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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Effects of facial color and expression of the interviewer avatar on user's tension and anxiety in VR interview training</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Souma Takanashi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mie Sato</string-name>
          <email>mie@is.utsunomiya-</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>APMAR'24: The 16th Asia-Pacific Workshop on Mixed and Augmented Reality</institution>
          ,
          <addr-line>Nov. 29-30, 2024, Kyoto</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Graduate School of Regional Development and Creativity, Utsunomiya University</institution>
          ,
          <addr-line>7-1-2, Yoto, Utsunomiya-shi, Tochigi-ken, 321-8585</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>School of Data Science and Management, Utsunomiya University</institution>
          ,
          <addr-line>350, Mine-machi, Utsunomiya-shi, Tochigi-ken, 321-8505</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In recent years, with the outbreak of Covid-19, there has been an increasing opportunity to move communication with others to online venues. In addition, job interviews, which are important for many students with regard to communication, have been moved online. In order to avoid tension and anxiety during the interviews, it is important to train using the VR interview simulator. However, the effects of the interviewer's facial color and expression on the interviewee's sense of tension and anxiety have not been clarified. With regard to facial color and expression, it has been found that a red face enhances the perception of anger. In this study, we conducted tense VR interview training focusing on the relationship between red face and anger facial expression perception. Then, we investigated the effects of the interviewee's perception of interviewer's anger by the interviewer's red face and angry expression on the interviewee's tension and anxiety. We then developed a more effective interview simulator. In the experiment, the interviewer avatar's complexion was made to turn red or change to an angry expression in response to what the subject said during the interview training. The subjects' tension and anxiety changes before and after the interview were then surveyed using a questionnaire. The results showed that in the VR interview training, there is a synergistic effect of the interviewer avatar's facial color and expression that significantly affects the interviewee's tension and anxiety due to the interviewee's perception of interviewer's anger, which may be an important factor in developing effective, tension-filled interview training.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Virtual reality</kwd>
        <kwd>Avatar</kwd>
        <kwd>Communication</kwd>
        <kwd>Interview training1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In recent years, with the global outbreak of Covid-19 and
the rapid development of virtual reality (VR) technology,
there have been increasing opportunities to move
communication with others, such as meetings and
interviews, which used to be conducted face-to-face, to
online venues such as telework and video conferencing.
Furthermore, social VR contents represented by VRChat
[1] are currently attracting attention and are one of the
useful tools for communicating with others remotely.
There have been many studies on avatar-mediated
communication using VR here, and in a study [2] that
compared multi-person interaction in the video
conference and avatar-mediated communication in a VR
space using intellectual, subjective judgment, and
negotiation tasks between subjects, it was found that
suggests that VR can be used to achieve communication
similar to face-to-face communication. Furthermore, a
number of studies have shown that communication in a
virtual space using VR can also affect individual
personality traits. A previous study [3] investigated the
impact of virtual space experiences on individual
communication compared to face-to-face
communication. In addition, the impact of personal
personality traits such as shyness on the communication
experience was also investigated, and it was found that
shy participants were less anxious when communicating
online in virtual space than they were when
communicating in person.</p>
      <p>Furthermore, many studies have been conducted on
the effects of visual characteristics such as the
appearance and facial expressions of the partner avatar
on subject's impressions of the partner avatar. In a
previous study [4] that investigated the involvement of
nonverbal visual features in impressions given by
manipulating the size of the avatar's pupils, blink
frequency, and viewing angle, the avatar with larger
pupils and less frequent blinking, as well as the avatar
viewed from below, were rated as the most sociable,
confident, and attractive. In addition, a previous study
[5] that investigated the effects of the facial expressions
0000-0002-2190-4629 (M. Sato)
© 2023 Copyright for this paper by its authors. Use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).
