VR job interviews show interviewer style affects stuttering frequency; %SS in VR correlates strongly with %SS in a clinical SSI-3 interview
How this was rated
Early experimental within-subjects study (n=23 recruited, 20 analyzed) in adults who stutter. Foundational for the virtual-audience literature but limited by sample, era of VR technology (VFX-3D HMD with 640×480 resolution), and the fact that the four participants with severe stuttering in the sample were under-represented relative to milder severities. The strongest correlations were with a separate clinical interview task (SSI-3), not with a real-world job interview; the authors are explicit that VR-vs-real-world comparisons remained future work.
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Twenty adults who stutter completed virtual job interviews in two conditions (challenging and supportive). %SS was significantly higher in the challenging condition. %SS in both VR conditions correlated strongly with %SS in a separate clinical SSI-3 interview task (r=.90+). The comparison was VR-vs-clinical-interview, NOT VR-vs-real-world job interview - the authors are explicit that real-world comparison was future work.
An early experimental study (n=20 analyzed) showing that interviewer communication style influences stuttering frequency inside a virtual job interview, and that stuttering frequency in VR correlates strongly with stuttering frequency in a separate clinical interview task (SSI-3). The study did not test whether VR practice transferred to real-world job interviews.
Key findings
- Stuttering frequency was significantly higher during the challenging VR job interview than the supportive one (one-tailed t = 1.72, p = 0.05 across all 20; t = 2.14, p = 0.02 omitting the four participants with severe stuttering)
- %SS in both VR conditions correlated very strongly with %SS during the SSI-3 clinical interview task (r = 0.904 for challenging VR vs SSI-3; r = 0.930 for supportive VR vs SSI-3) - the comparison was VR-vs-clinical-interview, not VR-vs-real-job-interview
- Mean %SS: 8.71 (SD 8.40) in challenging VR; 7.55 (SD 9.07) in supportive VR; 8.74 (SD 6.34) in the SSI-3 interview
- Participants reported realistic physical and emotional reactions in qualitative debriefs (e.g., 'I felt like I was right there in there', 'I felt fear and avoidance about stuttering'); some reached out to shake the virtual interviewer's hand
- Sense-of-presence ratings (adapted Presence Questionnaire) were adequate and were NOT significantly correlated with stuttering severity (r = 0.273, p = 0.25)
- Stuttering severity (SSI-3) was not significantly correlated with self-rated speaking confidence (PRCS, r = 0.364, p = 0.11) or speaking apprehension (PRCA-24, r = -0.127, p = 0.59)
Background
Generalization of treatment gains from the clinic to real-world settings is a persistent challenge in stuttering therapy. Taking clients into the situations they actually fear (job interviews, presentations, group meetings) is often impractical and risks compromising client confidentiality. Role-play with a familiar clinician rarely captures the genuine stress of speaking with a stranger in a high-stakes situation. The authors propose that virtual reality environments (VREs) could fill this gap by providing controllable, repeatable, confidential interim steps between the therapy room and the real world. This study set out to test whether one such environment - a virtual reality job interview - could elicit measurable changes in stuttering frequency as a function of interviewer communication style.
What the researchers did
Twenty-three adults who stutter were recruited from speech and hearing clinics and stuttering support groups in the Washington, DC area. Three were excluded (one recorder failure, one severe-stuttering participant could not complete the tasks in the 45-minute time limit, one late arrival), leaving 20 participants (6 women) whose data were analyzed. Stuttering severity using the Stuttering Severity Instrument 3rd edition (SSI-3) ranged from 10 to 43 (mean 21.65), spanning very mild to severe.
The Virtual Reality Job Interview (VRJI) was developed by the authors in collaboration with Virtually Better, Inc. and consisted of an elevator, waiting room, hallway, and two interview offices. The challenging interview took place in the larger CEO office (decorated with leather chairs, wooden furniture, and diplomas); the supportive interview took place in a smaller human-resources office (decorated with metal furniture). Interviewer behavior was varied between conditions: the challenging interviewer interrupted, spoke faster (~320 syllables per minute), broke eye contact, and reacted to answers with a sarcastic tone and facial expressions of confusion; the supportive interviewer maintained eye contact, did not interrupt, opened with the disclosure “I might stutter during this interview…”, and spoke at ~270 syllables per minute. Interview order and interviewer gender were counterbalanced.
Equipment: Dell P-IV PC, VFX-3D head-mounted display (640×480 resolution per eye), head tracker, and a ScentPalette olfactory simulator (coffee in the waiting room, leather in the CEO office, cleaning supplies in the hallway). Each VR interview lasted approximately 20 minutes; total time in VR did not exceed 45 minutes per participant. Investigator-controlled “hot keys” allowed the virtual interviewer’s reactions to be varied within a fixed set of pre-recorded responses (the people in the VRE were video-integrated images of live actors).
Outcomes measured: percentage of stuttered syllables (%SS, as defined by Yaruss, 1997) during participants’ responses to two “board member” questions in each VR interview; %SS during the SSI-3 clinical interview task completed prior to VR exposure; Personal Report of Communication Apprehension-24 (PRCA-24); Personal Report of Confidence as a Speaker (PRCS); and a 19-item adapted Presence Questionnaire (Witmer & Singer, 1998) completed post-VR. Inter-judge agreement on disfluency coding was 81% after resolution.
What they found
%SS was significantly higher in the challenging VR interview than the supportive one (mean 8.71 vs 7.55; one-tailed t = 1.72, p = 0.05 across all 20 participants; t = 2.14, p = 0.02 when omitting the four participants with severe stuttering whose %SS was 4-8 times higher than the rest of the sample). Interviewer communication style therefore appeared to influence stuttering frequency inside the virtual environment.
