[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
research-article

Public Speaking in Virtual Reality: Facing an Audience of Avatars

Published: 01 March 1999 Publication History

Abstract

What happens when someone talks in public to an audience they know to be entirely computer generated-to an audience of avatars? If the virtual audience seems attentive, well-behaved, and interested, if they show positive facial expressions with complimentary actions such as clapping and nodding, does the speaker infer correspondingly positive evaluations of performance and show fewer signs of anxiety? On the other hand, if the audience seems hostile, disinterested, and visibly bored, if they have negative facial expressions and exhibit reactions such as head-shaking, loud yawning, turning away, falling asleep, and walking out, does the speaker infer correspondingly negative evaluations of performance and show more signs of anxiety? We set out to study this question during the summer of 1998. We designed a virtual public speaking scenario, followed by an experimental study. We wanted mainly to explore the effectiveness of virtual environments (VEs) in psychotherapy for social phobias. Rather than plunge straight in and design a virtual reality therapy tool, we first tackled the question of whether real people's emotional responses are appropriate to the behavior of the virtual people with whom they may interact. The project used DIVE (Distributive Interactive Virtual Environment) as the basis for constructing a working prototype of a virtual public speaking simulation. We constructed as a Virtual Reality Modeling Language (VRML) model, a virtual seminar room that matched the actual seminar room in which subjects completed their various questionnaires and met with the experimenters

References

[1]
D. Strickland, et al., "Overcoming Phobias by Virtual Exposure," Comm. ACM, Vol. 40, No. 8, 1997, pp. 34-39.
[2]
M.M. North S.M. North and J.R. Coble, "Virtual Reality Therapy: An Effective Treatment for the Fear of Public Speaking," Int'l J. of Virtual Reality, Vol. 3, No. 2, 1998, pp. 2-6.
[3]
J.G. Tromp, et al., "Small Group Behavior Experiments in the Coven Project," IEEE CG&A, Vol. 18, No. 6, 1998, pp. 53-63.
[4]
F. Parke and K. Waters, Computer Facial Animation, A.K. Peters, Wellesley, Mass., 1998.

Cited By

View all
  • (2024)Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual RealityProceedings of the ACM on Human-Computer Interaction10.1145/36770988:CHI PLAY(1-25)Online publication date: 15-Oct-2024
  • (2024)Effects of audience familiarity on anxiety in a virtual reality public speaking training toolUniversal Access in the Information Society10.1007/s10209-023-00985-023:1(23-34)Online publication date: 1-Mar-2024
  • (2024)Fostering Interactive Mindfulness Experiences in VRExtended Reality10.1007/978-3-031-71704-8_15(197-207)Online publication date: 4-Sep-2024
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications  Volume 19, Issue 2
March 1999
96 pages

Publisher

IEEE Computer Society Press

Washington, DC, United States

Publication History

Published: 01 March 1999

Qualifiers

  • Research-article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 03 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual RealityProceedings of the ACM on Human-Computer Interaction10.1145/36770988:CHI PLAY(1-25)Online publication date: 15-Oct-2024
  • (2024)Effects of audience familiarity on anxiety in a virtual reality public speaking training toolUniversal Access in the Information Society10.1007/s10209-023-00985-023:1(23-34)Online publication date: 1-Mar-2024
  • (2024)Fostering Interactive Mindfulness Experiences in VRExtended Reality10.1007/978-3-031-71704-8_15(197-207)Online publication date: 4-Sep-2024
  • (2023)Virtual Big Heads in Extended Reality: Estimation of Ideal Head Scales and Perceptual Thresholds for Comfort and Facial CuesACM Transactions on Applied Perception10.1145/357107420:1(1-31)Online publication date: 11-Jan-2023
  • (2023)Inward VR: Toward a Qualitative Method for Investigating Interoceptive Awareness in VRIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.324707429:5(2557-2566)Online publication date: 1-May-2023
  • (2022)Review of realistic behavior and appearance generation in embodied conversational agents: A comparison between traditional and modern approachesProceedings of the 2022 International Conference on Multimodal Interaction10.1145/3536221.3556592(191-197)Online publication date: 7-Nov-2022
  • (2022)Immersive Speculative Enactments: Bringing Future Scenarios and Technology to Life Using Virtual RealityProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517492(1-20)Online publication date: 29-Apr-2022
  • (2021)A Friendly Face in the CrowdProceedings of the 21st ACM International Conference on Intelligent Virtual Agents10.1145/3472306.3478364(156-163)Online publication date: 14-Sep-2021
  • (2021)Observing Virtual Avatars: The Impact of Avatars’ Fidelity on Identifying InteractionsProceedings of the 24th International Academic Mindtrek Conference10.1145/3464327.3464329(154-164)Online publication date: 1-Jun-2021
  • (2021)Real-time Stress Detection Model and Voice Analysis: An Integrated VR-based Game for Training Public Speaking Skills2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9618989(1-4)Online publication date: 17-Aug-2021
  • Show More Cited By

View Options

View options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media