Professional Documents
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Speaking
Leah E. LeFebvre1,*,
Luke LeFebvre2,*, and Mike Allen3
Abstract
This study explores the relationship between public speaking anxiety (PSA) and
Imaginary Interactions (IIs). Participants (N ¼ 17) were recruited from the multi-
section departmental introductory public speaking course. Virtual reality (VR) as a
potential form of II treatment for PSA blurs the reality between imagined and actual
interactions. This study utilized a sequential explanatory approach to examine infer-
ential and descriptive findings. The inferential investigation employed a four-stage
design requiring participants to complete pre-test PSA and post-test assessments
before and after VR simulations, exploring II functions and attributions. The follow-
up descriptive analysis expanded and generated new understanding for the complex-
ities of II through participants’ experiences using directed content analysis. Utilizing
VR as an extension of IIs highlighted the rehearsal function, and variations in attri-
butions for discrepancy and specificity between VR realism and artificial simulated
perceptions. The implications suggest that VR provides students in public speaking
1
Department of Communication Studies, University of Alabama
2
School of Information Science, University of Kentucky
3
Department of Communication, University of Wisconsin-Milwaukee
*These authors have contributed equally to this article.
Corresponding Author:
Leah E. LeFebvre, Department of Communication Studies, University of Alabama, 210-J Reese Phifer Hall,
Box 870172, Tuscaloosa, AL 35487, United States.
Email: leahlefebvre@gmail.com
2 Imagination, Cognition and Personality
Keywords
public speaking anxiety, imagined interactions, visual imagery, virtual reality, interven-
tion treatment, introductory communication course
choose and narrow a topic; determine a thesis and main points; analyze and adapt
to an audience; gather information by conducting research; employ supporting
materials soundly, clearly, and persuasively; organize ideas strategically for a spe-
cific audience and occasion; use language accurately, clearly, vividly, and appro-
priately; and demonstrate verbal and nonverbal congruence as to deliver a message
fluently and convincingly. (Lucas, 1999, p. 76)
A principal obstacle for success in the public speaking course remains the asso-
ciated and anticipated fear of public speaking by students. Imagine the challenge
of attempting to accomplish presentational tasks while terrified of speaking.
This type of social anxiety is known as “stage fright” or public speaking anxiety
(PSA; Schlenker & Leary, 1982). The distinguishing characteristic of PSA
involves the presence of an audience and expectations tied to public speaking
designate a situation-specific anxiety (Clevenger, 1984). As a result, PSA oper-
ates as an obstacle to student learning that requires the introductory communi-
cation course (Greene & Sparks, 1983a, 1983b) to function as the primary
mechanism at institutions of higher education to train learners to appropriately
manage the anxiety for effective communicative or social interaction
(Bodie, 2010).
Bourhis, 1996; McCroskey & Beatty, 1984; Richmond et al., 2013). PSA
becomes experienced in a particular situation and at a particular time, operating
as a context-based fear (Bodie, 2010; McCroskey, 1984). The occurrence of PSA
becomes a reaction to the anticipated or real performance required for an oral
presentation (McCroskey, 1970).
