Transcript
Page 1: Human interactions and personal space in collaborative virtual environments

ORIGINAL ARTICLE

Human interactions and personal space in collaborativevirtual environments

Nasser Nassiri • Norman Powell • David Moore

Received: 14 October 2009 / Accepted: 20 August 2010 / Published online: 7 September 2010

� Springer-Verlag London Limited 2010

Abstract As humans start to spend more time in col-

laborative virtual environments (CVEs) it becomes

important to study their interactions in such environments.

One aspect of such interactions is personal space. To begin

to address this, we have conducted empirical investigations

in a non immersive virtual environment: an experiment to

investigate the influence on personal space of avatar gen-

der, and an observational study to further explore the

existence of personal space. Experimental results give

some evidence to suggest that avatar gender has an influ-

ence on personal space although the participants did not

register high personal space invasion anxiety, contrary to

what one might expect from personal space invasion in the

physical world. The observational study suggests that

personal space does exist in CVEs, as the users tend to

maintain, in a similar way to the physical world, a distance

when they are interacting with each other. Our studies

provide an improved understanding of personal space in

CVEs and the results can be used to further enhance the

usability of these environments.

Keywords Collaborative virtual environment � Anxiety �Personal space

1 Introduction

The study of personal space is referred to as ‘‘proxemics’’,

and was founded by Hall (1959). Personal space refers to

an invisible ‘‘bubble’’ that people carry around themselves

which expands and contracts depending on a number of

factors such as gender (Adler and Iverson 1974; Aiello

1987), culture (Vaksman and Ellyson 1979), age (Hayduk

1983), and relationship (Allegier and Byrne 1973). Per-

sonal space seems to be an important factor in interactions

in the physical world as it functions as a comfort zone

during interaction (Dosey and Meisels 1969; Knapp 1978;

Hall 1959) and it tends to indicate the type of relationship

between interacting individuals (Hall 1963). Sommer

(2002) found that personal space has been used in the

design of offices, stores, banks and other building types.

Sommer also notes that the American space agency

(NASA) used personal space research to enhance living in

the space station. Further, Argyle and Dean’s (1965)

equilibrium theory of an inverse relationship between

mutual gaze and interpersonal distance has been re-visited

by Bailenson et al. (2001, 2003) in a virtual setting. Their

studies suggest that consistent gazing leads recipients of

the gazing to seek more interpersonal distance, especially

in the case for female participants.

A personal space ‘‘invasion’’ is said to occur when

someone trespasses into another person’s self-boundaries

or personal space (Sommer 1969). Felipe and Sommer

N. Nassiri (&)

Department of Information Technology,

Higher Colleges of Technology, Dubai Women’s College,

P.O box 16062, Dubai, United Arab Emirates

e-mail: [email protected]

N. Powell

Centre for Excellence in Enquiry-Based Learning (CEEBL),

The University of Manchester,

P.O. Box 88, Manchester M60 1QD, UK

e-mail: [email protected]

D. Moore

Innovation North: Faculty of Information and Technology,

Leeds Metropolitan University,

Leeds LS6 3QS, UK

e-mail: [email protected]

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DOI 10.1007/s10055-010-0169-3

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(1966) found that tension levels increase hugely when

personal space is invaded. They suggest that the responses

to personal space invasion fall into two categories: block-

ing tactics (e.g. gaze averting) and anxiety reduction

responses (e.g. hair-pulling and foot-tapping). Similarly,

Hayduk (1981) found a linear relationship between intru-

sion of personal space and discomfort, and Sawada (2003)

found a significant change of the heart rate of participants

while they were approached by a stranger.

Our research is concerned with how, if at all, such

proxemics phenomena operate in virtual environments. A

virtual environment (VE) is a software system that creates

the illusion of a world that does not exist in reality. VE can

be broadly categorized into immersive and non immersive.

An immersive VE is an environment where the user is fully

immersed in it such that all his sensory input comes from

the VE. This requires the tracking of user head and body

movement through sensors. A non immersive virtual

environment uses a conventional computer monitor to

display the 3D graphics of the virtual world on standard

computers, requiring no special graphic hardware cards.

Users of these environments typically interact with the

virtual world using the keyboard and a mouse and some-

times microphone. Other input devices, such as joysticks

and 3D mice, may also be used. A Collaborative Virtual

Environment (CVE) is a special case of a virtual environ-

ment system which allows for multiple simultaneous users

and enables them to communicate with each other via their

‘‘avatars’’; the emphasis may be more on collaboration

between users than on simulation.

