2019
DOI: 10.1186/s40561-019-0094-1
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Designing a VR game for public speaking based on speakers features: a case study

Abstract: Oratory or the art of public speaking with eloquence has been cultivated since ancient times. However, the fear of speaking in public-a disproportionate reaction to the threatening situation of facing an audience-affects a very important part of the population. This work arises from the need to help alleviate this fear through a tool where to train the ability of public speaking. To this purpose, we built a virtual reality system that offers the speaker a safe environment to practice presentations. Since the a… Show more

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Cited by 10 publications
(4 citation statements)
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“…En esta misma línea de futuro y con el objetivo de combatir la glosofobia se podría plantear la utilización de programas de realidad virtual e inteligencia artificial como materiales formativos. De hecho, ya se está investigando en el desarrollo de algunos instrumentos automáticos, tipo juegos electrónicos (El-Yamri et al, 2019;Vishwanath, 2019). 2 ¿Considera que usted padece Glosofobia en la actualidad?…”
Section: Discusión Y Conclusionesunclassified
“…En esta misma línea de futuro y con el objetivo de combatir la glosofobia se podría plantear la utilización de programas de realidad virtual e inteligencia artificial como materiales formativos. De hecho, ya se está investigando en el desarrollo de algunos instrumentos automáticos, tipo juegos electrónicos (El-Yamri et al, 2019;Vishwanath, 2019). 2 ¿Considera que usted padece Glosofobia en la actualidad?…”
Section: Discusión Y Conclusionesunclassified
“…Essentially, real humans consistently wield social influence, while virtual humans influence hinges on their behavioral authenticity, depending on the realism and the agency of the virtual audience. Research in this direction (El-Yamri et al, 2019) pointed out how it is a complex task to create realistic feedback in the audience for the presentation. It is influenced not only by the words but emotions, as a non-verbal behavior transmitted by the presenter and the audience.…”
Section: Introductionmentioning
confidence: 99%
“…The real-time feedback within the VR presentation system could remind the presenters of the time given to their eye gazing, their voice volume, speech pace and fix these for them at one selected point during the presentation process (e.g., Belboukhaddaoui, & Van Ginkel, 2019). The delayed feedback includes pause timings, measures of voice qualities, the use of gestures (e.g., gestures to emphasise, gestures too much), gaze direction and time (e.g., El-Yamri et al, 2019).…”
Section: Introductionmentioning
confidence: 99%