of the partner avatar on subjects in communication
using a trust game in a VR space suggested that the facial
expressions of the partner avatar, regardless of whether
they were positive or negative, influenced subject's trust
and decision-making behavior.</p>
      <p>
        In addition, in terms of communication with others,
interviews in job hunting and examinations are
important for many students. With the recent outbreak
of Covid-19, the global economic situation has worsened,
and problems such as the employment crisis and
unemployment have made many job-seeking university
students anxious [6]. Therefore, interview training is
considered to be effective in order to avoid being driven
by tension and anxiety in the interview situation. An
interview simulator using VR is an effective and efficient
tool for improving the interviewee's skills, providing the
interviewee with an opportunity to practice in a virtual
space and feedback from a virtual interviewer to relieve
tension and reduce interview anxiety. In a previous
study [7], a virtual mock job interview simulation was
developed as a career support for college students
preparing for job hunting, and VR exposure therapy was
used to reduce anxiety about job interviews. They then
investigated the impact of the level of reality of the
virtual interviewer's graphics during the process. The
results suggested that the higher the level of graphics,
the greater the sense of presence, but did not have the
significant effect on the sense of anxiety. In a previous
study [8], it focused on job interviews, which cause
anxiety in people of all occupations, and investigated
what level of reality is necessary for subjects to cope
with their anxiety by conducting interviews with virtual
avatars of various levels of reality, such as realistic,
cartoonish, and actual photographs. As a result, subjects
showed more anxiety depending on the avatar's attitude
than on the avatar's reality. In a previous study [9],
factors that potentially influence interviewee behavior
in VR interview training were examined separately.
Then, a virtual reality job interview simulator was
developed to investigate what factors influence
interviewee's anxiety. The results showed that the type
of interview questions had the most significant effect on
anxiety. Questions related to the interviewee's college
expertise, such as computers, algorithms, and
programming, may have caused a cognitive load on the
interviewees, leading to increased anxiety and decreased
communication skills in their interview performance.
The Trier Social Stress Test (TSST), which measures
subject's acute stress response, has also been VR-ized,
suggesting that the VR-TSST is effective in inducing
psychosocial stress, although the effect is smaller than
the traditional TSST [
        <xref ref-type="bibr" rid="ref10 ref11 ref14 ref3">10</xref>
        ].
      </p>
      <p>
        Many studies have investigated the factors that
influence interviewee`s anxiety in VR interview
simulators. However, the relationship between the facial
color of the virtual interviewer and expression has not
been clarified in terms of its effect on interviewee`s
anxiety. Several studies have been conducted on the
recognition of facial color and facial expression. In a
previous study [
        <xref ref-type="bibr" rid="ref12">11</xref>
        ], changes in blood pressure, heart
rate, and blood flow in the face and fingers were
investigated in Chinese and Caucasian males during the
reading of anger-provoking events. Results showed that
facial blood flow increased when anger was expressed,
and the face turned red with anger. In a previous study
[
        <xref ref-type="bibr" rid="ref13">12</xref>
        ], to investigate whether the recognition of facial
expressions is affected by facial color or vice versa, we
varied the color of the fear-rage and sadness-happiness
expression morph continuum created from facial images
obtained from a database and asked subjects to identify
these expressions. The results showed that reddish faces
enhanced the perception of anger and bluish faces
enhanced the perception of sadness from Experiment 1,
and that the boundary of facial color was significantly
shifted only for sad facial expressions from Experiment
2, with sad faces appearing pale (bluish). These results
demonstrate that facial color affects the perception of
facial expressions. In addition, a previous study [
        <xref ref-type="bibr" rid="ref15">13</xref>
        ]
examined changes in facial color based on
cardiovascular and hemodynamic changes when
subjects were shown anger- or fear-inducing movies.
Results suggested that fear, or mixed emotions of fear
and anger, can cause a pallor in facial color.
      </p>
      <p>
        The relationship between communication with
avatars using VR and facial color has also been studied;
a previous study [
        <xref ref-type="bibr" rid="ref16">14</xref>
        ] investigated the interaction
between people and avatars who blush in embarrassing
situations, and whether subjects were affected by the
blushing of the partner avatar, and for longer than in
situations without blushing the experiment was
analyzed to see if the subjects would tolerate it towards
the avatar or not. Results suggested that when the avatar
blushed only on the cheeks, participants tolerated it less,
and when the avatar blushed the entire face, participants
were more likely to feel a sense of co-presence with the
avatar.