Increasingly, interactions are taking place in such non

immersive virtual environments. CVEs are being used to

support training (Oliveira et al. 2000), education (Corbit

and DeVarco 2000; Johnson et al. 1999) and community

activities (Lea et al. 1997), and it has been argued that CVE

technology offers a potentially powerful training tool for

people with autism (Cobb et al. 2000; Fabri and Moore

2005). An important issue therefore is whether personal

space retains its importance in such environments. This

paper reports on an experiment and an observational study

that we have carried out to investigate this issue.

2 Personal space in the physical world and in CVEs

Human beings have an awareness of an appropriate dis-

tance to be kept between themselves during various kinds

of interaction. The regulation of this distance is referred to

as ‘‘proxemics behaviour’’ and has been studied within

social psychology. Hall (1966) argued from observational

evidence that individuals during interaction use one of four

personal space zones. These zones are intimate (0–45 cm),

personal (45 cm–1.20 m), social (1.20–3.60 m), and public

(3.60 m onward); the first three of these zones are illus-

trated in Figs. 1, 2 and 3.

According to Hall (1966), the particular zone that people

use depends on several factors which can be grouped into

two different categories, environmental and situational.

The environmental factors concern aspects of the envi-

ronment layout such as room size and shape, location of

the room (Cochran et al. 1984), room height (Cochran

and Urbanczyk 1984) and room illumination (Adams and

Zuckerman 1991).

The situational factors that influence personal space are

considered to be gender, age, culture, and relationship. For

gender, several researchers have demonstrated that,

Fig. 1 The intimate distance (0.3 m)

Fig. 2 The personal distance (1.20 m)

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compared to men, women maintain less space between

themselves (Adler and Iverson 1974; Aiello 1987; Gifford

1996; Klinge 1999). For age, Hayduk (1983) found a linear

relationship between age and interpersonal distances, the

younger a person is, the smaller personal space he/she

needs. For culture, Vaksman and Ellyson (1979) have

suggested that different cultures tend to have different sizes

of personal space bubbles. For example, Middle Eastern

peoples tend to accept closer distances than people from

Britain (Hall 1959). Concerning relationship, Allegier and

Byrne (1973) found that interpersonal distance depends

upon the individuals’ relationship; if they like each other or

they are friends then they tend to interact at a closer dis-

tance. Unlike the physical world, few researchers have

studied personal space in virtual environments. The results

from these researchers however do offer preliminary evi-

dence to suggest that personal space exists in both non

immersive and immersive environments.

Concerning non immersive virtual environments,

Becker and Mark (1998) conducted a study comparing the

social conventions for greeting, communication, and per-

sonal space. They found evidence to suggest that personal

space exists and that CVE users keep a certain distance

during interactions. Krikorian and colleagues (2000) also

showed that the notion of personal space exists in CVEs.

They found that a certain distance is kept and that inva-

sions of such distance produce anxiety with attempts to

re-establish the preferred distance. Jeffrey (1998) spent

approximately 25 h in ActiveWorlds, a non immersive

CVE, and recording observations of interactions between

inhabitants of this virtual environment. He noticed that

communicating avatars maintain a physical distance

between themselves. Jeffery also noticed that individuals

tend to show feelings of discomfort and anxiety in their

reactions to violation of this personal space. Similarly,

Taylor (2002) found that users often move their avatars if

their personal space has been invaded.

These results are also borne out in immersive virtual

environments: Bailenson and colleagues (2005) found that

the concept of personal space exists in an immersive virtual

environment and they used it to measure the sense of being

with someone else in the virtual environment (i.e. co-

presence). Steed and colleagues (2005), in their study about

interaction in CVE, noticed that participants usually try to

avoid walking through each other, although there were

occasional collisions with objects and their partner. How-

ever, this situation (i.e. collisions) was often quickly rec-

tified, by reversing or stepping out of the way.

The limited evidence to date suggests, then, that per-

sonal space does exist in CVEs. Little research has thus far

addressed the issue of what influences this personal space.

