References of "Etienne, Elodie"
     in
Bookmark and Share    
Full Text
Peer Reviewed
See detailSPEAKinVR: validation of a virtual audience
Etienne, Elodie ULiege; Leclercq, Anne-Lise ULiege; Remacle, Angélique ULiege et al

Conference (2020, April 30)

The main goal of this paper is to validate a virtual reality environment for public speaking training. Following Slater’s terminology (2003), there are two important concepts in VR: “immersion which ... [more ▼]

The main goal of this paper is to validate a virtual reality environment for public speaking training. Following Slater’s terminology (2003), there are two important concepts in VR: “immersion which stands for what the technology delivers from an objective point of view” and presence which is “the human reaction to immersion”, i.e., the participant’s subjective sense of being in the virtual place. The reactions of the audience can have a significant impact on the speaker’s emotions and performance. At a first level, our hypothesis is that interactivity has a positive impact on the presence feeling. At a higher level, as already shown by Chollet et al. (2015), interactivity in VR is also a major ingredient in the training process. It is therefore essential to know if the users perceive the interactions in the virtual environment as representative of the reality and how each one is interpreted. There are two main dimensions in the context of emotion and affect: arousal and valence. As defined by Chollet and Scherer (2017), “arousal can be understood as an audience member’s level of alertness, and valence corresponds to how positively or negatively the person feels toward the speaker or the presentation”. In their paper, they tried to understand how users perceive virtual audience based on the nonverbal behavior of audience members. Our first question is to investigate which attitudes the characters must display and how people perceive the individual members of the audience in terms of their states of arousal and valence. A second related question is linked to the level of reality used to represent the public. The characters in virtual environments, i.e. avatars, are most often synthetic images. In some cases, photorealistic representations are used but the level of animation is then generally extremely limited. In this context, our second research question investigates whether the use of fully rigged 3D photogrammetric models, i.e. with a skeleton we can animate, can significantly improve the user’s presence. [less ▲]

Detailed reference viewed: 38 (8 ULiège)
Full Text
See detailSPEAKInVR : Validation d’une audience virtuelle
Etienne, Elodie ULiege; Leclercq, Anne-Lise ULiege; Remacle, Angélique ULiege et al

Scientific conference (2020, March 12)

Nowadays public speaking is one of the most important skills a person should develop. Such a skill is vital in many circumstances and in very different fields: the sales representative who presents a ... [more ▼]

Nowadays public speaking is one of the most important skills a person should develop. Such a skill is vital in many circumstances and in very different fields: the sales representative who presents a product to customers, the tourist guide visiting a city with a group, the manager who defends his project in front of stakeholders, the candidate during a job interview, the professor in front of students… Unfortunately, many firms complain about the too low level of this skill within their staff. The global theme of our work is to look for innovative solutions leading to an improvement of public speaking performances. The global project aims to help people to speak in public by training them in a realistic and interactive VR environment providing some feedbacks. Unity 3D engine was used to create a first basic version of the tool. 3D avatars have been designed and animated to represent some common audience postures, corresponding to different degrees of arousal and valence, and some classical situations as people typing on laptops or playing with smartphones. 3D photogrammetric versions of these avatars will soon be completed for testing increased realism. The objective of this presentation is to validate the virtual audience. [less ▲]

Detailed reference viewed: 118 (56 ULiège)