Abstract Realistic virtual reality visualizations of a physical place, whether historic or contemporary, can exude a sense of certainty about their accuracy. They can also evade complexity by excluding underrepresented narratives about place such as those held by indigenous and other marginalized communities. Through engaging with a framework of complexity, ethics, and humility, we propose a technique of immersive virtual storytelling (IVS) that foregrounds uncertainty through a combination of realistic material treatments and translucent, ephemeral “ghost textures.” By applying these treatments to two virtual three-dimensional models telling a pre- and post-construction story of a World War II-era rifle range, we were able to test the use of these treatments in exposing gaps in archival data. This highlighted the predominance of a colonial lens in guiding historic site visualization, raising a question of how other narratives might be included without conforming to a colonial framework.
{"title":"Problematizing Realism: Confronting Colonial Perspectives and Engaging Complexities of Landscape Through “Ghost Textures”","authors":"Aidan Ackerman;Christopher Koudelka;Paul Hirsch;Owen Zaengle","doi":"10.1162/pres_a_00370","DOIUrl":"https://doi.org/10.1162/pres_a_00370","url":null,"abstract":"Abstract Realistic virtual reality visualizations of a physical place, whether historic or contemporary, can exude a sense of certainty about their accuracy. They can also evade complexity by excluding underrepresented narratives about place such as those held by indigenous and other marginalized communities. Through engaging with a framework of complexity, ethics, and humility, we propose a technique of immersive virtual storytelling (IVS) that foregrounds uncertainty through a combination of realistic material treatments and translucent, ephemeral “ghost textures.” By applying these treatments to two virtual three-dimensional models telling a pre- and post-construction story of a World War II-era rifle range, we were able to test the use of these treatments in exposing gaps in archival data. This highlighted the predominance of a colonial lens in guiding historic site visualization, raising a question of how other narratives might be included without conforming to a colonial framework.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"30 ","pages":"85-98"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50211890","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Cristian E. Preciado;Michael J. Starrett;Arne D. Ekstrom
Past reports have suggested that active visual training in virtual reality (VR) can reduce symptoms of cybersickness. Here, we adapted such a protocol to a computer-based version and compared it with a passive exposure control condition. We employed heart rate and other subjective predictors of cybersickness to try to predict the efficacy of the intervention as well as likelihood of drop out. While we found a significant decrease in heart rate across sessions, the intervention we employed did not appear to be effective at reducing cybersickness or dropout. However, a heart rate increase of 15.5 bpm from baseline, nausea self-report of 4.5 on a scale of 1–10, and dizziness self-report of 5.5 on a scale of 1–10 predicted an equal probability of experiment dropout, independent of whether participants were in the experimental or control intervention condition. Our findings suggest that a single immersion of visual training in VR or passive VR exposure may not be sufficient to provide adaptation for VR. At the same time, our findings bolster past reports suggesting the value of employing heart rate monitoring, rather than subjective reports, to monitor the onset of cybersickness.
{"title":"Assessment of a Short, Focused Training to Reduce Symptoms of Cybersickness","authors":"Cristian E. Preciado;Michael J. Starrett;Arne D. Ekstrom","doi":"10.1162/pres_a_00335","DOIUrl":"https://doi.org/10.1162/pres_a_00335","url":null,"abstract":"<para>Past reports have suggested that active visual training in virtual reality (VR) can reduce symptoms of cybersickness. Here, we adapted such a protocol to a computer-based version and compared it with a passive exposure control condition. We employed heart rate and other subjective predictors of cybersickness to try to predict the efficacy of the intervention as well as likelihood of drop out. While we found a significant decrease in heart rate across sessions, the intervention we employed did not appear to be effective at reducing cybersickness or dropout. However, a heart rate increase of 15.5 bpm from baseline, nausea self-report of 4.5 on a scale of 1–10, and dizziness self-report of 5.5 on a scale of 1–10 predicted an equal probability of experiment dropout, independent of whether participants were in the experimental or control intervention condition. Our findings suggest that a single immersion of visual training in VR or passive VR exposure may not be sufficient to provide adaptation for VR. At the same time, our findings bolster past reports suggesting the value of employing heart rate monitoring, rather than subjective reports, to monitor the onset of cybersickness.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 4","pages":"361-377"},"PeriodicalIF":0.0,"publicationDate":"2021-02-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50206608","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jürgen A. Baier-Saip;Pablo A. Baier;Jauvane C. Oliveira;Herbert Baier
Cardiac catheterism is important because it offers many advantages in comparison to open surgery, for example, fewer injuries, lower risk of infections, and shorter recovery times. Simulators play a fundamental role in training packages, and virtual learning environments are less stressful. Moreover, they can also be used in certification boards and in performance assessments. A realistic and interactive simulator must be fast. In this work, the physical model of the guidewire used in catheter simulations has been improved. In particular, we determined a simple analytic expression to calculate the direction of a guidewire segment, which minimizes the total energy. The surface energy resulting from the guidewire--artery interaction and the bending energy of the guidewire is approximated up to the second order, which gives rise to interactions between segments. Furthermore, the multiple segment relaxations are introduced, enhancing the convergence especially at the beginning of the relaxation cycle. The formulas are written in matrix form of dimension 4M×4M, where M represents the number of segments varied in the update step. The method results in a more stable static solution.
