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...

Full description

Bibliographic Details
Authors: El-yamri, Meriem, Gonzalez-Riojo, Manuel, Romero Hernández, Alejandro, Manero Iglesias, José Borja
Format: article
Publication Date:2019
Country:España
Repository:Docta Complutense
Language:English
OAI Identifier:oai:docta.ucm.es:20.500.14352/102560
Online Access:https://hdl.handle.net/20.500.14352/102560
Access Level:Open access
Keyword:Public speaking
Educational video game
Virtual reality
Emotion analysis
Informática (Informática)
3304 Tecnología de Los Ordenadores
id ES_18ce26c64bbcacc18f5d30fb7a87b2cf
oai_identifier_str oai:docta.ucm.es:20.500.14352/102560
network_acronym_str ES
network_name_str España
repository_id_str
spelling 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
url https://hdl.handle.net/20.500.14352/102560
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv 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
rights_invalid_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/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.source.none.fl_str_mv reponame:Docta Complutense
instname:
instname_str
reponame_str Docta Complutense
collection Docta Complutense
repository.name.fl_str_mv
repository.mail.fl_str_mv
_version_ 1844180676659642368
score 15.638193