Building confidence in the metaverse: Implementation and evaluation of a multi-user virtual reality application for overcoming fear of public speaking

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS International Journal of Human-Computer Studies Pub Date : 2025-03-13 DOI:10.1016/j.ijhcs.2025.103487
Teemu H. Laine , Woohyun Lee , Jiyoung Moon , Eunha Kim
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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.
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害怕当众讲话是一种社交焦虑症,会导致人们害怕在众人面前讲话,严重影响他们的学习、工作和心理健康。沉浸式虚拟现实(VR)通过在可控环境中模拟公开演讲场景,已成为解决这种恐惧的潜在工具。然而,以往针对公众演讲焦虑症的 VR 解决方案都是单用户使用,缺乏多模态数据收集。本研究提出了一个新颖的多用户 VR 暴露疗法应用--Ready Player Speak,该应用专为有当众讲话恐惧症的人设计,通过问卷调查和传感器收集数据。我们在一项混合方法用户研究中对 Ready Player Speak 进行了评估,32 名年轻的成人参与者在由人类和计算机控制的化身组成的观众面前发表了互动演讲。参与者填写了测试前和测试后的问卷,并在测试结束后接受了访谈。用户研究结果表明,《Ready Player Speak》给人的感觉是真实的,大多数参与者都体验到了空间存在感。不过,头像的逼真度和适当性受到了批评。尽管如此,"准备好玩家演讲 "在统计学上明显降低了参与者对公开演讲的恐惧感,这表明它有潜力成为消除这种恐惧感的工具。根据评估结果和我们在开发 "Ready Player Speak "过程中的经验,我们提出了 12 条经验教训。这项研究的结果可以为研究人员和开发人员提供信息,帮助他们利用多用户 VR 暴露疗法来治疗公开演讲恐惧症和其他心理干预措施。
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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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
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 ...
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Building confidence in the metaverse: Implementation and evaluation of a multi-user virtual reality application for overcoming fear of public speaking Editorial Board Social virtual reality elicits natural interaction behavior with self-similar and generic avatars Understanding visual search in graphical user interfaces EmoLand: Utilizing narrative animations, multilevel games, and affective computing to foster emotional development in children with autism spectrum disorder
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