TY - JOUR
T1 - Exploring the influence of audience familiarity on speaker anxiety and performance in virtual reality and real-life presentation contexts
AU - Barrett, Alex
AU - Pack, Austin
AU - Monteiro, Diego
AU - Liang, Hai Ning
N1 - Publisher Copyright:
© 2023 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2024
Y1 - 2024
N2 - Virtual reality (VR) offers immense freedom in the design of virtual instructional environments, but little guidance exists on how to capitalise on this freedom. This article reports on a study exploring how audience familiarity influences public speaking anxiety (PSA) and performance in a presentation speaking task in virtuo and in situ. Questionnaire instruments were used to gauge the PSA, motivation, focus, and self-confidence of 10 undergraduate students who each presented in four different audience conditions across VR and real life. Presentations were transcribed to identify features of performance, including utterance fluency, and speaking breadth and depth. Outcomes indicated that an audience of computer-generated agents resulted in less PSA than an audience of photorealistic people familiar to the speakers. Additionally, presenting to an audience of strangers in real life induced the most anxiety, but the performance features of articulation rate, disfluencies, and frequency of silent pauses were significantly improved in this condition. The main contribution of this study is to show that presentations directed at virtual audiences exhibit less fluent speech in non-native speakers than speeches to a real audience.
AB - Virtual reality (VR) offers immense freedom in the design of virtual instructional environments, but little guidance exists on how to capitalise on this freedom. This article reports on a study exploring how audience familiarity influences public speaking anxiety (PSA) and performance in a presentation speaking task in virtuo and in situ. Questionnaire instruments were used to gauge the PSA, motivation, focus, and self-confidence of 10 undergraduate students who each presented in four different audience conditions across VR and real life. Presentations were transcribed to identify features of performance, including utterance fluency, and speaking breadth and depth. Outcomes indicated that an audience of computer-generated agents resulted in less PSA than an audience of photorealistic people familiar to the speakers. Additionally, presenting to an audience of strangers in real life induced the most anxiety, but the performance features of articulation rate, disfluencies, and frequency of silent pauses were significantly improved in this condition. The main contribution of this study is to show that presentations directed at virtual audiences exhibit less fluent speech in non-native speakers than speeches to a real audience.
KW - Virtual reality
KW - audience familiarity
KW - public speaking anxiety
KW - speaking performance
UR - http://www.scopus.com/inward/record.url?scp=85150452624&partnerID=8YFLogxK
U2 - 10.1080/0144929X.2023.2186145
DO - 10.1080/0144929X.2023.2186145
M3 - Article
AN - SCOPUS:85150452624
SN - 0144-929X
VL - 43
SP - 787
EP - 799
JO - Behaviour and Information Technology
JF - Behaviour and Information Technology
IS - 4
ER -