TY - GEN
T1 - The effects of ingroup bias on public speaking anxiety in virtual reality
AU - Biesmans, Lotte E. J.
AU - Van Hees, Pleun J. M.
AU - Rombout, Lisa E.
AU - Alimardani, Maryam
AU - Fukuda, Eriko
PY - 2020
Y1 - 2020
N2 - Virtual agents can be powerful elements in virtual reality (VR) applications, as their influence on user experience is governed by complex social mechanisms. Public speaking offers a relatively high-stakes situation that involves interaction with virtual agents. We examined the effects of an ingroup versus outgroup virtual audience on public speaking anxiety (PSA). Additionally, we looked at how emotional intelligence and VR ecological validity modified these effects. Results indicated that the VR application succeeded in evoking ingroup bias, and that in the ingroup condition, self-reported PSA was related to general PSA. Emotional intelligence was also a significant moderator. Additionally, audience type influenced the level of presence experienced by the user: ingroup audiences result in a higher level of presence. This study identifies potential areas of interest for future research, approaches that could influence users in specific and measurable ways in applications involving virtual social interaction, as well as the personalization of these virtual experiences.
AB - Virtual agents can be powerful elements in virtual reality (VR) applications, as their influence on user experience is governed by complex social mechanisms. Public speaking offers a relatively high-stakes situation that involves interaction with virtual agents. We examined the effects of an ingroup versus outgroup virtual audience on public speaking anxiety (PSA). Additionally, we looked at how emotional intelligence and VR ecological validity modified these effects. Results indicated that the VR application succeeded in evoking ingroup bias, and that in the ingroup condition, self-reported PSA was related to general PSA. Emotional intelligence was also a significant moderator. Additionally, audience type influenced the level of presence experienced by the user: ingroup audiences result in a higher level of presence. This study identifies potential areas of interest for future research, approaches that could influence users in specific and measurable ways in applications involving virtual social interaction, as well as the personalization of these virtual experiences.
UR - https://www.scopus.com/pages/publications/85083506097
UR - https://www.scopus.com/pages/publications/85083506097#tab=citedBy
M3 - Conference contribution
VL - 2
T3 - VISIGRAPP 2020 - Proceedings of the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications
SP - 17
EP - 24
BT - Proceedings of the 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2020)
A2 - Chessa, Manuela
A2 - Paljic, Alexis
A2 - Braz, Jose
PB - SciTePress
T2 - 15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2020
Y2 - 27 February 2020 through 29 February 2020
ER -