Teemu H. Laine , Woohyun Lee , Jiyoung Moon , Eunha Kim
{"title":"Building confidence in the metaverse: Implementation and evaluation of a multi-user virtual reality application for overcoming fear of public speaking","authors":"Teemu H. Laine , Woohyun Lee , Jiyoung Moon , Eunha Kim","doi":"10.1016/j.ijhcs.2025.103487","DOIUrl":null,"url":null,"abstract":"<div><div>Fear of public speaking is a social anxiety disorder that causes individuals to fear speaking in front of crowds, significantly impacting their education, work, and psychological wellbeing. Immersive virtual reality (VR) has emerged as a potential tool for addressing this fear by simulating public-speaking scenarios in a controlled environment. However, previous VR solutions for public-speaking anxiety have been single-user and lacked multimodal data collection. This study proposed Ready Player Speak, a novel multi-user VR exposure therapy application designed for people who experience fear of public speaking, incorporating data collection through questionnaires and sensors. We evaluated Ready Player Speak in a mixed-method user study with 32 young adult participants who delivered interactive speeches in front of an audience comprising human- and computer-controlled avatars. Participants completed pre- and post-test questionnaires and were interviewed at the end. The user study results indicated that Ready Player Speak felt realistic, and most participants experienced a sense of spatial presence. However, the realism of the avatars and their appropriateness were criticized. Nevertheless, Ready Player Speak had a statistically significant lowering effect on the fear of public speaking experienced by the participants, indicating its potential as a tool for addressing this fear. Based on the evaluation results and our experiences with the development of Ready Player Speak, we presented 12 lessons learned. This study’s findings can inform researchers and developers seeking to harness multi-user VR exposure therapy for fear of public speaking and other psychology interventions.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"199 ","pages":"Article 103487"},"PeriodicalIF":5.3000,"publicationDate":"2025-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Human-Computer Studies","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1071581925000448","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
Fear of public speaking is a social anxiety disorder that causes individuals to fear speaking in front of crowds, significantly impacting their education, work, and psychological wellbeing. Immersive virtual reality (VR) has emerged as a potential tool for addressing this fear by simulating public-speaking scenarios in a controlled environment. However, previous VR solutions for public-speaking anxiety have been single-user and lacked multimodal data collection. This study proposed Ready Player Speak, a novel multi-user VR exposure therapy application designed for people who experience fear of public speaking, incorporating data collection through questionnaires and sensors. We evaluated Ready Player Speak in a mixed-method user study with 32 young adult participants who delivered interactive speeches in front of an audience comprising human- and computer-controlled avatars. Participants completed pre- and post-test questionnaires and were interviewed at the end. The user study results indicated that Ready Player Speak felt realistic, and most participants experienced a sense of spatial presence. However, the realism of the avatars and their appropriateness were criticized. Nevertheless, Ready Player Speak had a statistically significant lowering effect on the fear of public speaking experienced by the participants, indicating its potential as a tool for addressing this fear. Based on the evaluation results and our experiences with the development of Ready Player Speak, we presented 12 lessons learned. This study’s findings can inform researchers and developers seeking to harness multi-user VR exposure therapy for fear of public speaking and other psychology interventions.
期刊介绍:
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.
Research areas relevant to the journal include, but are not limited to:
• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
...