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<article article-type="research-article">
  <front>
    <journal-meta>
      <journal-id journal-id-type="aggregator">72010604</journal-id>
      <journal-title>Electronic Imaging</journal-title>
      <issn pub-type="ppub">2470-1173</issn><issn pub-type="epub"></issn>
      <publisher>
        <publisher-name>Society for Imaging Science and Technology</publisher-name>
        <publisher-loc>IS&amp;T 7003 Kilworth Lane Springfield, VA 22151 USA</publisher-loc>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.2352/ISSN.2470-1173.2021.9.IQSP-294</article-id>
      <article-id pub-id-type="sici">2470-1173(20210118)2021:9L.2941;1-</article-id>
      <article-id pub-id-type="publisher-id">ei_24701173_v2021n9_Input/s25.xml</article-id>
      <article-id pub-id-type="other">/ist/ei/2021/00002021/00000009/art00025</article-id>
      <article-categories>
        <subj-group>
          <subject>Articles</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>Effectiveness of VR immersive applications for public speaking enhancement</article-title>
      </title-group>
      <contrib-group>
        <contrib>
          <name>
            <surname>Notaro</surname>
            <given-names>A.</given-names>
          </name>
        </contrib>
        <contrib>
          <name>
            <surname>Capraro</surname>
            <given-names>F.</given-names>
          </name>
        </contrib>
        <contrib>
          <name>
            <surname>Pesavento</surname>
            <given-names>M.</given-names>
          </name>
        </contrib>
        <contrib>
          <name>
            <surname>Milani</surname>
            <given-names>S.</given-names>
          </name>
        </contrib>
        <contrib>
          <name>
            <surname>Busà</surname>
            <given-names>M.G.</given-names>
          </name>
        </contrib>
      </contrib-group>
      <pub-date>
        <day>18</day>
        <month>01</month>
        <year>2021</year>
      </pub-date>
      <volume>2021</volume>
      <issue>9</issue>
      <fpage>294-1</fpage>
      <lpage>294-7</lpage>
      <permissions>
        <copyright-year>2021</copyright-year>
      </permissions>
      <abstract>
        <p>
          <italic>Augmented and Virtual Reality (VR) technology has recently proved to be useful in many learning and training scenarios. VR applications designed to practice communication skills (also known as Public Speaking Training or PST) are currently among the newest and still-unexplored solutions
 whose effectiveness is still to be tested. The current paper evaluates the Quality of Experience for a public speaking VR system where speakers can experience a talk session in front of a wide audience that actively reacts to their statements. A double stimulus experiment (with a real and
 virtual audience) was carried out in order to measure the visual quality, the immersiveness and the effectiveness of the approach. Objective evaluations, users’ feedback and public speaking metrics showed that the VR set-up enhanced speakers’ gesture and speech control when compared
 to performing in front of a real audience.</italic>
        </p>
      </abstract>
      <kwd-group>
        <kwd>public speaking training</kwd>
        <kwd>VR training</kwd>
        <kwd>speech rate</kwd>
        <kwd>quality of experience</kwd>
        <kwd>quality of immersiveness</kwd>
      </kwd-group>
    </article-meta>
  </front>
</article>
