Effects of public speaking virtual reality trainings on prosodic and gestural features

Io Valls-Ratés, Oliver Niebuhr, P. Prieto
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引用次数: 1

Abstract

Previous studies have revealed that virtual reality (VR) is able to suggest to the human brain a real environment, as it was stated in 1989 when the term 'virtual reality' was coined. In the field of public speaking, studies have mainly focused on how VR environments can help reduce public speaking anxiety. However, there is no focus on VR training in educational settings and, more specifically, on how VR training can help improve subsequent public-speaking performances in front of a real audience. The present study aims at analyzing the prosodic and gestural effects that VR settings have on speakers. A total of 31 secondary school students participated either in a VR oral-presentation training facing a VR audience, or in a control condition in which oral presentations were practiced alone in a room. Prosodic and gestural measures of speaking style were analyzed and compared between the two groups, each of which performed three rounds of practicing in three consecutive weeks. Training with VR resulted in longer speaking time and more pausing, an increase in f0 values and more gesturing, all of which suggests a stronger audience orientation. By contrast, the non-VR speakers developed in the opposite direction.
公共演讲虚拟现实训练对韵律和手势特征的影响
此前的研究表明,虚拟现实(VR)能够向人类大脑暗示一个真实的环境,正如1989年“虚拟现实”一词被创造出来时所说的那样。在公共演讲领域,研究主要集中在VR环境如何帮助减少公共演讲焦虑。然而,目前还没有关注教育环境中的VR培训,更具体地说,没有关注VR培训如何帮助提高随后在真实观众面前的公开演讲表现。本研究旨在分析VR设置对说话者的韵律和手势影响。共有31名中学生参加了面对VR观众的VR口头陈述训练,或者在一个单独在房间里进行口头陈述的控制条件下。两组在连续三周内进行三轮练习,分析比较两组说话风格的韵律和手势测量。使用VR的训练导致说话时间更长,停顿更多,f0值增加,手势更多,这些都表明了更强的受众导向。相比之下,非vr扬声器的发展方向相反。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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