One exception to this is a study by Yee and colleagues

(2007), which uses an automatic script to capture: the

interpersonal distance; gender; direction of gaze; location

indoors or outdoors; and whether or not they are talking, of

hundreds of dyads of avatars interacting in Second Life, a

non immersive CVE. To begin to address the issue of what

factors influence personal space in virtual environments,

we carried out an experiment concerned with the possible

influence of avatar gender on personal space.

3 The avatar gender experiment

Several researchers have argued that proxemics behaviour

in the physical world differs for men and women. Gifford

(1987) found that males interacting with other males

require the largest interpersonal distance, followed by

females interacting with other females, and finally males

interacting with females. Similarly, Hewitt and Henley

(1987) found that men allow women to invade their per-

sonal space to the highest degree, followed by women

allowing other women, then men allowing men, and finally

women allowing men to invade their space the least.

Whilst gender clearly influences personal space in the

physical world, its influence on personal space in CVEs is

of interest. Given this, an experiment was conducted to

investigate the effect of avatar gender on personal space in

a CVE. In this experiment, participants of both genders had

their avatars’ personal space ‘‘invaded’’ by another avatar

(of either the same or the opposite gender), and reported

their anxiety levels through the use of a post experiment

Fig. 3 The social distance (3.40 m)

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questionnaire. The questionnaire was designed to assess

personal space invasion anxiety level (PSIAL) in the CVEs

(Nassiri et al. 2005); PSIAL is defined as the degree of

anxiety generated from an invasion of someone’s personal

space. The questionnaire has been constructed to address

issues corresponding to the factors seen as underlying

anxiety in the physical world, namely threat (Abbey and

Harnish 1995), discomfort (Patterson et al. 1971), and

flirtation and attraction (Abbey and Harnish 1995). Each

factor (i.e. threat, discomfort, and flirtation) was allocated

six questions. A fuller justification of the questionnaire is

given elsewhere (Nassiri 2006) and a copy is available

from the corresponding author.

The experiment involved 40 participants (20 males and

20 females), each of whom had their avatar’s personal

space ‘‘invaded’’ by the avatar of a further participant—a

‘‘confederate’’—who was acting under instructions from

the researchers. The participants were Lebanese students

from the same university in Lebanon (i.e. American Uni-

versity of Beirut—AUB) and were all between 20 and

23 years of age. The experiment also involved 10 con-

federates (5 males and 5 females) which were also drawn

from the same university but were unknown to the partic-

ipants. The participants were divided into eight groups of

five participants each; five of these groups consisted only

of male participants, the other four only of female partic-

ipants. Each member of the group was embodied into the

virtual environment by using either a male avatar or female

avatar depending on the participant’s actual gender.

The confederates were also divided into two groups of

five; one group consisted only of males, the other only of

females. Each member of the confederate group was

assigned one of the avatars, depicted in Fig. 6, based on the

confederate’s actual gender. The confederate and partici-

pant avatars chosen wore typical American University of

Beirut (AUB) student attire, which is the attire mainly used

in the participants’ cultural context. The genders of the

avatars are clearly apparent by their appearance and would

be instantly recognised by the participants.

The invasions took place in a non immersive virtual

environment built specifically for the experiment by the

authors, using ActiveWorlds (www.activeworlds.com).

Activeworlds is a VE that is used by a large number of

users who can communicate through text messages. The

environment does not support facial expression or eye gaze,

and there is no collision detection mechanism. Figure 4

shows a room in this environment and Figs. 5 and 6 show the

avatars adopted by the participants and confederates,

respectively. To standardize the behaviour between the

confederates, a script and action plan were devised that all

the confederates followed when they interacted with the

participants’ avatars. While the confederate avatar and the

participant avatar were touring the house, the confederate’s

avatar maintained a ‘‘social distance’’ from the participant

avatar. Then the confederate asked the participant to read a

sign in the virtual house. When the participant avatar was

reading the sign, the confederate moved his/her avatar in

front of the participant avatar, initially to the ‘‘personal

zone’’ and then to the ‘‘intimate zone’’ of the participant, and

stayed in that position for exactly 10 s.

The literature review in Sect. 2 showed that there are

several factors that influence personal space in the physical

world such as age, culture, and relationship. These factors

may influence the outcome of the experiment, confounding

the results with the influence of gender, the factor under

investigation. Consequently, the following measures were

taken to control these factors in the design and implemen-

tation of the experiment. The relationship variable (i.e. the

pre-knowledge between the participants and confederate)

was controlled by ensuring that they met for the first time in

Fig. 4 The virtual environment used for study 1

Fig. 5 Male and female avatars used by participants

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the collaborative virtual environment. This was accom-

plished by selecting the confederates and the participants

from two different departments at a local university.

