ABSTRACT

Other groups have begun experimenting with the incorporation and VR delivery of dynamic video clips of humans for public speaking anxiety (Anderson et al., 2000) and for social phobia and anger management (Rizzo et al., 2001b). Early case study results on the head-mounted display speech anxiety applications that use "pasted-in" videos of audiences that vary in size and demeanour have been positive (Anderson et al., 2000). Our social phobia and anger management scenarios using 360-degree panoramic video (Rizzo et al., 2001b) has produced 15 test scenarios (party and work scenarios) that are currently being evaluated. The incorporation of 2D video in a VE may provide more realistic rendering of actual scenes, but also has some limitations, among them restrictions in the user's capacity to explore and navigate "within" the environment as is possible in 3D graphics. Also, once video is captured, it becomes a "fixed" medium that can limit the flexible control of events that is needed for some types of training applications.