%SS in both VR conditions correlated very strongly with %SS during the SSI-3 clinical interview task: r = 0.904 (p = 0.0001) for challenging VR vs SSI-3, and r = 0.930 (p = 0.0001) for supportive VR vs SSI-3. The authors interpret this as evidence that “the frequency of stuttering behaved in similar ways during interviews with virtual and real people.” The comparison was between VR and a clinical interview task, NOT between VR and a real-world job interview - the paper is explicit that direct VR-vs-real-world comparisons were ongoing future work at the time.
Stuttering severity was not significantly correlated with sense of presence (r = 0.273, p = 0.25), speaking confidence (PRCS, r = 0.364, p = 0.11), or speaking apprehension (PRCA-24, r = -0.127, p = 0.59). Qualitative debrief comments suggested participants experienced realistic emotional and physical reactions (“I felt very stressed out”; “I felt fear and avoidance about stuttering”; “When I was walking in, my hands were nervous”); some reached out their hands to shake the virtual interviewer’s hand despite being seated throughout.
Why this matters
This was one of the earliest empirical demonstrations that a controllable virtual job interview could elicit measurable, condition-dependent changes in stuttering frequency in adults who stutter, and that those frequencies aligned closely with stuttering measured during a separate clinical interview task. The paper helped open the door for VR to be used as an interim step between the therapy room and the real world. It did NOT establish that VR practice transfers to real-world job interviews, and the authors do not claim that it does; they identify this as the next research question.
Limitations
The authors explicitly flag the following in their discussion:
- VR-vs-real-world comparison was not conducted. The strongest correlations were with a separate clinical interview task (the SSI-3), not with a real-world job interview. The authors note that direct VR-vs-real-world comparisons were “underway” but not reported in this paper.
- Severe stuttering under-represented. Only 4 of the 20 analyzed participants had severe stuttering; the authors flag this as a future-research priority (“validate the use of VR with a larger sample of participants with severe stuttering”).
- One speaking situation tested. Only a job-interview scenario was used; other workplace-related interactions (small group presentations, brainstorming sessions) were noted as planned future development.
- Virtual interviewers were investigator-controlled within a fixed set of pre-recorded responses. The interviewer’s reactions could be varied via keyboard hot keys, but the conversation was not generatively responsive to what the participant said. This limits ecological realism of the interaction itself.
- No physiological data collected. The authors note plans to add heart rate, galvanic skin response, and cortisol in future studies (the cortisol work followed in Duncko, Brundage, Graap, Kling, & Gold, 2006).
- Initial hardware cost and motion-sickness risk were flagged by the authors as practical barriers; total VR exposure was capped at 45 minutes per participant to mitigate simulator sickness.
- No assessment of long-term outcomes. The study measured a single VR exposure session per condition; it does not address whether repeated VR practice changes communication outcomes over time.
Implications for practice
The study supports the proposition that a clinician can use a VR job interview to elicit speaking-related responses similar to those measured during a separate clinical interview task. It does NOT establish that VR practice transfers to real-world job interviews - the authors are explicit this is a future-research question. Clinicians using VR interviews for assessment should treat them as one source of data, not a substitute for real-world generalization tasks.
Where this connects to Therapy withVR
The study above is independent research and does not endorse any product. The notes below are commentary from withVR on how the themes in this research relate to features of Therapy withVR. The research findings are not claims about Therapy withVR.
Meeting Room Environment
This study used virtual job interviews - Therapy withVR's Meeting Room with its conference table and 9 avatar positions recreates formal interview scenarios.
Avatar Emotions
Supportive vs challenging interviewers can be created using 11 avatar emotions - from encouraging (Happy, Calm) to challenging (Bored, Confused, Anxious).
Cite this study
If you reference this study in your work, the canonical citation formats are:
@article{brundage2006,
author = {Brundage, S. B. and Graap, K. and Gibbons, K. F. and Ferrer, M. and Brooks, J.},
title = {Frequency of stuttering during challenging and supportive virtual reality job interviews},
journal = {Journal of Fluency Disorders},
year = {2006},
doi = {10.1016/j.jfludis.2006.08.003},
url = {https://withvr.app/evidence/studies/brundage-2006}
}TY - JOUR
AU - Brundage, S. B.
AU - Graap, K.
AU - Gibbons, K. F.
AU - Ferrer, M.
AU - Brooks, J.
TI - Frequency of stuttering during challenging and supportive virtual reality job interviews
JO - Journal of Fluency Disorders
PY - 2006
DO - 10.1016/j.jfludis.2006.08.003
UR - https://withvr.app/evidence/studies/brundage-2006
ER - Know of research that should be in this hub? If a relevant peer-reviewed study is not listed here, send the reference to hello@withvr.app. The hub is kept up to date as the literature grows.
Funding & independence
From the paper's own Acknowledgements: 'This research was supported in part by an NIH grant (R41 DC006970) to Virtually Better, Inc. (PI: Brundage).' Significant academic-industry relationships disclosed in the paper itself: the virtual reality job interview software (VRJI; Brundage & Graap, 2005) was a Virtually Better, Inc. product, and four of the five authors are affiliated with Virtually Better - Kenneth Graap is president and CEO of Virtually Better, Inc.; Mirtha Ferrer is the creative director; Jeremy Brooks is a software engineer at Virtually Better, Inc.; and Dr. Brundage is the PI on the NIH SBIR-type grant awarded to Virtually Better. Only Kathleen Gibbons (then a graduate student at George Washington University) is independent of Virtually Better. This is a meaningful financial and employment relationship that any reader of the Evidence Hub should be aware of when evaluating the paper's claims. No withVR BV involvement in funding, study design, or authorship. Summary prepared independently by withVR using the published paper.