A person's view of this world is directly related to the type and amount of sensory data collected. Manipulating this sensory data would allow us to craft experiences in which we control every variable, granting an effective tool for immersion therapy. Consumer electronics has advanced to the point where consumer technologies, such as head-mounted displays and motion-tracking gaming systems, can be employed to create a cost-effective virtual reality (VR) system. One can now substitute sensory information using these technologies. This paper describes how one can gain a level of significant immersion within a virtual classroom for a participant that is given a speaking task, particularly a participant who stutters, and do so with low-cost consumer equipment.
机构:
Univ South Carolina, Program Speech Commun & Rhetor, Columbia, SC 29208 USAUniv South Carolina, Program Speech Commun & Rhetor, Columbia, SC 29208 USA
机构:
West Chester Univ, Dept Commun & Media, 227 Wayne Hall, W Chester, PA 19383 USAWest Chester Univ, Dept Commun & Media, 227 Wayne Hall, W Chester, PA 19383 USA