      </p>
      <p>In this study, we focused on the relationship
between anger perception by facial color and expression
revealed in previous studies, and clarified the effects on
tension and anxiety when subjects were made to
strongly perceive the interviewer avatar's angry
emotion. Then, we intentionally conducted virtual
interview training with a sense of tension to verify what
effect it has on subjects' interview performance and
developed an effective VR interview simulator. To this
end, we created a VR interview simulator that changes
the facial color and expression of the negative
interviewer avatar, which affected subjects' anxiety in
previous studies, to blush or angry expression
depending on subjects' answers.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Experiment</title>
      <sec id="sec-2-1">
        <title>2.1. Environment</title>
        <p>The experimental program used in this study was
created using Unity (2019.4.12f1). Two PCs were used in
this experiment: one for the subject and one for the
experimental assistant who played the interviewer
avatar. The subject's PC was equipped with Windows 10
OS, Intel® Core i7-11700KF 3.60GHz CPU, NVIDIA
GeForce RTX 3060 Ti GPU, and 32GB memory. The PC
for the experimental assistant was equipped with
Windows 10 OS, Intel® Core i7-4790F 4.00GHz CPU,
NVIDIA GeForce GTX 2070 GPU, and 16GB memory.
The subjects wore a head-mounted display (HMD: VIVE
Pro, HTC, resolution 2880*1600, refresh rate 90 Hz,
viewing angle 110°) on their heads and trackers (VIVE
Tracker 3.0, HTC) on their right and left wrists, and the
position and rotation information of the subject's head
and wrists were obtained from the base station
(SteamVR Base Station 2.0, HTC), which is an infrared
sensor. The movements of the avatar were synchronized
with those of the user by tracking the movements using
Final IK, a Unity asset. In this experiment, the subject
and the avatar played by the assistant communicated in
the same virtual space, so it was necessary to
synchronize the movements of the subject's avatar from
the perspective of the interviewer avatar. To this end,
we created a communication environment in Unity and
imported PUN2 (Photon Unity Networking 2), an asset
that enables multiplayer play, to construct an
experimental system in which the subject and the other
party can each assume the role of an avatar and face
each other and communicate. Figure 1 shows a subject
participating in the experiment, and Figure 2 shows each
avatar facing each other in the created virtual space.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Avatars</title>
        <p>MakeHuman (The MakeHuman team.), an open-source
3D character creation software, was used to create the
avatars used in this experiment. This software allows the
user to adjust the height, gender, age, skin color, and
skin aging of the avatar by setting parameters. Using this
system, we created an avatar that looks like a Japanese
male, based on a questionnaire.</p>
        <p>In this study, we also examined the possibility of
using face tracking to express the interviewer avatar's
angry facial expression. However, we found that
facetracking could not express the anger that was conveyed
to the subject, and that the assistant who played the role
of the interviewer avatar required considerable training
to perform the expression of anger. Therefore, animated
facial expression changes were substituted. The created
avatars were imported into Blender (Blender
Foundation), and animations were created for mouth
movements, blinking, and transitions to angry
expressions. Figure 3 shows the interviewer avatar with
normal and angry faces. We considered having the
experimenter's assistant actually speak the voice and
dialogue of the interviewer's avatar. However, the
assistant's voice as it was would have revealed the
identity of the assistant to the subject, so it was
necessary to use a voice changer. However, the voice
changer was not compatible with an angry speech style,
which could make subjects feel uncomfortable, so we
used Japanese text-to-speech software. In this study, we
referred to previous studies [8, 9] and carefully selected</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Avatar skin color</title>
        <p>In this experiment, it was necessary for the interviewer
avatar to blush and show angry expressions in response
to the subject's statements during the interview training
with the interviewer avatar. For this reason, the skin
color of the avatar created by MakeHuman was dyed red
using Adobe Photoshop 2022 (Adobe Systems Inc.). It
was necessary to investigate what level of skin redness
was appropriate to express anger in a more realistic
manner. To this end, we manipulated the CIE Lab a*
(red-green) values of MakeHuman's skin images using
Adobe Photoshop 2022, and presented avatars with skin
of different redness for a questionnaire-based survey.
The CIELAB color space is modeled after the human
visual system and is designed to be perceptually uniform.
As a result of the survey, an avatar with skin set to 0
points for a* input and 15 points for output in the
CIELAB color space of Adobe Photoshop 2022 was
judged to have an appropriate skin tone for an angry
expression. Regarding the animation of the interviewer
avatar blushing, a questionnaire was used to create one
that more realistically conveyed the change in skin tone.
Figure 4 shows the interviewer avatar blushing with
normal and angry faces.