Therefore, the expectation was that the experimental par-

ticipants had no prior relationships with each other. In

addition, the confederates and participants were unaware of

each others’ identities during the experiment.

To control the age and culture variables, the partici-

pants, drawn from Lebanese students, were chosen to be

from the same culture and with the same age range

(between 20 and 23 years). Regarding the culture, even

though there were inevitably cultural differences, the prior

knowledge of the group by the experimenter suggested that

such differences were minimal. The underlying user gender

variable was controlled by providing the participants with

avatars which were the same as their own gender.

The descriptive statistics of anxiety of each gender

invasion group are shown in Table 1 where, for example,

‘M-m’ indicates a male avatar invading another male

avatar’s space, and ‘M-w’ indicates a male avatar invading

a female avatar’s space. In this table, the anxiety means of

all the groups are either negative or near zero—an

indication that the participants in general did not register

anxiety when invaded, and indeed unexpectedly tended to

be positive about it.

The analysis of variance (ANOVA) for the PSIAL vari-

able (Table 2) shows that there is a statistically significant

difference in anxiety level among the groups of differ-

ent gender combinations of invasions (F(3,36) = 4.599,

p = 0.008, i.e. p \ 0.01). However, although the ANOVA

test shows that there is a difference in PSIAL among the

group means; it does not indicate which groups are signifi-

cantly different from each other. Therefore, LSD (Least

Significant Difference) post-hoc comparisons were also used

and the results are presented in Table 3. The table shows that

the adjacent groups in the order of their PSIAL mean (M-m,

W-w, W-m, and M-w) are not significantly different from

each other. However, groups that is more than one position

away in the order of their mean PSIAL are significantly

different from each other. Specifically, the PSIAL of the

group M-m is significantly higher than the PSIAL of

the groups W-m (p \ 0.05) and M-w (p \ 0.01), and also the

PSIAL of the group W-w (p \ 0.05) is significantly higher

than the PSIAL of the group M-w (p \ 0.05; Fig. 7).

The fact that the 95% CI for three of the four groups

includes zero, suggests that we cannot differentiate their

response from a neutral response. The fourth group, man

invades woman, is significantly negative (i.e. the 95% CI

does not cross zero) suggesting a positive emotional

response to invasion.

Summarising the results of this experiment: (a) avatar

gender combination had an influence on personal space in

the CVEs, (b) the ranking of avatar gender combination

groups had a striking difference from that observed for

personal space invasion in physical environments (Hewitt

and Henley 1987), and (c) the participants in general did

not register high anxiety when their personal space was

invaded, as might be expected from personal space inva-

sion in physical environments which tends to cause anxiety

and discomfort (cf. Section 2).

4 An observational study

The evidence from the experiment reported above suggests

that, contrary to expectations, the participants did not

Fig. 6 Male and female confederate avatars

Table 1 Descriptive statistics

of anxiety and gender

combination

N Mean Std. dev Std. error 95% Confidence interval for mean Min Max

Lower bound Upper bound

M-m 10 2.10 8.36 2.64 -3.88 8.08 -11 17

W-w 10 -0.90 7.81 2.47 -6.49 4.69 -14 13

W-m 10 -6.50 10.80 3.42 -14.23 1.23 -25 8

M-w 10 -10.50 5.36 1.69 -14.33 -6.67 -21 -4

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register high personal space invasion anxiety. This raises

an important question about the very existence of personal

space in CVEs. We investigated this question by adopting a

different approach: an observational study. The study

involved observing the interpersonal distance adopted by

CVE users in their normal use of the CVE. The adoption of

this approach i.e. observational rather than experimental

approach was based on the view of Schroeder (2002) that

since human interaction in CVE is a new research area it

should be investigated by both experimental and observa-

tional methods.

The observation carried out as part of the study spanned

a period of 4 weeks for approximately 3 h per day, a total

of around 80 h (Nassiri 2006). Results of the observation

showed that the majority of the observed participants

maintained a social distance during interactions. Figures 8

and 9 illustrate two observed encounters and are typical of

the distance that was kept between avatars, irrespective of

whether the avatars are of a different or the same gender,

during conversation.

