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Speak with Confidence: Designing an Augmented Reality Training Tool for Public Speaking

Mark Edison Jim, Jan Benjamin Yap, Gian Chill Laolao, Andrei Zachary Lim, Jordan Aiko Deja

TL;DR

Public speaking anxiety affects a large portion of the population and practical rehearsal opportunities are limited. The paper introduces SpeakAR, a tablet-first augmented reality tool that overlays virtual audience avatars and slides into the real environment to provide accessible, realistic practice. A small pilot study with five participants suggests SpeakAR can enhance confidence while highlighting design needs such as more dynamic avatar behavior and integrated visual aids. The work offers design guidelines for AR-based public speaking training and outlines directions for more rigorous evaluation and real-time feedback features to improve effectiveness.

Abstract

Public speaking anxiety affects many individuals, yet opportunities for real-world practice remain limited. This study explores how augmented reality (AR) can provide an accessible training environment for public speaking. Drawing from literature on public speaking, VR-based training, self-efficacy, and behavioral feedback mechanisms, we designed SpeakAR, an AR-based tool that simulates audience interaction through virtual models. SpeakAR was evaluated with five participants of varying anxiety levels, each completing six speaking tasks. Results indicate that AR exposure can enhance confidence, with participants finding the system useful for practice. Feedback highlighted the importance of dynamic facial expressions and idle animations in virtual models to improve realism and engagement. Our findings contribute to the design of AR-based training tools for public speaking, offering insights into how immersive environments can support skill development and anxiety reduction.

Speak with Confidence: Designing an Augmented Reality Training Tool for Public Speaking

TL;DR

Public speaking anxiety affects a large portion of the population and practical rehearsal opportunities are limited. The paper introduces SpeakAR, a tablet-first augmented reality tool that overlays virtual audience avatars and slides into the real environment to provide accessible, realistic practice. A small pilot study with five participants suggests SpeakAR can enhance confidence while highlighting design needs such as more dynamic avatar behavior and integrated visual aids. The work offers design guidelines for AR-based public speaking training and outlines directions for more rigorous evaluation and real-time feedback features to improve effectiveness.

Abstract

Public speaking anxiety affects many individuals, yet opportunities for real-world practice remain limited. This study explores how augmented reality (AR) can provide an accessible training environment for public speaking. Drawing from literature on public speaking, VR-based training, self-efficacy, and behavioral feedback mechanisms, we designed SpeakAR, an AR-based tool that simulates audience interaction through virtual models. SpeakAR was evaluated with five participants of varying anxiety levels, each completing six speaking tasks. Results indicate that AR exposure can enhance confidence, with participants finding the system useful for practice. Feedback highlighted the importance of dynamic facial expressions and idle animations in virtual models to improve realism and engagement. Our findings contribute to the design of AR-based training tools for public speaking, offering insights into how immersive environments can support skill development and anxiety reduction.

Paper Structure

This paper contains 16 sections, 2 figures, 2 tables.

Figures (2)

  • Figure 1: From Sketches to Storyboard. SpeakAR was iteratively designed using templates from XR prototyping https://medium.com/cinematicvr/a-storyboard-for-virtual-reality-fa000a9b4497. The initial sketches enabled designers to incorporate key features inspired by prior research, guiding the development of assets and environments. These sketches were then translated into a structured storyboard (bottom), which helped refine the screen flow and overall user experience.
  • Figure 2: Screenshots showcasing the core features of SpeakAR, a tablet-first application that also functions on mobile phones. (A) The splash screen features curtains that gradually unveil as the user presses Start, reinforcing the stage performance metaphor. The background uses the live camera feed, allowing users to see their own point of view. (B) Users can select and customize their audience avatars, adjusting their type, rotation, and visibility. They can also clear or delete previously placed avatars. (C) Avatars are positioned within the camera view, rendered with realistic lighting to enhance immersion. (C-D) Once the audience setup is complete, users can import a PowerPoint file directly into the AR environment. This seamless integration allows them to practice public speaking while maintaining immersion.