2.4. Task
In this experiment, the speech task was performed in
which subjects answered questions from an interviewer
a v a t a r . T h e s u b j e c t ' s v i e w p o i n t d u r i n g
the speech task is shown in Figure 5. After confirming
the operation of the HMD and tracker, the subject
followed the instructions of the experimenter and faced
the interviewer avatar, which was played by an assistant.
After the interviewer avatar said, "Please introduce
yourself," the subject introduced his or her name and
affiliation, and then answered the questions posed by
the interviewer avatar. The subject was instructed to
look at the interviewer avatar's face at all times while
answering. The time for answering the questions was
two minutes, which was not told to the subjects during
the experiment. The questions were randomly selected
from the following four types of questions: "What are
your strengths?" "What are your weaknesses?" "Please
tell me about your dream," and "What kind of person are
you said you are?" The interviewer avatar was randomly
selected from the following conditions: "Normal face
normal skin," "Normal face - red skin," "Angry face
normal skin," and "Angry face - red skin. The
interviewer avatar said "Why can't you answer?" when
the subject could not speak for 5 to 10 seconds after
being asked a question, and if there was extra time to
answer, he said "Is that all you have to say? Talk more!"
After that, the interviewer avatar shifted into an angry
mode.</p>
        <p>In the angry mode, the interviewer avatar in the
angry face condition frowned and the interviewer avatar
in the red skin condition blushed. The interviewer avatar
continued to make intimidating comments in response
to the subject's answers, such as "Please be more
specific," and "Not yet? Answer quickly!" After two
minutes had elapsed, the interviewer avatar said,
"Unfortunately, time is running out," and terminated the
speech task. Table 1 shows the correspondence table
between the inputted keys and the interviewer avatar's
lines.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.5. Procedure</title>
        <p>The procedure of this experiment is described next. First,
informed consent was obtained from the subjects, and
an overview of this experiment and its procedures was
provided. Next, a preliminary questionnaire was
administered. The pre-questionnaire asked about the
subject's name, age, VR experience, and job interview
experience, and then asked for answers about the
subject's pre-experiment state anxiety and mood state.</p>
        <p>Next, the flow of the speech task was explained so
that after meeting the interviewer avatar, the subject
would introduce himself/herself and then answer
questions posed by the interviewer avatar. The subject
was then asked to put on the HMD and tracker, and after
immersing himself/herself in the virtual space, he moved
his own avatar to check the arm movements. After that,
the interviewer avatar, played by an assistant, entered
the virtual space and faced the subject's avatar. In this
trial, we did not conduct a practice run because we
thought that if we conducted a practice run, subjects
would become accustomed to the task and this would
affect the results. In this trial, subjects faced one of four
types of avatars, introduced themselves, and answered
questions from the avatars. To take into account the
effect of habituation, the avatars and questions were
presented randomly, and the same avatars and questions
were never presented.</p>
        <p>Subjects answered the in-experiment questionnaire
after the interview with the interviewer avatar was over.
The questionnaire asked for the subject's name, age,
impressions of the appearance of the interviewer avatars,
impressions of the interaction itself, state anxiety after
the interview with the interviewer avatars, and mood
state. This trial was conducted four times, one interview
question per interviewer avatar. There was a break of at
least 2 hours between each trial, and subjects had
interview with all interviewer avatars over the course of
two days. At the end of the experiment, subjects were
asked in a post-test questionnaire to freely express their
opinions and impressions about whether facial color or
facial expression was more important in expressing the
interviewer avatar's anger, based on this experiment.</p>
      </sec>
      <sec id="sec-2-5">
        <title>2.6. Evaluation methods</title>
        <p>
          In this experiment, the State-Trait Anxiety Inventory
(STAI) [
          <xref ref-type="bibr" rid="ref17">15</xref>
          ] developed by Spielberger et al. was used to
assess state anxiety before and after the interview with
each avatar. The STAI consists of 20 items for each of
the state anxiety scale and the trait anxiety scale, and
subjects were asked to choose one item from a 4-point
scale ranging from 1 (not at all applicable) to 4 (very
applicable) that represented their feelings of anxiety.
Subjects were instructed not to think too much when
answering the questions. The minimum score for each
scale was 20 points and the maximum was 80 points. In
addition, the Temporary Mood Scale (TMS) [
          <xref ref-type="bibr" rid="ref18">16</xref>
          ]
developed by K. Tokuda. was used to evaluate the mood
state before and after the interview with each avatar.
