For example, if I hear someone say, “hey” to my right, I just intuitively look to my right. There’s an audio cue there, my brain can interpret from variations and volume the things that is over there. We can use similar audio cues to move people about in a scene. And so in a video, for example, if we want to draw users’ attention to another part of the scene, you can use audio cues with spatial audio to pull someone’s attention that way. Just like in the real world. And I think it’s been surprising how many of these real to virtual world kind of user interface and design analogies you can go off. But also you can get into some of the limits today of virtual reality. You don’t have haptic feedback, touch feedback, so that handle I talked about only works so well. Because you don’t actually feel a handle there. That’s one of about a million things I’ve learned about virtual reality, but one of the most interesting. To design for the virtual, you can learn a lot from the real world.