HP Innovation Journal Issue 14: Spring 2020 | Page 66

Associates. He uses VR as an exposure therapy tool for a wide range of phobias, including fear of public speaking, which he says is one of the most common phobias he sees, alongside a fear of flying. Exposure therapy works by slowly exposing a person to the situations they fear, in a safe, controlled way to help them learn coping skills and build comfort over time. He also simultaneously teaches patients how to work through their feelings of anxiety and panic using controlled breathing techniques and other behaviors. “VR therapy works on an inoculation model—like how a flu shot teaches the body to fight off a disease,” he says. “The patient knows they’re not actually in front of a real crowd, but the experience still activates a nervous- system response, so they can learn how to control it.” Reiner says he’s seen many patients use VR effectively as part of the process to overcome glossophobia. His patients gradually step up to live practice as they progress through their sessions, and he has helped formerly glossophobic patients give everything from wedding toasts to stand-up comedy routines. NEW TOOLS FOR TRAINING AND THERAPY The ability to use VR in this way may sound like something out of science fiction, but VR public-speaking programs have actually been available for at least 20 years. The defining change over the last five years was the launch of powerful devices like the HP Reverb and the Oculus Rift, which made VR accessible, attractive, and affordable for the average consumer. Today’s VR gaming headsets typically cost between $400 and $700. “The first VR system I used in 1999 cost about $15,000,” says Reiner. “Today’s systems are not only much cheaper, but they also have better resolution and provide a more immersive experience.” Most early public-speaking VR programs offered a static environment, with the user standing at a pixelated podium looking out over a small crowd of generic virtual audience 64 HP Innovation Journal Issue 14 members. Today, they offer a more detailed, realistic experience, where you can customize everything from the type of room to the presentation tools you’ll use and how members of the audience will respond to your speech. “When you put on a high-definition headset like a Reverb and look out at a virtual audience, you see a bunch of eyeballs follow you,” Marshall says. “You feel a sense of presence in the venue. It’s like 200 people are really staring back at you.” PRACTICE MAKES PERFECT— OR AT LEAST MORE PREPARED Programs like Ovation VR also give users the ability to select the format of their speeches to match the environments they plan to speak in, whether that’s a boardroom or a ballroom. They can also incorporate slide presentations and note cards, and practice holding a microphone. “Think about how pilots use a flight simulator—it helps them learn how to fly, refine their skills, and stay relevant,” Marshall says. “It’s the same with a public-speaking simulator. We want people to give as many practice speeches as possible so they can see their strengths and weaknesses and guide their improvement over time.” The software also provides active training with real-time feedback around common challenges, like notifications if you move your hands excessively, say too many filler words (like “um” or “actually”), or fail to shift your gaze evenly across the whole audience. “Every time you give a practice speech, it’s all recorded in 3D so you can play back the speech while moving around the room and watching yourself,” Marshall says. “It’s amazing how much body language you can read from just your torso, head, and hands.” This body language is recorded through the VR system’s headset and controllers. It can show if you’re making consistent eye contact with the audience, whether you stand stiff or move around too much, and how you handle equipment like a laser pointer or microphone.