It was also observed that CVE users rarely invaded the

personal space of each other. Further, the users did not go

though each other when they were moving in the envi-

ronment, even though ActiveWorlds allows this in its

interaction model. They were observed to go around other

avatars instead of going though them. This may suggest

that CVEs users may be respecting the personal space of

others, or it may be that they are being careful to protect

their own personal space, or a combination of both. Thus,

the observations give some evidence that personal space

has been transferred to collaborative virtual environments.

During the observational study, some inhabitants of the

environment had their (presumed) personal spaces invaded

by the researcher. These inhabitants were then invited to

take part in an informal interview with the researcher.

Eighteen such interviews were conducted. The rationale for

this was that it would generate data about reactions to a

personal space invasion, and such data would not be

available if CVE users do not invade the personal space of

others during the time of the observation.

The interviews aimed to address the underlying reasons

behind any reaction to an invasion of personal space (why,

for example, the user moved his avatar away from the

confederate avatar). The interviews were conducted in an

informal manner, and the precise nature of the questions

asked varied according to what was seen as appropriate to

the specific circumstances of each user. Full transcripts are

available from the corresponding author.

The majority of the interviewed users reacted to their

personal space being invaded, through either verbal or non-

Table 2 The ANOVA for the anxiety level

Sum of squares df Mean square F Sig.

Between groups 953.100 3 317.700 4.599 0.008

Within groups 2,486.800 36 69.078

Total 3,439.900 39

Table 3 The LSD Post Hoc test

(I)

group

(J)

group

Mean

difference

(I-J)

Std.

error

Sig. 95% Confidence interval

Lower bound Upper bound

M-m W-w 3.00 3.72 0.425 -4.54 10.54

W-m 8.60a 3.72 0.027 1.06 16.14

M-w 12.60b 3.72 0.002 5.06 20.14

W-w W-m 5.60 3.72 0.141 -1.94 13.14

M-w 9.60* 3.72 0.014 2.06 17.14

W-m M-w 4.00 3.72 0.289 -3.54 11.54

a The mean difference is significant at the .05 levelb The mean difference is significant at the .01 level

Fig. 7 Anxiety means

measured by the PSIAL

questionnaire and 95%

confidence intervals (CI) for

gender combinations

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verbal behaviours: moving back, vanishing from the scene,

displaying aggression, offence or nervousness, and giving

verbal advice concerning where to stand in CVEs.

Participants were asked whether they felt the degree of

realism of the CVE would affect their response to PSI.

Most of the participants in the interviews suggested that

their experience of personal space invasion would not be

influenced by the level of realism of the CVE in general.

They suggested that irrespective of the environment and

avatar representation, they still prefer their personal spaces

not to be invaded. One interviewee expressed clearly that

the person who is invading is the human behind the avatar,

‘‘in general it’s rude to stand close no matter what the

environment and avatar look like’’. Another user went

further and said explicitly about the degree of realism of

the avatar:’’no matter what the avatar looks like, personal

space is still there, your pixilated representation could be

anything, a person, a box, a car… just maintain your

distance as you would in reality. This is somewhat at odds

with results of Bailenson et al. (2003) who found that

realism was a factor in determining the size of personal

space bubbles. A possible explanation of the difference is

that Bailenson et al.’s study was carried out in an immer-

sive environment, in contrast to the non-immersive envi-

ronment of our study.

5 Discussion

We have outlined an experiment, an observational study,

and user interviews concerned with personal space in CVE.

The experimental results suggest that the gender being

portrayed by an avatar does seem to influence personal

space in the CVE. Interestingly, however, the results sug-

gest a different order of gender combinations from those

found in the physical world by Hewitt and Henley (1987).

The rank order of anxiety level amongst participants in our

CVE experiment from highest degree of anxiety to lowest

degree of anxiety was as follows: (1) male invading male,

(2) female invading female, (3) female invading male, (4)

male invading female. In particular, unlike the physical

world, in which a male invasion of a female’s personal

space is highest in terms of anxiety level, in our CVE

environment it has turned out to be the lowest. Establishing

the factors behind this apparent discrepancy between the

physical and the virtual would require further empirical

investigation. In the meantime, a plausible speculation is

that the key factor is the diminished risk of physical harm

in the virtual encounters (Bailenson et al. 2003). This may

also explain why our results show that participants overall

do not register anxiety, and in some cases report nega-

tive anxiety. However, our results are in line with both

results in physical environments and Yee and colleagues

results in virtual environments, that male dyads have a

greater interpersonal distance than female dyads, which

in turn have a greater interpersonal space than mixed

dyads.

