Developing a VR Application to Improve Public Speaking Skills through Machine Learning and Reflection
Fear of public speaking is a realistic and common anxiety for professionals and students alike. Not only does anxiety play a factor before giving a speech, but the lack of knowledge about requisite verbal/nonverbal skills can contribute to poor preparation and delivery. In response to this area of weakness, universities are placing an emphasis on developing communication skills to prepare students to engage in a global society. Oral communication is one of the key components of 21st century learning. And yet, providing authentic practice and feedback is a challenge.
The goal of the project is to create a VR experience that enables a user to record, rehearse, and receive feedback on his/her speaking performance. The VR experience is focused in three design areas: immersion, real-time feedback, and post-presentation feedback. Since this project is designed to be the first step in a longer research plan, the project deliverables will be guided by the research: data gathering, breadth of design exploration, tool flexibility, and user input.
Kim Hyatt, Associate Teaching Professor, Heinz College
David Culyba, Assistant Teaching Professor, Entertainment Technology Center