Reducing PSA usually addresses the emotional (systematic desensitization),
cognitive (cognitive modification), or behavioral (skills training) elements of the
task. Systematic desensitization (SD) changes the association by reducing the
sensations and activating the relaxation response with the speaking situation
(Benson & Klipper, 2000; Paul, 1966). Cognitive modification (CM) focuses on
altering the beliefs of the speaker about the event to permit success for speech-
making (Ayers, 1988, 1992; Motley, 1990). Skills training (ST) assumes skill
deficiency(s) that impedes competent speaking or presentational skills. The
three techniques may be combined with a person experiencing three dual com-
binations (SD þ CM, SD þ ST, CM þ ST) or a triple combination
(SD þ CM þ ST) of approaches. Meta-analytic research (Allen et al., 1989)
and subsequent studies (Whitworth & Cochran, 1996) identified three individual
and four combinatorial methods for reducing PSA: (1) SD, (2) CM, (3) ST, (4)
CM þ ST, (5) SD þ ST, (6) SD þ CM, and (7) SD þ CM þ ST. Findings (e.g.,
Allen et al., 1989; Ayers et al., 1993; Dwyer, 2000; Hopf & Ayers, 1992) clearly
indicated that the most effective treatment method for reducing PSA employs a
combination of all three treatments (i.e., SD þ CM þ ST). A combinatorial tech-
nique involves each of the treatments (SD, CM, and ST) without regard for their
arrangement to mitigate PSA. The PSA combination treatment provides a learn-
er with the most efficient approach to manage public speaking fears, while
advancing toward communication competency. However, the courage to
pursue competent communication is an interpersonal endeavor and it is an
intrapersonal communication orientation initially that is then shared outwardly
toward a given audience.
and highlight functions and attributes most germane to this context and the use
of VR. II is not a single and unitary experience but one with different and
divergent possibilities. Understanding the association between the various func-
tions and attributes begins to articulate and understand what elements of the
experience play a role in generating outcomes in a given context or situation
(i.e., public speaking).
through the practice of the presentation in VR. The rehearsal and practice
effects may be enhanced by exposure to the VR environment. The cognitive
elements are impacted by receiving feedback in the practice session that can
replace incorrect beliefs about the setting with a more accurate sense of the
context for the upcoming event. The desensitization occurs by creating a sense
of exposure to the situation and permitting the student to practice relaxing
while encountering the stimulus that creates the anxiety producing reaction.
The fear becomes reduced through the immersive environment by creating a
no-risk situation in which the person practices (Ruscella, 2019).
VR creates a more effective treatment environment for enacting changes to
reduce PSA. Due to the highly immersive nature of virtual environments, par-
ticipants cognitively and actively become transported to speak with any audi-
ence for whatever context. Through this immersion, a person’s senses—visual
and auditory—are transported to a virtual world (Biocco & Levy, 1995a).
Virtual creations allow a speaker to experience a situation that appears realistic
and authentic. Because VR provides a space for people to interact without real
world constraints, the speaking occasion can be reenacted without involvement
from other students or the instructor. These virtual environments replace the
experience of a live speaking context with digital ones (Fox et al., 2009). Virtual
humans elicit the same psychological responses people experience in the pres-
ence of real humans (Slater et al., 2006), and participants interact with virtual
humans similarly to real people (Donath, 2007; Garau et al., 2005). Due to the
perceived reality of both speaking context and audience to a user, VR provides a
technological platform in concert with the introductory communication course
that may function as an effective interventive combinatorial treatment
(SD þ CM þ ST) for reducing PSA. The following hypothesis is posited:
Prior studies have investigated the associations between rehearsal and catharsis
II functions in combination with public speaking contexts and PSA. Rehearsal
functions permit practice and generate a simulated experience to practice the
behavioral sequences. VR simulation should increase the value of each function
of II by creating more similarity between the II elements and the VR experience.
Thus, previous research has established explicit findings that merit further
exploration and investigation in this context of rehearsal and catharsis func-
tions. The compensation and self-understanding functions of II should improve
in VR because the greater correspondence to simulated reality permits the
speaker to experience elements that cognitively provide an increase in informa-
tion. Therefore, the utilization of emergent technology offers fertile ground to
explore how presentational conversations are enacted when virtual people are
present. The speaker no longer imagines an audience, the speaker experiences
the audience in the VR simulation. The previous research involving forensics
LeFebvre et al. 11
(Gotcher & Honeycutt, 1989) found that less experience created a greater gap
between II and the actual event, VR may simply reduce that gap, increasing the
value of the II in improving performance. For the purposes of this study, we
explore four II functions: rehearsal, catharsis, compensation, and self-
understanding.
