Virtual Training For Fear Of Public Speaking – Design Of an Audience For
Immersive Virtual Environments
Sandra Poeschl *
Ilmenau University of Technology
Research Group Media Psychology & Media Design
Nicola Doering
+
Ilmenau University of Technology
Research Group Media Psychology & Media Design
ABSTRACT
Virtual Reality technology offers great possibilities for Cognitive
Behavioral Therapy on Fear of Public Speaking: Clients can be
exposed to virtual fear-triggering stimuli (exposure) and are able
to role-play in virtual environments, training social skills to
overcome their fear. This poster deals with the design of a realistic
virtual presentation scenario based on an observation of a real
audience.
INDEX TERMS: J.4 [Computer Applications]: Social and
Behavioral Sciences—Psychology; I.3.7 [Computing
Methodologies]: Three-Dimensional Graphics and Realism—
Virtual Reality
1 INTRODUCTION
Fear of Public Speaking (or glossophobia or speech anxiety) is a
common psychological disorder and characterized by anxiety
prior to or at the thought of having to communicate verbally with
any group of people. It leads to avoidance of those situations,
physical distress and even panic. Treatment typically involves
Cognitive Behavioral Therapy (CBT), including exposure to fear-
triggering stimuli (e. g., speaking in front of a group), social skills
training and relaxation training [1].
Virtual Reality technology as a therapeutic or training tool
offers great possibilities for CBT: Clients can be exposed to
virtual fear-triggering stimuli (exposure) and are able to role-play
in virtual and different scenarios, training social skills to
overcome their fear [2]. Usually, prototypical (neutral, social and
anti-social) audience behavior serves as stimulus in virtual
training sessions, although there is significant lack of theoretical
basis on typical and realistic audience behavior. Presence (a user’s
subjective psychological response to a VR system) is related to
the experience of emotions [3], like fear. Therefore, using
prototypical behavior – instead of realistic audience behavior –
may lead to lower experiences of presence and to lesser
performance in VR training applications.
The work presented in this poster aims at overcoming this
problem by designing an application including realistic audience
behavior. We describe an explorative observation study on
realistic audience behavior. The results obtained are used to
design a virtual training scenario for fear of public speaking in a
CAVE.
2 RELATED WORK
Related work shows that virtual presentation environments can
induce fearful experiences [4], especially when featuring negative
audience behavior [5]. Also, VR exposure for Fear of Public
speaking is more effective than waiting list control groups [6, 7].
In the studies mentioned, prototypical audience behavior was
simulated. However, to further enhance transfer from virtual
training to real life performance, modeling realistic audience
behavior may be a promising next step. Our explorative study
deals with this problem by gathering observational data on natural
nonverbal audience behavior.
3 METHOD
A real audience (consisting of n = 18 men and women) in an
undergraduate seminar was observed in a structured, non-
participant overt observation. We used event samples of three
frontal lecture sessions, taping the lectures on video and analyzing
the video material (see figure 1).
Behavior frequency of four nonverbal dimensions (eye contact,
facial expression, gesture, and posture; N = 5916 behavioral
actions in total, coded into 35 categories) was rated by means of a
quantitative content analysis, in regard to frequency and
positioning across three rows of seats within the lecture room.
Further, we analyzed the first, middle and last 15 minutes of the
lecture sessions (with a duration of 90 min. each), as we assumed
that nonverbal audience behavior may change over time (for
example packing away things towards the end of a session).
Figure 1. Screenshot of analyzed video material on audience
behavior
4 RESULTS
Selected behavior patterns (facial expressions and gesture) are
presented by means of excerpts of the accomplished design
manual. The audience to be designed will show behavioral actions
according to a database that includes mean frequencies for one
person per row and per minute. These are used to present our
findings. Due to the multitude of facial expressions and gestures,
findings are highlighted by prototypical behavior actions.
4.1 Facial expression
As table 1 shows, friendly and neutral face expressions are rather
common. Also, they are closely related, as a joyful facial
expression changes into a neutral one when coming to an end.
Social facial expressions increase with distance to the presenter,
maybe to establish a closer contact. Further, neutral and social
expressions increase with time. This can be explained by the fact
that at the end of a lecture session, more interactions and
* sandra.poeschl@tu-ilmenau.de
+
nicola.doering@tu-ilmenau.de
101
IEEE Virtual Reality 2012
4-8 March, Orange County, CA, USA
978-1-4673-1246-2/12/$31.00 ©2012 IEEE