Results from our observational study, however, suggest

that despite this apparent lack of anxiety caused by PSI,

personal space in CVEs does exist: individuals maintain, in

a similar way to the physical world, a distance when they

interact. The observation data suggests that the majority

of CVE users, irrespective of their gender, maintained a

certain distance during interpersonal communications

(typically 3ft or 0.91 m range). It was also observed that

CVE users did not go through the each others’ avatars; they

went around each other instead. These results parallel

findings from researchers in the physical world (Hayduk

1983) and also are in line with other researchers in CVEs

(Jeffrey and Mark 1988) who found that individuals in both

worlds maintain a personal distance between themselves

during interactions.

Further, the data from the interviews suggests that most

of the users, whether they are novice or expert, did not

like their personal space to be invaded. Their reactions to

Fig. 8 The distance observed between male visitors’ avatars

Fig. 9 The distance observed between citizen male and female

avatars

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personal space invasion were varied and expressed non-

verbally and verbally. Seven participants moved their

avatars back. This finding parallels results of many

researchers who have studied personal space in the physi-

cal world (Hayduk 1981; Worchel and Teddlie 1976). In

addition, five participants vanished from the world after the

invasion. It may well be that the ‘‘vanishing event’’ from

the world was brought about by the invasion, a similar

reaction to ‘‘flight from the scene’’ as a response to per-

sonal space invasion in the physical world (Felipe and

Sommer 1966). Three participants expressed verbally dif-

ferent responses to personal space invasion which can be

classified as aggression, offence, and nervousness. Three

participants however appeared not to be concerned by

personal space invasion. For example, one user said ‘‘np

[no problem] for me standing too close. it’s just VR and

nothing gona happened u can’t hurt me’’. Overall, though,

the majority of the interviewed users reacted to their per-

sonal space being invaded through either verbal or non-

verbal behaviours.

However, caution is needed when considering our

results, for at least three reasons. First, because our data

collection method involved a post-experiment question-

naire, participants were not able to express their feeling at

the time of the invasion, rather they reported it after the

experiment, and as such they may have forgotten the exact

nature of the feeling when it occurred. A second reason for

caution concerns the features of the specific CVE we used

in our study. ActiveWorlds has no collision detection

facility. Indeed, ‘‘collisions’’ did occur during the experi-

ment. When this situation occurred, the confederate avatar

went back and forth until the intimate view was achieved,

and this might require several moves. It could be that this

situation reduced the degree of immersion felt by the par-

ticipants in the CVE and therefore lead to an absence of

anxiety.

Similarly, ActiveWorlds users can communicate only

through text messages—voice messages are not supported.

This might also affect the results as the participant might

be busy with typing at the keyboard when the confederate’s

avatar was invading his/her avatar personal space and thus

may not notice such an invasion, especially if the partici-

pant’s touch typing skill is poor. The switching of attention

between the screen and the keyboard may also reduce the

participants’ degree of immersion in the environment.

Again, the interaction model of ActiveWorlds does not

support facial expression, nor voice messages which are

also essential factors that transmit many signals in the

physical world. There are also some methodological rea-

sons for treating the results with caution. First, the instru-

ment used to measure anxiety in the experiment was a

questionnaire designed by the authors; independent vali-

dation of the questionnaire would strengthen the results.

Another reason for caution is that the participants in the

experiment were all Lebanese and results might therefore

be culturally specific. A further reason for caution is that

some of the CVE users interviewed in the observational

study vanished from the world; although it can be assumed

intuitively that this was a reaction to personal space inva-

sion, these people did not come back and hence it was

impossible to confirm this assumption. Nevertheless,

despite these concerns, the overall results provide an

improved understanding of personal space in CVEs and can

be used to suggest lessons for CVE users and designers.

A lesson for CVE users concerns a protocol of behaviour

that they should follow during their stay in the CVE.

Humans in the physical world seem to know that, for

example, they should not stand too close to other people.