VR simulations create an opportunity for further exploration of cognitive
processes, while expanding the bifurcation between the imagined and real.
By exploring cognitive thoughts about public speaking and uncovering different
aspects of the self, these two II functions explore the engagement and reflection.
This study explores the public speaking context building off of previous studies
and highlights how the intrapersonal foundation extends to a simulated audi-
ence with the exploration of two new II functions not previously considered with
public speaking contexts. We highlight these four functions that show how II
function as experienced through VR and reduce PSA. The following hypotheses
are posited:
Method
Recruitment
After receiving approval from the university’s Institutional Review Board
(IRB), we recruited participants by contacting the public speaking course coor-
dinator to obtain permission to recruit from instructors who taught course
sections. Upon receiving approval from the coordinator, we contacted the
four instructors (teaching summer sessions); each granted permission to recruit
students to participate from their course sections. The recruitment process
involved a two-prong approach: (1) Classroom visitation and (2) Email follow-
up. We visited each class and discussed the opportunity to participate in a
research study that utilizes VR as a technological mechanism for practicing
the presentations they would prepare for the course. Also, during the classroom
visitation, a 360-degree class video recording5 was made (see Figure 2). Anyone
who did not want to be part of the recording could leave the room. No one
obviated participation in the recording. Students interested wrote their name,
email address, and mobile number on signup form. We then contacted interested
students via email to complete the initial Qualtrics survey.
We delineated the participants initially recruited and then specifically denoted
the participants who continued after initial recruitment in study. Instructors
offered varying compensation for participation; therefore, attrition occurred
from recruitment to participation (similar attribution parallels other VR studies,
see Davis et al., 2020). Participants (N ¼ 36) who were initially interested in
study participation were recruited from the departmental introductory public
speaking course at a large southern university in multiple sections with different
instructors.6 Their ages ranged from 18 to 26 years old (M ¼ 20.63, SD ¼ 1.68).
Their current student classification was: 5.6% freshman, 19.4% sophomore,
22.2% junior, and 50.0% seniors. The majority (91.7%) of participants were
domestic students. One participant identified as an international student and
two opted not to disclose. Participants’ sex included: 58.3% female, 38.9% male,
and 0.5% unidentified. Similarly, participants indicated their gender as: 58.3%
female, 36.1% male, and 5.3% did not identify. Participants reported ethnicity
as: 58.3% Caucasian, 11.1% African American, 11.1% multiracial, 8.3%
LeFebvre et al. 13
1 Pre-study survey N ¼ 36
2 a. Preliminary virtual reality Informative n ¼ 16
b. Post virtual reality
3 a. Preliminary virtual reality Persuasive n ¼ 12
b. Post virtual reality
4 Post-study survey n ¼ 14
audience members. In order to reproduce the actual presentation context and audi-
ence a 360-degree video was made of the classroom environment with the students
and instructor. The 360-degree videos are digital video recordings that include a
view from every direction of the recorded environment. When the 360-degree video
is displayed in a sphere (as is displayed in VR) the individual experiences complete
immersion into that virtual environment (see Figure 3 and 4).
Then participants were asked to answer questions from the Survey of
Imagined Interactions (SII; Honeycutt, 2009) using a 5-point Likert scale
(1¼Strongly disagree; 5¼Strongly agree). This multidimensional instruction
contains eight factors reflecting the II functions. This study examined four
functions: compensation, catharsis, rehearsal, and self-understanding. These
functions were each slightly modified to match this context. We deleted several
items for compensation, catharsis, and self-understanding, and replaced lan-
guage for catharsis and rehearsal.9 Sample items include: compensation
(“Imagining talking to an audience substitutes for the absence of real
communication.”), catharsis, (“Imagined interactions help me relieve tension
and stress.”), rehearsal (“Imagined interactions help me plan what I am going
to say for an anticipated encounter.”), and self-understanding (“Imagined inter-
action helps me understand myself better.”). The Cronbach’s a of the function
scales were as follows: compensation (0.83), rehearsal (0.68), and self-
understanding (0.70). The catharsis function only included two-items and
16 Imagination, Cognition and Personality
Results
Prior to reporting the findings, the participant sample is further described based
on their experience with public speaking and VR usage. The majority (88.2%) of
LeFebvre et al. 17
participants did not have experience with high school debate and/or forensics,
and the minority, two participants had participated in both organized and club
debates as well as forensics. Participants were split on their prior experience with
public speaking education: 52.9% with experience and 47.1% without experi-
ence. They were asked about their comfortability with emerging technology; the
majority of participants (70.6%) indicated somewhat to extreme comfort.
