Cicero VR - Public Speaking Training Tool and an Attempt to Create Positive Social VR Experience

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Abstract

Cicero VR game is a simulation gaming tool for public speaking skills training. The game system is measuring user efforts regarding the volume and speed of speech, gesticulation and eye contact with in-game models. There are two modes of play: practice (where you can train how to speak with use of benchmark presentation) and challenge (where you can upload your presentation that pitches new product or service). Presentation in practice mode features a scenario of a yearly report submission in front of a board about a new brand in the company. We have created a fictional car-sharing service, and the user has to present all valuable data standing in a conference room in one of the downtown skyscrapers. The virtual audience varies regarding demographic representation (race, gender and age). They will also react to users performance quality. If the talk is performed with right volume, gesticulation, and maintaining the eye contact – then board avatars will act as more engaged and vice versa. The following paper will describe outcomes of the testing phase of such gaming artifact with analysis of overall VR experience reception. The simulation game was tested by business university students in fall of 2018.

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APA

Jakubowski, M., Wardaszko, M., Winniczuk, A., Podgórski, B., & Ćwil, M. (2019). Cicero VR - Public Speaking Training Tool and an Attempt to Create Positive Social VR Experience. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11575 LNCS, pp. 297–311). Springer Verlag. https://doi.org/10.1007/978-3-030-21565-1_20

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