This scale was developed based on the Profile of Mood
States (POMS) [
          <xref ref-type="bibr" rid="ref19">17</xref>
          ] developed by McNair et al. and, like
the POMS, consists of six sub-scales of "Tension,"
"Depression," "Fatigue," "Vigor," "Anger," and
"Confusion," each with three items. The TMS were
administered to subjects on a 5-point scale from 1 (not
at all applicable) to 5 (very applicable), and the total
score for each subscale was calculated. In the TMS,
Q1Q3 correspond to the "Tension," Q4-Q6 to the
"Depression," Q7-Q9 to the "Fatigue," Q10-Q12 to the
"Vigor," Q13-Q15 to the "Anger," and Q16-Q18 to the
"Confusion" subscales. The STAI State Anxiety Scale and
TMS respective question items are shown in Tables 2
and 3.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Results</title>
      <p>Twenty subjects participated in this experiment.
Eighteen subjects were male and two were female, with
a mean age of 22.45 years and a standard deviation of
0.86. Of the 20 subjects, 17 had experience with VR and
seven had experienced with job interviews.</p>
      <p>With respect to the experimental data, the data
obtained were considered as within-subjects factors and
were analyzed. The analysis was based on the difference
in scores of the total scores of each subscale of the STAI
state anxiety and TMS before and after the interview
with each avatar; after confirming normality using the
Shapiro-Wilk test, the paired t-test was used to test for
significant differences. For the convenience of the
graphs that appear in the following sections, we refer to
- no</p>
      <p>on the condition of the interviewer avatar.</p>
      <sec id="sec-3-1">
        <title>4, based</title>
        <sec id="sec-3-1-1">
          <title>3.1. STAI state anxiety</title>
          <p>A box-and-whisker diagram representing the amount of
change in STAI state anxiety total scores before and
after the interview with each avatar is shown in Figure
6.</p>
          <p>Based on the amount of change in STAI state anxiety
total scores before and after the interview with each
avatar, a Shapiro-Wilk test was conducted and found to
be normal in all conditions (p &gt; 0.05), so a paired t-test
was conducted, resulting in a strong significant
difference in the Avatar 4 (t = -3.5621, p &lt; 0.01; df = 19)
condition, very strong significant differences in the
Avatar 2 (t = -4.44, p &lt; 0.001; df = 19) and Avatar 3 (t =
5.1278, p &lt; 0.001; df = 19) conditions.</p>
          <p>A one-way analysis of variance was performed to
compare the change in STAI state anxiety total scores
across each avatar condition, but multiple comparisons
were not performed because no significant differences
were obtained (F (3.76) = 1.392, p &gt; 0.05).
3.2. TMS</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>Tense</title>
        <p>Restless
On edge
Hopeless</p>
        <p>Sad
Gloomy
Exhausted
Fatigued</p>
        <p>Tired
Energetic</p>
        <p>Lively
Active
Grouchy
Anger</p>
        <p>Peeved
Uncertain About Things
Unable to Concentrate</p>
        <p>Bewildered
Q1
Q2
Q3
Q4
Q5
Q6
Q7
obtained for Avatar 2 (t = 2.9066, p &lt; 0.01; df = 19) and
Avatar 3 (t = 3.2259, p &lt; 0.01; df = 19), and very strong
significant differences were obtained for Avatar 4 (t =
3.9428, p &lt; 0.001; df = 19); strong
significant difference were obtained for Avatar 3 (t =
2.6569, p &lt; 0.01, df = 19), and significant differences were
obtained for Avatar 1 (t = -2.7407, p &lt; 0.05; df = 19) and
Avatar 2 (t = -2.3424, p &lt; 0.05; df = 19). No significant
differences were found in the scores of the other scales.</p>
        <p>One-way ANOVAs were conducted to compare the
change in total scores for each TMS subscale across each
avatar condition but multiple comparisons were not
performed because no significant differences were
F (3.76) = 0.083, p &gt; 0.05),</p>
        <p>F (3.76) = 0.456, p &gt; 0
0.322, p &gt; 0 Vigor F (3.76) = 1.293, p &gt; 0
(F (3.76) = 0.641, p &gt; 0.05), and
p &gt; 0.05).</p>
        <p>F (3.76) =</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <sec id="sec-4-1">
        <title>4.1. STAI state anxiety</title>
        <p>We compared the Avatar 1 and Avatar 2 conditions.