However, most participants (70.6%) had not frequently interacted with VR
technology, and a smaller percentage had slight (17.6%) to very frequent
(11.8%) interaction. Those familiar with the technology had used VR primarily
through gaming systems or their place of employment.
H1. Participants completed a PRPSA assessment at the beginning of the
course (prior to VR simulations and any speech) and again at the end of the
course (after the VR simulations and all speeches). A comparison of the change
score of the PRPSA found the pretest (M ¼ 113.14) compared to posttest
(M ¼ 109.85) demonstrated a nonsignificant decline, t(14) ¼ .89, p > .05. While
the size of the effect, d ¼ .52, would be viewed as large, with the small sample size
(n ¼ 14)10; it lacked the power to provide significance for the size of the effect. H1
did not receive significant statistical support.
H2. The next set of hypotheses examined the II functions – rehearsal, cathar-
sis, compensation, and self-understanding as experienced through VR to test
associations with post-PSA scores. A significant negative correlation was
observed between rehearsal and reduced post-PSA scores, r ¼ .69, p < .05,
which supports the hypothesis. A negative correlation indicates that as a
person was motivated to use VR as a means of behavioral and emotional
rehearsal, the post-PSA score was lower. A significant negative correlation
existed between II catharsis function and post-PSA score, r ¼ .61, p < .05,
which supports this hypothesis. A significant negative correlation existed
between the II compensation function and reduced post-PSA score, r ¼ .75,
p < .05. The correlation indicates that as a person was motivated by a compen-
sation motivation the score of the PSA was reduced. The significant negative
correlation, r ¼ .72, p < .05 between the self-understanding function and
reduced post-PSA score supports the hypothesis. The correlation indicates
that as a person who used VR for self-understanding, the level of
PSA decreased.
H3. The next set of hypotheses examined the II attributes – specificity,
valence, and discrepancy as experienced through VR to test associations with
post-PSA scores. The correlation between specificity and post-PSA score was
significant and negative, r ¼ .61, p < .05. A non-significant negative correlation
was observed between valence and post-PSA score, r ¼ .40, p > 05, therefore,
the hypothesis failed to receive support. The positive correlation between dis-
crepancy and post-PSA score was positive and non-significant, r ¼ .07, p > .05.
The hypothesis failed to receive support (see table 2).
18 Imagination, Cognition and Personality
1 2 3 4 5 6 7 8 M SD
Analysis
We conducted a directed content analysis (Hsieh & Shannon, 2005; Patton,
2015). This methodology is employed when previous scholarship aids in building
the coding scheme. However, this content analysis acknowledges that previous
conceptualizations may benefit from further description or more development in
a specific context (Hsieh & Shannon, 2005). Specifically, for II which has been
studied primarily through inferential statistics, applying a direct content analysis
extends the conceptualizations derived in empirical scholarship to descriptive
applications from participants’ experiences. Thereby, we initially developed
the codebook from previous definitions and allowed for further nuance
and flexibility.