{"title":"Higher-Order Approximation to the Guidewire Model Used in Simulators of Cardiac Catheterization and Multiple Segment Relaxations","authors":"Jürgen A. Baier-Saip;Pablo A. Baier;Jauvane C. Oliveira;Herbert Baier","doi":"10.1162/pres_a_00334","DOIUrl":"https://doi.org/10.1162/pres_a_00334","url":null,"abstract":"<para>Cardiac catheterism is important because it offers many advantages in comparison to open surgery, for example, fewer injuries, lower risk of infections, and shorter recovery times. Simulators play a fundamental role in training packages, and virtual learning environments are less stressful. Moreover, they can also be used in certification boards and in performance assessments. A realistic and interactive simulator must be fast. In this work, the physical model of the guidewire used in catheter simulations has been improved. In particular, we determined a simple analytic expression to calculate the direction of a guidewire segment, which minimizes the total energy. The surface energy resulting from the guidewire--artery interaction and the bending energy of the guidewire is approximated up to the second order, which gives rise to interactions between segments. Furthermore, the multiple segment relaxations are introduced, enhancing the convergence especially at the beginning of the relaxation cycle. The formulas are written in matrix form of dimension <inline-formula><mml:math><mml:mrow><mml:mn>4</mml:mn><mml:mi>M</mml:mi><mml:mo>×</mml:mo><mml:mn>4</mml:mn><mml:mi>M</mml:mi></mml:mrow></mml:math></inline-formula>, where <inline-formula><mml:math><mml:mi>M</mml:mi></mml:math></inline-formula> represents the number of segments varied in the update step. The method results in a more stable static solution.</para>","PeriodicalId":101038,"journal":{"name":"Presence","volume":"27 4","pages":"333-360"},"PeriodicalIF":0.0,"publicationDate":"2021-02-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50206607","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract Automotive research often takes place in driving simulators, where a high sense of feeling present in the virtual traffic situation has been hypothesized to foster a realistic driving behavior. Presence in driving simulators has been investigated using subjective questionnaires, but their validity for application in driving simulators has not yet been verified. In a first approach, we aimed at critically investigating whether presence questionnaires can or cannot be applied in driving simulation. Therefore, we conducted a within-subjects experiment with N=50 participants comparing presence between a low- and a high-fidelity simulator, using two commonly used questionnaires: the Igroup Presence Questionnaire (IPQ) and the Slater-Usoh-Steed (SUS*) presence questionnaire. The wording of the SUS* questionnaire has been adopted for use in driving simulation prior to its use in the study. Results show a strong correlation between the adapted SUS* questionnaire and the IPQ. Both questionnaires reflected a significant difference in presence between the low-fidelity and the high-fidelity simulator. The reliability of both questionnaires was acceptable (Cronbach's alpha > .7). The present results are promising in that presence questionnaires, including in particular the adapted SUS* and the IPQ, can be used in driving simulation. The validity of the adapted SUS* questionnaire should be further investigated.
