The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Public speaking in virtual reality: facing an audience of avatars
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.
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Citations
Cites
Virtual Reality Therapy: an Effective Treatment for the Fear of Public Speaking
North, M. M., North, S. M., & Coble, J. R. (1998) · International Journal of Virtual Reality · doi:10.20870/ijvr.1998.3.3.2625 · Cited by 161
Cited by
Blascovich, J., Loomis, J., Beall, A. C., Swinth, K. R., Hoyt, C. L., & Bailenson, J. N. (2002) · Psychological Inquiry · doi:10.1207/s15327965pli1302_01 · Cited by 1,280
A Systematic Review of Social Presence: Definition, Antecedents, and Implications
Oh, C. S., Bailenson, J. N., & Welch, G. F. (2018) · Frontiers in Robotics and AI · doi:10.3389/frobt.2018.00114 · Cited by 1,032
Virtual reality exposure therapy of anxiety disorders: A review
Krijn, M., Emmelkamp, P. M. G., Olafsson, R. P., & Biemond, R. (2004) · Clinical Psychology Review · doi:10.1016/j.cpr.2004.04.001 · Cited by 492
Mental health monitoring with multimodal sensing and machine learning: A survey
Garcia-Ceja, E., Riegler, M., Nordgreen, T., Jakobsen, P., Oedegaard, K. J., & Tørresen, J. (2018) · Pervasive and Mobile Computing · doi:10.1016/j.pmcj.2018.09.003 · Cited by 356
Virtual reality as a clinical tool in mental health research and practice
Bell, I. H., Nicholas, J., Alvarez-Jimenez, M., Thompson, A., & Valmaggia, L. (2020) · Dialogues in Clinical Neuroscience · doi:10.31887/dcns.2020.22.2/lvalmaggia · Cited by 302
Metadata
- Authors
- Slater, M., Pertaub, D.-P., & Steed, A.
- Venue
- IEEE Computer Graphics and Applications
- Published
- 1999
- Volume
- 19
- Issue
- 2
- Pages
- 6-9
- ISSN
- 0272-1716 (ISSN-L)
- OpenAlex
- W2098439642
- Cited by
- 255
- References
- 1
- FWCI
- 10.37
- Type
- journal article
- Language
- en
- Open access
- closed
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- Slater, M., Pertaub, D.-P., & Steed, A. (1999). Public speaking in virtual reality: facing an audience of avatars. IEEE Computer Graphics and Applications. https://doi.org/10.1109/38.749116
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.