Speaking in front of cartoon avatars: A behavioral and psychophysiological study on how audience design impacts on public speaking anxiety in virtual environments
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Previous research has shown that cognitive and physiological components of anxiety are not always closely linked and do not always change together in a predictable manner.
“Previous research, including studies with virtual audiences, has similarly shown that cognitive and physiological components of anxiety are not always closely linked and do not always change together in a predictable manner (Brundage et al., 2016; Girondini et al., 2023; Maron et al., 2016).”
From Speaking face-to-face with a virtual avatar to reduce anxiety in students who stutter: Tool development and pilot study results. (2026) · cites this paper as Girondini et al., 2023
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- Authors
- Girondini, M., Stefanova, M., Pillan, M., & Gallace, A.
- Affiliations
- University of Milano-Bicocca (IT)
- Politecnico di Milano (IT)
- Corresponding author
- Girondini, Matteo
- Venue
- International Journal of Human-Computer Studies
- Publisher
- Elsevier BV
- Published
- 2023-11
- Volume
- 179
- Pages
- 103106
- ISSN
- 1071-5819 (ISSN-L)
- OpenAlex
- W4383896770
- Cited by
- 26
- References
- 145
- Citations by year
- 2026: 8 · 2025: 8 · 2024: 10
- FWCI
- 4.49
- Type
- journal article
- Language
- en
- Open access
- Licence
- Locations
- International Journal of Human-Computer Studies (publishedVersion)
- Virtual Community of Pathological Anatomy (University of Castilla La Mancha) (submittedVersion, cc-by-nc-nd)
- BOA (University of Milano-Bicocca) (submittedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Anxiety, Depression, Psychometrics, Treatment, Cognitive Processes
- Keywords
- public speaking anxiety, virtual reality, virtual audience, presence, perceived realism, electrodermal activity, habituation, gamification, soft skills training
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