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...

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Detalles Bibliográficos
Autores: El-Yamri, Meriem, Romero Hernández, Alejandro, Gonzalez-Riojo, Manuel, Manero Iglesias, José Borja
Tipo de recurso: artículo
Fecha de publicación:2019
País:España
Repositorio:Docta Complutense
Idioma:inglés
OAI Identifier:oai:docta.ucm.es:20.500.14352/101025
Acceso en línea:https://hdl.handle.net/20.500.14352/101025
Access Level:acceso abierto
Palabra clave:Educación
1203.10 Enseñanza Con Ayuda de Ordenador
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spelling Designing a VR game for public speaking based on speakers features: a case studyEl-Yamri, MeriemRomero Hernández, AlejandroGonzalez-Riojo, ManuelManero Iglesias, José BorjaEducación1203.10 Enseñanza Con Ayuda de OrdenadorOratory 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 audience is the only way to receive feedback when giving a speech, our system offer s 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.Universidad Complutense de Madrid20242024-02-0920192019-11-1120192019-11-11journal articlehttp://purl.org/coar/resource_type/c_6501info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14352/101025reponame:Docta Complutenseinstname:Inglésengopen 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:20.500.14352/1010252025-08-02T12:44:52Z
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
Educación
1203.10 Enseñanza Con Ayuda de Ordenador
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
Romero Hernández, Alejandro
Gonzalez-Riojo, Manuel
Manero Iglesias, José Borja
author El-Yamri, Meriem
author_facet El-Yamri, Meriem
Romero Hernández, Alejandro
Gonzalez-Riojo, Manuel
Manero Iglesias, José Borja
author_role author
author2 Romero Hernández, Alejandro
Gonzalez-Riojo, Manuel
Manero Iglesias, José Borja
author2_role author
author
author
dc.contributor.none.fl_str_mv Universidad Complutense de Madrid
dc.subject.none.fl_str_mv Educación
1203.10 Enseñanza Con Ayuda de Ordenador
topic Educación
1203.10 Enseñanza Con Ayuda de Ordenador
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 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 audience is the only way to receive feedback when giving a speech, our system offer s 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
2019-11-11
2019
2019-11-11
2024
2024-02-09
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/20.500.14352/101025
url https://hdl.handle.net/20.500.14352/101025
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
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
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