{"title":"Presence Questionnaires in Driving Simulation","authors":"Chantal Himmels;Teresa Rock;Joost Venrooij;Andreas Riener","doi":"10.1162/pres_a_00372","DOIUrl":"https://doi.org/10.1162/pres_a_00372","url":null,"abstract":"Abstract Automotive research often takes place in driving simulators, where a high sense of feeling present in the virtual traffic situation has been hypothesized to foster a realistic driving behavior. Presence in driving simulators has been investigated using subjective questionnaires, but their validity for application in driving simulators has not yet been verified. In a first approach, we aimed at critically investigating whether presence questionnaires can or cannot be applied in driving simulation. Therefore, we conducted a within-subjects experiment with N=50 participants comparing presence between a low- and a high-fidelity simulator, using two commonly used questionnaires: the Igroup Presence Questionnaire (IPQ) and the Slater-Usoh-Steed (SUS*) presence questionnaire. The wording of the SUS* questionnaire has been adopted for use in driving simulation prior to its use in the study. Results show a strong correlation between the adapted SUS* questionnaire and the IPQ. Both questionnaires reflected a significant difference in presence between the low-fidelity and the high-fidelity simulator. The reliability of both questionnaires was acceptable (Cronbach's alpha > .7). The present results are promising in that presence questionnaires, including in particular the adapted SUS* and the IPQ, can be used in driving simulation. The validity of the adapted SUS* questionnaire should be further investigated.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"261-275"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326616","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract We consider that to objectively measure immersion, one needs to assess how each sensory quality is reproduced in a virtual environment. In this perspective, we introduce the concept of functional threshold which corresponds to the value at which a sensory quality can be degraded without being noticed by the user of a virtual environment. We suggest that the perceived realism of a virtual experience can potentially be evoked for sensory qualities values ranging from the perceptual threshold to the functional threshold. Thus, the identification of functional thresholds values allows us to constrain immersion. To lay the foundation for the identification of functional thresholds, we applied a modified version of the method of limits. We measured the value at which 30 participants were able to identify the degradation of their field of view (FOV), visual acuity, and contrast sensitivity while executing a multidirectional selection test. This enabled us to identify functional perceptual thresholds of 96.6 degrees for FOV, 12.2 arcmin for visual acuity, and 25.6% for contrast sensitivity.
{"title":"Identification of Visual Functional Thresholds for Immersion Assessment in Virtual Reality","authors":"Maxence Hébert-Lavoie;Philippe Doyon-Poulin;Benoît Ozell","doi":"10.1162/pres_a_00354","DOIUrl":"https://doi.org/10.1162/pres_a_00354","url":null,"abstract":"Abstract We consider that to objectively measure immersion, one needs to assess how each sensory quality is reproduced in a virtual environment. In this perspective, we introduce the concept of functional threshold which corresponds to the value at which a sensory quality can be degraded without being noticed by the user of a virtual environment. We suggest that the perceived realism of a virtual experience can potentially be evoked for sensory qualities values ranging from the perceptual threshold to the functional threshold. Thus, the identification of functional thresholds values allows us to constrain immersion. To lay the foundation for the identification of functional thresholds, we applied a modified version of the method of limits. We measured the value at which 30 participants were able to identify the degradation of their field of view (FOV), visual acuity, and contrast sensitivity while executing a multidirectional selection test. This enabled us to identify functional perceptual thresholds of 96.6 degrees for FOV, 12.2 arcmin for visual acuity, and 25.6% for contrast sensitivity.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"1-22"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract Characterizations of presence are many and various. The first part of this article applies philosophical and psychological lenses to three common descriptions: Presence as (or as following from) “the suspension of disbelief,” presence as the “illusion of nonmediation,” and presence as “(the feeling of) being there.” These construals of presence—the assumptions and commitments they make—are compared with one another, their plausibility and utility appraised. The second, shorter part of the article is not so much interested in definitions as distinctions that may help us ask better questions moving forward. We briefly consider the role of attention in presence, whether, when, or how presence is “binary,” and whether it is helpful to speak of presence in unmediated physical reality. A recurring theme throughout the article is whether a given understanding of presence (mis)construes the mind as monolithic: That is, as uniformly rational and consciously accessible. In closing, we suggest that researchers specify precisely what type of presence they're referring to whenever the concept is evoked; and that states such as involvement, absorption, and engagement be kept conceptually separate from presence, since they speak to “higher” cognitive functioning than simply feeling self-located in virtual environments, and indeed need not presuppose placeness or spatiality at all.
