Presentation Skills - Xelerate Learning
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Presentation Skills

Xelerate Learning / Products / VR / Presentation Skills

Learning Outcomes

  • Overcome public speaking anxiety through exposure to an immersive             conference environment
  • Engage with your audience by distributing your attention evenly across         the audience and maintaining great eye contact
  • Pace your speech and manage your time whilst presenting
  • Use metrics to evaluate and improve on your performance
  • Repeated and record your speech

4 REASONS TO USE VIRTUAL REALITY TO IMPROVE PRESENTATION SKILLS

Perfect for those with public speaking anxiety

01. WHY WOULD THIS TRAINING HELP?

Many people experience fear at the idea of having to stand in front of large audiences and talk.

Some speakers can become debilitated by thoughts of what to say.

Much of the anxiety associated with public speaking can be minimized through techniques to manage nerves and repetitive practice.

The VR simulator helps reduce anxiety and manage the stress of presenting in
front of large groups of people by recreating the conditions of delivering a conference presentation.

02. WHAT ARE THE OBJECTIVES?

Overcome public speaking anxiety through exposure to an immersive conference environment

Practice anxiety-reducing exercises

Practice engaging with your audience and maintaining great eye contact

Pace your speech and manage your time while presenting

Systematically use metrics to evaluate and improve on your performance

03. WHAT CAN I EXPECT?

A backstage preparation area

 

Virtual audience – you can choose an intimate boardroom meeting or a auditorium conference stage

 

To be scored on 4 key metrics: volume, tone of voice, audience engagement, and time taken, enabling them to reflect and improve upon their performance.

04. HOW CAN I FIND OUT MORE INFORMATION?

This training can be carried out remotely, delivered through a virtual reality app and take between 5-20 minutes. Set your employees up for success with engaging and valuable training.

xeleratelearning.com

Features and Benefits

Xelerate has been working with several clients using presentation skills. We have worked with the likes of Lloyds Bank and Close Brothers to support them in their training and learning. One example was the building of Presentation Skills.  Some of the features and benefits of the are:

Feature Learner View Description
Voice volume Graph of voice level from the entire presentation. The learner will receive data collected over the course of the presentation about the volume of the learner’s voice. This data will be acquired by getting a distinct volume value every frame generated by algorithms. This data is then stored in an ‘array’ where the program can get an average over the last second and store that value in another ‘array’ that can be shown to the learner.
Intonation Graph of voice tone variation from the entire presentation. The learner volume graph is taken and then the amount of time the learner spends where the voice is above a certain decibel is calculated. This is then converted into a percentage score, which then has 20% added to it to account for pauses. This percentage score is then given as the final value.
Eye contact with attendees Birdseye view of office with percentage figures in each seat showing how much eye contact they made with each attendee. Every 5 frames the system records the rotation of the head to an array on the system. After the game plays through, this value is then used to calculate a point 5 units away from 0,0,0 in the direction the player was looking at that frame. This process is repeated for every frame recorded and the data is flattened into a distribution graph and converted into a heat map. The location of the avatars is then overlaid onto the birds-eye map to show which audience member was looked at most.
Looking at presentation Using a birds-eye office view, a percentage value of the amount of time the player spent looking at their presentation will be displayed. The data is added up and a percentage is calculated from the amount of time the player spent looking at the presentation slides.
Fillers A list of the top 3 most used filler words and the number of times they have been spoken over the course of the presentation. The SDK will retrieve all the spoken words over the course of the presentation from the Watson SDK into an array of sentences. This array is the scanned for the 3 most used filler words and how many times they came out over the course of the speech.
Hesitations A list of the top 3 most used hesitation words and the number of times they have been spoken over the course of the presentation. The SDK will retrieve all the spoken words over the course of the presentation from the Watson SDK into an array of sentences. This array is the scanned for the 3 most used words and how many times they came out over the course of the speech.
Hand movements The learner will assess their hand movements via the avatar in the reply, with only extreme movements represented in the metrics. If a person moves their hands an extreme amount, a ‘jazz hands’ symbol will be displayed on the metrics, if they hardly move their hands, this will be an ‘Oscar statue’ instead.
Head movements n/a The positional location of the head will be gained by using the data from the body movement whilst the head rotation will be recorded by getting the data from the eye contact data. Therefore, no extra data will need to be recorded.
Body movement This will be done via a heat map. There will be an image of the room from a birds-eye view and the heatmap will show where the learner walked. The play-area is divided into 4 areas, the game tracks the amount of time the player is in each area. A percentage score is then calculated from the distribution of the players location across the 4 areas. The better the players location is distributed between the 4 areas, the higher the players score. This percentage will then be converted into a heat map.
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