Communication orale non publiée/Abstract (Colloques et congrès scientifiques)
SPEAKinVR: validation of a virtual audience
Etienne, Elodie; Leclercq, Anne-Lise; Remacle, Angélique et al.
20206th International AR VR Conference
Peer reviewed
 

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Revised AR_VR abstract_text.pdf
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Mots-clés :
Virtual reality; public speaking; soft skills; training
Résumé :
[en] 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.
Disciplines :
Méthodes quantitatives en économie & gestion
Logopédie-orthophonie
Auteur, co-auteur :
Etienne, Elodie  ;  Université de Liège - ULiège > HEC Liège : UER > UER Opérations
Leclercq, Anne-Lise  ;  Université de Liège - ULiège > Département de Logopédie > Logopédie clinique
Remacle, Angélique  ;  Université de Liège - ULiège > Département de Logopédie > Logopédie des troubles de la voix
Peters, Florian ;  Université de Liège - ULiège > HEC Liège : UER > UER Opérations
Schyns, Michael  ;  Université de Liège - ULiège > HEC Liège : UER > UER Opérations : Informatique de gestion
Langue du document :
Anglais
Titre :
SPEAKinVR: validation of a virtual audience
Date de publication/diffusion :
30 avril 2020
Nombre de pages :
3
Nom de la manifestation :
6th International AR VR Conference
Lieu de la manifestation :
Lisbon, Portugal
Date de la manifestation :
30-04-2020
Manifestation à portée :
International
Peer review/Comité de sélection :
Peer reviewed
Disponible sur ORBi :
depuis le 23 septembre 2020

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