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Strategic Ambiguity in Virtual Reality Public Speaking: Multimodal Assessment of Emotional and Communicative Outcomes (104571)
Session: On Demand
Room: Virtual Video Presentation
Presentation Type: Virtual Presentation
In public speaking research, virtual reality (VR) is increasingly used to reduce public speaking anxiety and to provide a platform for practicing public speaking skills. However, specific aspects of the VR context, such as the presence of observers and differing levels of self-presentation ambiguity, may meaningfully shape speakers' emotional, cognitive, and behavioral responses. Therefore, we developed an immersive VR public-speaking simulation where participants (n=31) delivered self-introduction speeches to virtual audiences. Using a 2×2 within-subjects design (observers present vs. absent × clear vs. ambiguous self-presentation), we examined effects on subjective ratings of vulnerability, perceived competence, anxiety, and enjoyment. In addition to self-reported measures, we collected recorded speech samples. We analyzed acoustic features (pitch, loudness, alpha ratio, spectral slope, spectral flux) using openSMILE with eGeMAPs configuration to obtain objective indicators of emotional arousal and communicative stance. The observer effect was significant across all four variables: participants felt more vulnerable and under pressure with the observer present, and more enjoyment and competence without an observer in the room. Ambiguity did not significantly affect vulnerability or pressure, but less ambiguity in self-presentation did make participants feel more competent and have more fun. Furthermore, ambiguity affected loudness, spectral slope, and spectral flux, indicating that participants experienced greater happiness and arousal with greater vocal effort when delivering clearer self-presentation. The observer effect is a crucial research design consideration in VR and communication studies because unreported observer presence can significantly influence participants' anxiety, disclosure, and performance outcomes.
Authors:
Dixuan Cui, Sam Houston State University, United States
Anya Lu, Sam Houston State University, United States
About the Presenter(s)
Dixuan Cui, Ph.D., Assistant Professor at SHSU, specializes in virtual reality, game development, and 3D animation. Currently researching tactile feedback in VR, Dr. Cui explores immersive technologies to enhance storytelling and interactive learning
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