{"title":"What Do We Mean When We Say “Presence”?","authors":"Dooley Murphy;Richard Skarbez","doi":"10.1162/pres_a_00360","DOIUrl":"https://doi.org/10.1162/pres_a_00360","url":null,"abstract":"Abstract Characterizations of presence are many and various. The first part of this article applies philosophical and psychological lenses to three common descriptions: Presence as (or as following from) “the suspension of disbelief,” presence as the “illusion of nonmediation,” and presence as “(the feeling of) being there.” These construals of presence—the assumptions and commitments they make—are compared with one another, their plausibility and utility appraised. The second, shorter part of the article is not so much interested in definitions as distinctions that may help us ask better questions moving forward. We briefly consider the role of attention in presence, whether, when, or how presence is “binary,” and whether it is helpful to speak of presence in unmediated physical reality. A recurring theme throughout the article is whether a given understanding of presence (mis)construes the mind as monolithic: That is, as uniformly rational and consciously accessible. In closing, we suggest that researchers specify precisely what type of presence they're referring to whenever the concept is evoked; and that states such as involvement, absorption, and engagement be kept conceptually separate from presence, since they speak to “higher” cognitive functioning than simply feeling self-located in virtual environments, and indeed need not presuppose placeness or spatiality at all.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"171-190"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326622","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract Current definitions of immersion describe its relationship to presence and allow for relative comparisons between the immersive qualities of Virtual Reality (VR) systems, but lack the ability to describe the immersion supported by a system as an absolute quantity. In this article, we present an abstract model of perception, defining sensory units as the smallest biological registers of sensation within the body. Two metrics of immersion are introduced: the immersed sensory range, and the immersed sensory field, which can be defined for both individual sensory units and entire sensory categories. We define an isolated sensory unit as one that is shielded from non-VR stimuli, and derive the terms isolated field and isolated range from this definition. These metrics are further described as ratios, resulting in a set of theoretical and practical attributes which can be used to quantify the immersive potential of a VR experience.
{"title":"A Quantifiable Framework for Describing Immersion","authors":"Wil J. Norton;Jacob Sauer;David Gerhard","doi":"10.1162/pres_a_00361","DOIUrl":"https://doi.org/10.1162/pres_a_00361","url":null,"abstract":"Abstract Current definitions of immersion describe its relationship to presence and allow for relative comparisons between the immersive qualities of Virtual Reality (VR) systems, but lack the ability to describe the immersion supported by a system as an absolute quantity. In this article, we present an abstract model of perception, defining sensory units as the smallest biological registers of sensation within the body. Two metrics of immersion are introduced: the immersed sensory range, and the immersed sensory field, which can be defined for both individual sensory units and entire sensory categories. We define an isolated sensory unit as one that is shielded from non-VR stimuli, and derive the terms isolated field and isolated range from this definition. These metrics are further described as ratios, resulting in a set of theoretical and practical attributes which can be used to quantify the immersive potential of a VR experience.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"191-200"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326623","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract In this article, we present a live speech-driven, avatar-mediated, three-party telepresence system, through which three distant users, embodied as avatars in a shared 3D virtual world, can perform natural three-party telepresence that does not require tracking devices. Based on live speech input from three users, this system can real-time generate the corresponding conversational motions of all the avatars, including head motion, eye motion, lip movement, torso motion, and hand gesture. All motions are generated automatically at each user side based on live speech input, and a cloud server is utilized to transmit and synchronize motion and speech among different users. We conduct a formal user study to evaluate the usability and effectiveness of the system by comparing it with a well-known online virtual world, Second Life, and a widely-used online teleconferencing system, Skype. The user study results indicate our system can provide a measurably better telepresence user experience than the two widely-used methods.
