Designing a VR game for public speaking based on speakers features: a case study
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 he...
| Autores: | , , , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2019 |
| País: | España |
| Repositorio: | Docta Complutense |
| Idioma: | inglés |
| OAI Identifier: | oai:docta.ucm.es:20.500.14352/102560 |
| Acceso en línea: | https://hdl.handle.net/20.500.14352/102560 |
| Access Level: | acceso abierto |
| Palabra clave: | Public speaking Educational video game Virtual reality Emotion analysis Informática (Informática) 3304 Tecnología de Los Ordenadores |
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Designing a VR game for public speaking based on speakers features: a case studyEl-yamri, MeriemGonzalez-Riojo, ManuelRomero Hernández, AlejandroManero Iglesias, José BorjaPublic speakingEducational video gameVirtual realityEmotion analysisInformática (Informática)3304 Tecnología de Los OrdenadoresOratory 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 toolwhere 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 audience is the only way to receive feedback when giving a speech, our system offer is a virtual audience that reacts and gives real-time feedback based on the emotions conveyed by three parameters: voice tone, speech content and speaker’s gaze. In this paper, we detail the modelling of a behavioural-realistic audience just focusing on the speakers’ voice tone: 1) by presenting an algorithm that controls the audience’ reactions based on the emotions beamed by the speaker, and 2) by carrying out an experiment comparing the reactions generated by the agents with those of a real audience to the same speech, in order to refine the given algorithm. In this experiment, the audience subjects are asked to fill a questionnaire - level of engagement and perceived emotions - for a speech performed by professional actors representing different emotions. Afterwards, we compared the reactions of said audience with the ones generated by our algorithm, and used the results to improve it.SPRINGERUniversidad Complutense de Madrid20242024-04-0220192019-02-2720192019-02-27journal articlehttp://purl.org/coar/resource_type/c_6501info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14352/102560reponame:Docta Complutenseinstname:InglésengAgencia Estatal de Investigación http://dx.doi.org/10.13039/501100011033 Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020 RTI2018-096401-A-I00 COMUNICACION EFECTIVA PARA PROFESORADO DE SECUNDARIA MEDIANTE REALIDAD VIRTUALopen accesshttp://purl.org/coar/access_right/c_abf2Attribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:docta.ucm.es:20.500.14352/1025602025-08-02T12:44:52Z |
| dc.title.none.fl_str_mv |
Designing a VR game for public speaking based on speakers features: a case study |
| title |
Designing a VR game for public speaking based on speakers features: a case study |
| spellingShingle |
Designing a VR game for public speaking based on speakers features: a case study El-yamri, Meriem Public speaking Educational video game Virtual reality Emotion analysis Informática (Informática) 3304 Tecnología de Los Ordenadores |
| title_short |
Designing a VR game for public speaking based on speakers features: a case study |
| title_full |
Designing a VR game for public speaking based on speakers features: a case study |
| title_fullStr |
Designing a VR game for public speaking based on speakers features: a case study |
| title_full_unstemmed |
Designing a VR game for public speaking based on speakers features: a case study |
| title_sort |
Designing a VR game for public speaking based on speakers features: a case study |
| dc.creator.none.fl_str_mv |
El-yamri, Meriem Gonzalez-Riojo, Manuel Romero Hernández, Alejandro Manero Iglesias, José Borja |
| author |
El-yamri, Meriem |
| author_facet |
El-yamri, Meriem Gonzalez-Riojo, Manuel Romero Hernández, Alejandro Manero Iglesias, José Borja |
| author_role |
author |
| author2 |
Gonzalez-Riojo, Manuel Romero Hernández, Alejandro Manero Iglesias, José Borja |
| author2_role |
author author author |
| dc.contributor.none.fl_str_mv |
SPRINGER Universidad Complutense de Madrid |
| dc.subject.none.fl_str_mv |
Public speaking Educational video game Virtual reality Emotion analysis Informática (Informática) 3304 Tecnología de Los Ordenadores |
| topic |
Public speaking Educational video game Virtual reality Emotion analysis Informática (Informática) 3304 Tecnología de Los Ordenadores |
| description |
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 toolwhere 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 audience is the only way to receive feedback when giving a speech, our system offer is a virtual audience that reacts and gives real-time feedback based on the emotions conveyed by three parameters: voice tone, speech content and speaker’s gaze. In this paper, we detail the modelling of a behavioural-realistic audience just focusing on the speakers’ voice tone: 1) by presenting an algorithm that controls the audience’ reactions based on the emotions beamed by the speaker, and 2) by carrying out an experiment comparing the reactions generated by the agents with those of a real audience to the same speech, in order to refine the given algorithm. In this experiment, the audience subjects are asked to fill a questionnaire - level of engagement and perceived emotions - for a speech performed by professional actors representing different emotions. Afterwards, we compared the reactions of said audience with the ones generated by our algorithm, and used the results to improve it. |
| publishDate |
2019 |
| dc.date.none.fl_str_mv |
2019 2019-02-27 2019 2019-02-27 2024 2024-04-02 |
| dc.type.none.fl_str_mv |
journal article http://purl.org/coar/resource_type/c_6501 info:eu-repo/semantics/article |
| format |
article |
| dc.identifier.none.fl_str_mv |
https://hdl.handle.net/20.500.14352/102560 |
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https://hdl.handle.net/20.500.14352/102560 |
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Inglés eng |
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Inglés |
| language |
eng |
| dc.relation.none.fl_str_mv |
Agencia Estatal de Investigación http://dx.doi.org/10.13039/501100011033 Plan Estatal de Investigación Científica y Técnica y de Innovación 2017-2020 RTI2018-096401-A-I00 COMUNICACION EFECTIVA PARA PROFESORADO DE SECUNDARIA MEDIANTE REALIDAD VIRTUAL |
| dc.rights.none.fl_str_mv |
open access http://purl.org/coar/access_right/c_abf2 Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ info:eu-repo/semantics/openAccess |
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open access http://purl.org/coar/access_right/c_abf2 Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/ |
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openAccess |
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application/pdf |
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reponame:Docta Complutense instname: |
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