Intuitively, it can be suggested that it is unlikely that people

will have the same level of knowledge concerning appro-

priate personal space in a virtual world. The research

reported in this paper may therefore be able to help

inhabitants of CVE by suggesting some explicit protocols

that users should seek to observe when in the CVE—a kind

of ‘‘Highway Code’’ for CVE use. The proposed behavioural

code list with regards to personal space is as follows (see

Nassiri 2006 for more discussion):

1. Keep a distance between you and others during

interaction. The distance should be approximately

equal to the length of your avatar’s arm. This distance

should be larger when you are approaching an avatar

with the same gender as you.

2. Never get too close to someone else’s avatar unless

you are sure that the other user is happy with such

proximity.

3. Never walk though someone else’s avatar.

4. Do not be offended if someone asks you to move away

from his/her avatar or if he/she moves back if you are

too close.

A lesson for CVE designers is that personal space in the

CVE should be protected in some way. A proportion of the

users involved in the experiment felt anxiety when their

personal space was invaded, and the majority of the

interviewed participants did not like their personal space to

be invaded. There is, then, enough evidence of user con-

cern regarding personal space invasion to warrant protec-

tion. This might seem to suggest that CVE designers should

try to build CVE in such a way that the possibility of

personal space invasion is wholly eliminated. On the other

hand, however, personal space invasion did not appear to

cause anxiety to some CVE users, and was actually wel-

comed by some. Eliminating personal space invasion might

disadvantage these users. A possible solution to this

dilemma is that CVE designers should provide the users

with a mechanism to control or manage personal space

236 Virtual Reality (2010) 14:229–240

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invasion events, rather than seeking to eliminate them. One

way of effecting such control is that CVE designers design

virtual environments where fine grained and easy avatar

movement is provided to users, so that (a) they can easily,

e.g. via one mouse click, move their avatar away to adopt a

new comfortable interpersonal distance and (b) they do not

inadvertently invade the personal space of other users.

However, although these proposed avatar movement

facilities may reduce personal space invasions, they are

unlikely to completely control it; a determined intruder

may repeatedly invade the personal space of others despite

these avatar movement facilities.

An additional mechanism that allows each user to

competently control his or her personal space might

therefore be needed. Such a mechanism, suggested by

Jeffrey and Mark (1988), might be to allow the users to

surround themselves by ‘‘bubbles’’ to prevent accidental or

deliberate personal space invasion. The argument for such

a mechanism is that (1) many researchers define personal

space in the physical world as an area with invisible

boundaries surrounding individuals which functions as a

comfort zone and (2) various analogies have been used to

describe personal space in the physical world, and one of

these is a bubble. The shape of such a bubble can be

designed in line with the evidence from research con-

cerning personal space in the physical world, e.g. the evi-

dence of Argyle (1988), who identified the shape of the

personal space as almost circular but with more space in

front. Bailenson et al. (2003) found evidence of a similar

personal space bubble in their study of an immersive vir-

tual environment. This would yield a bubble such as that

depicted in Fig. 10.

The proposed bubble raises some interesting issues that

need to be investigated: Should the user be able to activate/

deactivate these bubbles, or are they automatically acti-

vated when the user logs on and stay surrounding the users

until they log out of the CVE? Would it be better to have

the bubble visible or invisible to the users? Who controls

the size of the bubble, should it be automatically set up to

be small or big based on the user’s culture and gender, or is

it better to be of fixed size? Each of these issues will now

be discussed in turn.

5.1 Bubble activation

It is suggested that it is unreasonable that the bubbles be

activated automatically when users log in and stay sur-

rounding them until they log out, because sometimes users

need to come closer to do certain tasks such as reading

small characters on an avatar t-shirt. Further, users who

might be unconcerned about, or even welcome, PSI might

be disadvantaged by permanent bubbles. Therefore, the

recommendation is to let users control the activation/

deactivation of their bubbles themselves. For example, the

bubbles can be activated during an invasion that causes

anxiety and deactivated during an invasion that is

welcomed.

