden, 2013), or both head and torso movements (Hale & Hamilton, 2016).…”