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<metadata xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dc="http://purl.org/dc/elements/1.1/"><dc:title>Developing soft communication skills with virtual reality and artificial intelligence</dc:title><dc:creator>Bohinc,	Leon	(Avtor)
	</dc:creator><dc:creator>Perko,	Igor	(Avtor)
	</dc:creator><dc:subject>soft skills</dc:subject><dc:subject>business communication</dc:subject><dc:subject>virtual reality</dc:subject><dc:subject>artificial intelligence</dc:subject><dc:subject>instant feedback</dc:subject><dc:subject>experiential learning</dc:subject><dc:description>This paper presents a methodological framework for examining how AI-enhanced virtual reality environments can be used to study soft communication skills within a social research framework. Specifically, it focuses on how experiments conducted in VR environments can integrate AI-generated behavioural metrics with conventional social science research methods such as surveys and transcript analysis. The framework is structured around a small-scale social experiment employing a pre-test/post-test design. The design includes two VR-based communication simulations using the VirtualSpeech platform. To examine how different data sources can be integrated within the experimental framework, AI-generated analytical feedback across multiple speech-related performance categories is combined with structured questionnaires capturing user experience and self-assessed competence before and after the intervention, transcript-based analysis of participants’ spoken responses, and AI-assisted analytical tools. The proposed experimental design combines three complementary layers of data collection: automated behavioural indicators generated by the VR platform, transcript-based qualitative analysis of communication performance, and participant self-report questionnaires capturing perceived competence and experience. The paper aims to demonstrate how heterogeneous data sources can be systematically integrated into a single experimental framework for studying communication behaviour in immersive environments. It provides methodological insights for researchers designing AI-enhanced VR experiments and supports future interdisciplinary studies of communication.</dc:description><dc:date>2026</dc:date><dc:date>2026-07-27 13:13:01</dc:date><dc:type>Znanstveno delo</dc:type><dc:identifier>99033</dc:identifier><dc:identifier>UDK: 005.336.2:004.8</dc:identifier><dc:identifier>OceCobissID: 283282435</dc:identifier><dc:identifier>COBISS_ID: 286117379</dc:identifier><dc:identifier>DOI: 10.18690/um.epf.7.2026.52</dc:identifier><dc:language>sl</dc:language></metadata>