{"title":"A Live Speech-Driven Avatar-Mediated Three-Party Telepresence System: Design and Evaluation","authors":"Aobo Jin;Qixin Deng;Zhigang Deng","doi":"10.1162/pres_a_00358","DOIUrl":"https://doi.org/10.1162/pres_a_00358","url":null,"abstract":"Abstract In this article, we present a live speech-driven, avatar-mediated, three-party telepresence system, through which three distant users, embodied as avatars in a shared 3D virtual world, can perform natural three-party telepresence that does not require tracking devices. Based on live speech input from three users, this system can real-time generate the corresponding conversational motions of all the avatars, including head motion, eye motion, lip movement, torso motion, and hand gesture. All motions are generated automatically at each user side based on live speech input, and a cloud server is utilized to transmit and synchronize motion and speech among different users. We conduct a formal user study to evaluate the usability and effectiveness of the system by comparing it with a well-known online virtual world, Second Life, and a widely-used online teleconferencing system, Skype. The user study results indicate our system can provide a measurably better telepresence user experience than the two widely-used methods.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"113-139"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326620","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abstract This exploratory study investigates virtual environments (VEs) as a treatment intervention for the fear of public speaking (FoPS). Prior preliminary studies indicate fear reduction following VE simulations with few investigations examining participants’ perspectives. Participants (N = 17) recruited from a public speaking course participated in a virtual reality 360° digital recording simulation that carbon copied the physical reality of their classroom and audience. Before and after immersion, participants completed open-ended responses about the simulation, pre- and post-public speaking fears, and VE public speaking experience. Using thematic analysis on the open-ended responses, researchers coded the responses to understand the communicative performance experience surrounding their VE public speaking simulation. Negative-valence emotions occurred for both presentations; however, participants expressed value in experiencing and overcoming the negative feelings. Based on the anecdotal (or clinical) findings, participants reported experiencing fears similar to those experienced in physical reality as well as emotional and behavioral interventions when engaged in the VE. Additionally, a one-year follow-up (N = 6) provided a reflective process for participants to recall their VE experience and implications beyond the physical simulation. These open-ended responses offered implications surrounding emotional reaction, real audiences, and the speechmaking process. The findings suggest mitigation of audience-related fears by the presence of the virtual audience with participants reoriented to focus on execution of speech delivery. This exploratory qualitative investigation builds toward a future of optimal strategies for using instructional technologies to improve public speaking competency.
{"title":"Virtual Environment Presentations: A Qualitative Exploration of User Perceptions","authors":"Luke LeFebvre;Leah E. LeFebvre;Mike Allen","doi":"10.1162/pres_a_00367","DOIUrl":"https://doi.org/10.1162/pres_a_00367","url":null,"abstract":"Abstract This exploratory study investigates virtual environments (VEs) as a treatment intervention for the fear of public speaking (FoPS). Prior preliminary studies indicate fear reduction following VE simulations with few investigations examining participants’ perspectives. Participants (N = 17) recruited from a public speaking course participated in a virtual reality 360° digital recording simulation that carbon copied the physical reality of their classroom and audience. Before and after immersion, participants completed open-ended responses about the simulation, pre- and post-public speaking fears, and VE public speaking experience. Using thematic analysis on the open-ended responses, researchers coded the responses to understand the communicative performance experience surrounding their VE public speaking simulation. Negative-valence emotions occurred for both presentations; however, participants expressed value in experiencing and overcoming the negative feelings. Based on the anecdotal (or clinical) findings, participants reported experiencing fears similar to those experienced in physical reality as well as emotional and behavioral interventions when engaged in the VE. Additionally, a one-year follow-up (N = 6) provided a reflective process for participants to recall their VE experience and implications beyond the physical simulation. These open-ended responses offered implications surrounding emotional reaction, real audiences, and the speechmaking process. The findings suggest mitigation of audience-related fears by the presence of the virtual audience with participants reoriented to focus on execution of speech delivery. This exploratory qualitative investigation builds toward a future of optimal strategies for using instructional technologies to improve public speaking competency.","PeriodicalId":101038,"journal":{"name":"Presence","volume":"29 ","pages":"241-259"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"50326615","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}