To begin, we reviewed all the open-ended questions participants completed
throughout the VR simulation research process at each stage. During prelimi-
nary and post VR, participants answered several open-ended questions. During
the post VR, they answered four open-ended questions as a reflection of their
LeFebvre et al. 19
experience in VR (operating as their II). We note that IIs occur before the event
(and the VR simulation operated before the public speaking assignment), there-
by, the reflection afterwards Upon several iterative readings, we coded for four
separate open-ended questions that addressed functions and attributes: (1)
Please reflect on what you were looking forward to in the public speaking sim-
ulation. (2) Please describe the most recent imagined interaction you had in the
public speaking simulation. Be sure to indicate your relationship to the audience
and what topic(s) were discussed. (3) What would you change about your public
speaking simulation? (4) How authentic or realistic did the virtual reality expe-
rience feel to you? The first two questions highlighted the event and the latter
two questions the II.
Each question response is presented as an individual unit of analysis. The first
open-ended questions focused on function had 52 responses, while the latter two
questions emphasized attributes that had 51 responses – these occurred across
both informative and persuasive presentation simulations. The small sample,
limited open-ended responses, and codes did not allow for refinement to the
coding without utilizing all the responses. Therefore, data was coded through
content analysis consensus by the authors (see L. E. LeFebvre et al., 2020 for
similar procedures). When developing the coding scheme, the process of dia-
logue amongst authors allowed for thoughtful discussion surrounding the nuan-
ces of coding for imagined interactions (since this process was not utilized
previously). Differences and discrepancies were negotiated through dialogue
amongst authors. We improvised (see Tracy, 2010) by utilizing dialogue
rather than intercoder reliability to allow for practices that enriched understand-
ing the participants’ experiences and building on study’s overall purpose. We
coded for the four functions and three attributes previously identified in this
study, and allowed for a miscellaneous code.
Results
The results illuminated the four functions and three attributes analyzed through
the inferential statistics. Figure 5 synthesizes the directed content analysis of
participants’ responses.
On the left-side represents from the highest to the lowest frequency of
observed functions. Similarly, the right-side represents the highest to lowest
frequency of observed attributes. The size of the functions and attributes relates
to the frequency in which participants spoke about them. The quotations high-
light examples that distinguish the II functions and attributes.
Functions. The functions are presented here in descending order of each frequen-
cy: rehearsal (57.4%), compensation (22.2%), catharsis (11.1%), self-
understanding (5.6%), and miscellaneous (3.7%). Rehearsal allowed for
anticipation of the actual speaking occasion or acted as a dress rehearsal (for
20 Imagination, Cognition and Personality
planning and message rehearsal) to test speaker notes, speech dialogue, and the
nonverbal behavior in the speech setting. Through the VR simulation, partic-
ipants were able to experience the telepresence of the classroom as presenters
and imagined themselves speaking. “I was able to see my class exactly as it was
set up and if I looked down I was able to see my notes on a screen near the floor”
and “I noticed I was moving my head around to look at everyone and use
my hand a lot to get everyone’s attention.” The rehearsal function was
delivery-focused on the message transmission of the presenter or presentation
content, similar to a dry run. Compensation allowed participants to engage in
simulated presentational conversations with people not physically present.
Participants allowed themselves to feel as if they had an audience and people
were reacting (e.g., “some nodding from people”), even with static visualiza-
tions. Moreover, a participant emphasized “difficult to practice tone in front of
a mirror or with friends.” The compensation function focused on desensitization
toward the audience or listener presence, whereby the presenter became inocu-
lated to the existence of artificial attendees.
Catharsis offered the ability to release tension (or handle stress) leading up to
their informative and persuasive presentations. This function allowed partici-
pants to feel more confident and relaxed about their upcoming presentation. As
one participant noted, “I felt a lot more confident speaking in the VR
LeFebvre et al. 21
simulation . . . ” Catharsis focused less on the process, and more on the resulting
release from the run-through. Self-understanding highlighted the opportunity for
internal growth and uncovering personal feelings, thoughts, and beliefs about
their upcoming presentation to uncover opposing or differing aspects of the self.
