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: | , , , |
|---|---|
| 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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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 |
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article |
| dc.identifier.none.fl_str_mv |
https://hdl.handle.net/20.500.14352/101025 |
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https://hdl.handle.net/20.500.14352/101025 |
| dc.language.none.fl_str_mv |
Inglés eng |
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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 |
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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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Docta Complutense |
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Docta Complutense |
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