Date of Completion
8-18-2020
Embargo Period
8-19-2023
Keywords
stuttering, anxiety, virtual reality, Video Self-Modeling, Virtual Reality Self-Modeling
Major Advisor
Melissa A. Bray
Co-Major Advisor
Sandra M. Chafouleas
Associate Advisor
James C. Kaufman
Associate Advisor
Melissa Root
Associate Advisor
Orville Karan
Field of Study
Educational Psychology
Degree
Doctor of Philosophy
Open Access
Open Access
Abstract
Virtual Reality Self-Modeling (VRSM) is a new self-modeling intervention. It is the coming together of two well established interventions, Video Self-Modeling (VSM) and virtual reality (VR) and can be described as using 360 degree VR videos, viewed through a VR system headset or smartphone, to depict individuals self-modeling a desired behavior. By using 360-degree video, individuals who watch VRSM interventions will be able to view themselves eliciting a desired behavior while feeling as if they immersed within the environment being watched. The distinction between traditional VR treatments and traditional Video Self-Modeling (VSM) treatments is that VRSM delivers both self-modeling and immersive exposure in order to promote treatment gains. Three adult participants with clinically significant chronic were administered VRSM interventions depicting themselves exhibiting fluent speech in historically problematic speaking situations. The research utilized a randomized multiple baseline design to investigate whether VRSM is an effective intervention for remediating stuttering and reducing situational anxiety. After receiving VRSM as an intervention for stuttering, all participants demonstrated clinically meaningful reductions in their conversational stuttering severity, however limited treatment effects were found among prompted speech and anxiety data.
Recommended Citation
deLeyer-Tiarks, Johanna M., "Virtual Reality Self-Modeling as an Intervention for Stuttering" (2020). Doctoral Dissertations. 2635.
https://digitalcommons.lib.uconn.edu/dissertations/2635