“I was actually glad to present in a simulation before my actual speech because
it helped me identify what I was lacking and what other things I should work on
more.” The VR simulation provided a new awareness of their strengths and
weaknesses prior to the graded presentation. Although less observed, the self-
understanding function focused on their feelings in the VR simulation and their
transference to mitigate those feelings during actual presentation. For instance,
their ability to feel “unprepared,” “uncomfortable,” or “relief” allowed for them
to re-evaluate decisions and then change upcoming feelings and experience.
Miscellaneous represented responses that did not fit into these functions. For
instance, participants spoke about their general excitement for the VR simula-
tion and/or their speech content.
Attributes. Also, the attributes are presented here in descending order of each
frequency: discrepancy (47.1%), specificity (33.3%), valence (11.8%), and mis-
cellaneous (5.9%). Additionally, results revealed three attribute categories from
students’ VR public speaking II simulation. Discrepancy represented an incon-
gruity between VR and reality. The discrepancy attribute concentrated on min-
imized positional movement within the simulation or non-reactiveness of
audience members in the VR operating as the II. Participants varied in their
relationship to the audience and its reactionary responses. One participant noted
that, “ . . . as soon as I put on the goggles I was somewhere else.” Another par-
ticipant commented that, “Though I obviously knew it was a VR simulation,
seeing myself in the audience reminded me all the more of that fact which made
it seem a little less real.” Realism varied for participants in the similarity, yet
small discrepancies in authenticity.
Specificity referred to the level of detail and distinction of images contained
with the II. The specificity attribute emphasized sensory experiences – visual or
auditory. The sensory experiences drew parallels closer or farther from reality.
One participant commented, “ . . . for a moment I forgot that I was in a simu-
lation because it provided a picture of the classroom that I will actually be giving
my speech in.” Alternatively, other participants noted differences in audience
and scenario. For instance, “They were barely moving and there was no noise”
and “I couldn’t see eyes to make eye contact.” Specifically, variation in detail
related to issues with the visual clarity displayed by the audience 360-degree
recording or absence of ambient classroom noise that occurs when occupied by a
group of students.
Valence denoted the amount and diversity of emotions experienced while
envisioning the presentation. The valence attribute attended to emotional occur-
rences (i.e., tension experienced, similarity of anxieties involved in the
22 Imagination, Cognition and Personality
Discussion
This study examined VR as an II treatment to PSA utilizing confirmatory and
exploratory methods. II treatments have been applied to the context of public
speaking; however, few studies in the field of communication have begun to
explore the implications for emergent immersive technology adaptations oper-
ating as IIs. VR assisted in the process of maximizing participant capabilities to
experience the public speaking situation, without being burdened with synthe-
sizing the entire context from mental images. The simulated images of the VR
environment allowed for the emergence of effective strategies for speaking
(Davis et al., 2020; Frisby et al., 2020). Previous research has demonstrated
that IIs helped to mitigate communication apprehension (Choi et al., 2015;
Honeycutt et al., 2009), and this study specifically examined PSA. Findings
highlight that four II functions were negatively correlated with post-PSA.
These results suggest positive practical implications for VR use as an II treat-
ment for public speaking.
Specifically, this study aimed to utilize VR simulations as extensions of II to
(a) lessen the impact of PSA on public speaking experiences in conjunction with
(b) extending the application of the II framework to VR settings. The findings,
even with a small sample size, pinpoint promising associations between II func-
tions and attributes. Rehearsal and compensation were the most prevailing
functions students reported experiencing in VR. This study elevates the similar-
ity between actual and simulated presentations whereas earlier investigations
using VR for speech rehearsals did not integrate the use of speaker notes and
visual aids (see Davis et al, 2020; Frisby et al., 2020). Previously, Choi et al.
(2015) found that the influence of rehearsal reduced overall speaking disfluencies
(one sign of PSA, see Allen & Bourhis, 1996). Rehearsal essentially is the goal of
practice, increasing the value of the practice effort should improve the effective-
ness of behavior. Results of this investigation highlight the negative association
with post-PSA, which might suggest that mixed imagery offered by VR provides
an optimal training ground for public speaking skills. Although Honeycutt et al.