5.2 Bubble perceptibility

Bubbles can in principle be designed to be either visible or

invisible to the users. In either case, the same collision

detection mechanisms could be used. When a collision is

detected, the invading avatar is not able to move any clo-

ser, unless the bubble is removed or its size reduced, see

Fig. 11. However, visible bubbles seem intuitively to look

odd and differ from the physical world. On the other hand,

there is an affordance problem with invisible bubbles in

that users who inadvertently or purposely try to get closer

to other avatars might not know why they cannot move any

closer, e.g. they may think that there is something wrong

with the mouse, with the virtual environment, or with the

internet. A possible solution is to keep the bubble invisible

until an avatar comes to within ‘touching distance’ of the

bubble; at this point the bubble can become visible and stay

visible until the avatar moves away. An alternative

approach would be for a pop-up message to appear when

an avatar is about to go through another user’s invisible

bubble. These approaches can be expected to solve the

affordance issue, though the issue of difference from the

physical world would remain.Fig. 10 An avatar with a bubble

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5.3 Bubble size

It might be suggested that a CVE designer should design

the bubble so that, as in the physical world, its size is

related to the culture of the user. Numerous studies have

examined personal space in different cultural contexts and

found that in the physical world individuals’ culture

influences their interpersonal distances. However, design-

ing the bubble sizes based on culture would require an

investigation into whether culture retains its influence on

the size of personal space in CVEs. An alternative would

be to allow the user to adapt the size of their own bubble,

so that through trial and error they find a distance that they

are comfortable with or continue to change their bubble

size with context.

6 Conclusion and further work

The research discussed in this paper has investigated some

aspects of personal space in CVEs through an experiment,

an observational study, and interviews. The key findings

are summarized in Table 4. There are several interestingFig. 11 Collision between bubbled and not bubbled avatars

Table 4 Research results in brief

Investigated

issue

Current study’s results Other researchers’ results in CVE Research results in the physical world

Existence of

personal

space

Personal space exists in CVE

(though not for all users).

Personal space exists (Jeffrey 1998) Personal space exists in the physical

world (Sommer 1969)

The

influence

of gender

on

personal

space

Avatar gender influences

personal space in CVEs

Gender influences the distance avatars

stand apart (Yee et al. 2007)

Gender influences personal space

(Adler and Iverson 1974; Aiello 1987)

Anxiety

ranking

(from

highest to

lowest):

Male invades male Male dyads have greater distance than

female dyads which have greater

distance than mixed dyads (Yee et al.

2007)

Male invades female

Female invades female Male invades male

Female invades male Female invades female

Male invades female Female invades male (Hewitt and Henley

1987)

Reaction to

personal

space

invasion

The experimental study suggests that the

reactions to personal space invasion by

the majority of the participants are not

anxiety.

Anxiety and discomfort. Adjusting

position and leaving the environment

(Krikorian et al. 2000, Jeffrey 1998)

Anxiety and discomfort. Adjusting

position and leaving the scene. (Worchel

and Teddlie 1976, Becker and Mayo

1971; Efran and Cheyne 1974, Felipe

and Sommer 1966)The observational study shows that the

reactions to personal space invasion

vary: adjusting position, moving back,

leaving the environment, aggressive

verbal response, no concerns

Avatar

degree of

realism

Users reported that this would not

influence personal space

Durlach and Slater (2000) found that even

avatars with rather primitive expressive

abilities cause strong emotional

responses in people in a CVE.

Not applicable

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ways in which the work could be carried forward. One

important aspect of further work involves factors that

influence personal space in the physical world and that

have not been investigated in the current research, for

example, culture (Aiello 1987), age (Hayduk 1983), and

relationship (Allegier and Byrne 1973).

The results obtained in this research may to some extent

be peculiar to ActiveWorlds, rather than CVEs in general.

Therefore, further research investigating other CVEs would

be valuable. However, the current obtained results remain

relevant to any CVE which adopts similar interface policies

to ActiveWorlds.

The experiment and the observational study in this

research involved avatars of defined genders. However, the

existence of avatars with indeterminate gender is a possi-

bility and might be a factor affecting personal space in the

CVE. This would therefore be a useful area for empirical

investigation.

The participants in the experimental study in general did

not register anxiety when their personal space was invaded

and this might be due to the fact that they do not identify with

their avatar. Hence, further work investigating personal

space of users who already have established for themselves

specific avatars would be interesting. Empirical work re the

proposed bubbles and ‘‘Behaviour Code’’ is also needed.

Much remains to be done, therefore, but as people spend

increasing amounts of time in virtual worlds, issues such as

proxemics become increasingly important, and it is hoped

that this paper makes a contribution to the research of such

issues.

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