Since significant differences were obtained in the Avatar
2 condition, it was possible that the redder skin color
made subjects more anxious when the interviewer
avatar had a normal face. With regard to their
impression of the interviewer avatar's appearance in the
questionnaire administered during the experiment,
some subjects responded to the Avatar 2 condition that
they thought the interviewer avatar was angry because
his face turned red, suggesting that the redder skin even
in the normal face condition affected the subjects'
perception of interviewer's anger.</p>
        <p>Next, since strong significant differences were
obtained for both Avatar 3 and Avatar 4, it was possible
that subjects felt strongly anxious feelings when the
interviewer avatar's facial expression was angry. In
addition, the Avatar 3 condition might have made the
subjects felt more strongly anxious, since the p-value in
the paired t-test was the lowest and a very strong
significant difference was obtained for Avatar 3.
Comparing these two avatars, here again, with regard to
impressions of the interviewer avatar's appearance,
some subjects had the impression that the interviewer
avatar with an angry face and red face was angry and
scary, while others could see that he was angry with
furrowed brow, but his skin suddenly turned red, giving
the impression that he was more surprised than scared.</p>
        <p>Based on the above, the STAI analysis suggested that
subjects might feel more strongly anxious when the
interviewer avatar blush for normal faces and do not
blush for angry faces. However, in the post-experiment
questionnaire asking whether the color of the
interviewer avatar's face or facial expression was more
important for the perception of interviewer's anger, 8 of
the 20 subjects answered that facial expression was more
important, 5 answered that facial color was more
important, and 7 answered that both were important. It
was difficult to give a clear answer as to whether facial
expression or complexion had more influence on anger
perception based on the STAI results alone.
4.2. TMS
Next, we proceed with a discussion of each TMS scales.
The experimental results showed that significant
Vigor
conditions except for Avatar 1. For Depression, Avatar
1 had the least effect on anxiety based on the STAI
results, suggesting that the subjects felt depressed
because they could not answer the questions well rather
than because they were anxious about the interviewer
avatar. st subjects had negative
impressions of their interactions with the interviewer
avatar, and said that the interviewer avatar had a
coercive attitude and that the interview felt like a
pressure interview, which made them anxious. Since
this study aimed to train subjects to interview with a
negative interviewer which had affected their anxiety in
p r e v i o u s s t u d i e s [ 8 , 9 ] ,
we believed that we were able to replicate this to some
extent in this regard. In other words, in this experiment,
the subjects' vitality after the experiment was reduced
due to the effects of the interview with the coercive and
negative interviewer avatar. Next, with respect to the
T A
but Avatar 4, and tension only in Avatar 4. Therefore, in
Avatar 4, subjects might have been more tense than
angry with the interviewer. Considering the STAI
results, it was possible that the interviewer avatar with
an angry face and red skin had the most significant effect
on the subjects' tension and anxiety during this
interview training.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>In recent years, people have shifted their
communication to online, and job interviews, which are
important and anxiety-provoking for many students, are
no exception. The VR interview training is a tool to
assist such anxious students and has been the subject of
much research. However, there was no clarification
regarding the effects on interviewees' perception of
interviewer's anger when they were interviewed with
the interviewer avatar who blushed or had angry facial
expressions and intentionally made them feel tense or
anxious. Therefore, in this study, we investigated and
measured anxiety and mood changes before and after
communication with each avatar using four types of
avatars whose facial colors and expressions changed
according to the subject's responses in interview
training, and investigated which of the changes in the
interviewer avatar's facial color and expression was
more effective for the perception of anger.</p>
      <p>In the task, the interviewer avatar, which was to
perform negative attitudes and statements to the
subjects' responses, intentionally reproduced an
intimidating interview by changing its facial color and
expression in response to the situation.</p>
      <p>The experimental results indicated that the
interaction between facial color and expression might be
an important factor in the interviewee's perception of
interviewer's anger.</p>
      <p>Future prospects include the development of more
effective interview training by incorporating real-time
facial expression changes through facial tracking and
physiological indicators such as heart rate and pupils.</p>
    </sec>
  </body>
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