(2009) found rehearsal was not a predictor of CA; this study may offer evidence
LeFebvre et al. 23
Practical Implications
VR emerged recently in educational settings, the technology has been around for
nearly three decades (Wiederhold & Riva, 2019), yet the opportunities for appli-
cation in instructional settings remain in infancy. VR currently lacks widespread
accessibility for the general population at the consumer-oriented level (Fink,
2017). In this study’s sample, most participants possessed little prior VR expe-
rience. However, as VR headsets gain more exposure and become more preva-
lent for users (much like previous video recording and replay technologies) the
technology continues to increase. The potentialities and integration of VR tech-
nologies offer a relatively cheap approach for the introductory course to help
LeFebvre et al. 25
treat PSA (see Davis et al., 2020). The point being that happenings that occur in
the VR world can ripple through to the real world (Marx, 2019).
Adapting immersive technologies for education is a new frontier (Ruscella,
2019). As VR becomes more cost affordable and user pervasive, the technology
has the potential to assist with the further development and refinement of soft
skills (Stupar-Rutenfrans et al., 2017). VR provides the potential as a practical
means of speech rehearsal that may reduce the levels of PSA experienced during
an actual speech. One challenge for the teaching of public speaking involves the
need to practice effectively with an audience that can combine the use of
PowerPoint and speaker notes. Current VR technology provides that capability,
the next step requires evaluating and documenting the effectiveness of the appli-
cation. If VR demonstrates success, the continued reduction in cost makes the
technology affordable and increasingly accessible.
Conclusion
The capabilities for emergent immersive technology—such as VR—in the class-
room environment provides new opportunities for speechmaking. The VR
26 Imagination, Cognition and Personality
Acknowledgments
Special thanks to Matthew Parnell and Sarah Dweik for their assistance with data
collection.
Funding
The authors received no financial support for the research, authorship, and/or publica-
tion of this article.
ORCID iDs
Leah E. LeFebvre https://orcid.org/0000-0002-7307-2895
Luke LeFebvre https://orcid.org/0000-0001-7578-1102
Notes
1. The phrase “imagine all the people” originated from the song “Imagine,” which is co-
written and performed by English musician John Lennon.
2. Imagined interactions should not be confused with “self-talk.”
3. Virtual reality technology is a communication interface that uses computer generated
images to simulate a three-dimensional environment that can be interacted with by a
user(s) in an immersive manner that feels real to a person (Biocco & Levy, 1995b).
Immersive is defined as “the degree to which a virtual environment submerges the
perceptual system of the user in computer-generated stimuli. The more the system
captivates the senses and blocks out stimuli from the physical world, the more the
system is considered immersive” (Biocco & Delaney, 1995, p. 57).
LeFebvre et al. 27
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Author Biographies
Leah E. LeFebvre (PhD, University of Texas) is an assistant professor in the
Department of Communication Studies at the University of Alabama. Her pri-
mary research focuses on communicative intersections on romantic relationships
and emerging technology. Specifically, she explores the proliferation of online,
recordable technologies that influence past, current, and future communication,
relationship processes, and memory. Recent articles appear in Communication
34 Imagination, Cognition and Personality
Mike Allen (PhD, Michigan State University, 1987) is professor and chair in the
Department of Communication at the University of Wisconsin-Milwaukee. He
has served as editor of Communication Monographs and Communication Studies,
published over ten books, 100 journal articles, and 100 book chapters in the area
of social influence approaches in Communication. Recent articles appear in
Communication Education, Computers in Human Behavior, American
Behavioral Scientist, Journal of Family Communication, and Marriage and
Family Review. He is the recipient of the John E. Hunter award for career
achievement in meta-analysis given by the “International Communication
Association.”