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<title>SAM</title>
<link>https://sam.ensam.eu:443</link>
<description>The DSpace digital repository system captures, stores, indexes, preserves, and distributes digital research material.</description>
<pubDate xmlns="http://apache.org/cocoon/i18n/2.1">Wed, 11 Mar 2026 10:22:11 GMT</pubDate>
<dc:date>2026-03-11T10:22:11Z</dc:date>
<item>
<title>Effects of social influence on idea selection in creativity workshops</title>
<link>http://hdl.handle.net/10985/19180</link>
<description>Effects of social influence on idea selection in creativity workshops
FLEURY, Sylvain; AGNES, Aurélien; CADOS, Léa; DENIS-LUTARD, Quentin; DUCHÊNE, Clément; RIGAUD, Nathan; RICHIR, Simon
Different variants of brainstormings and brainwritings exist and are regularly used in companies. Several phenomena of social influence in the idea generation stage have been highlighted. The hypothesis of this research was that under specific conditions, social influence biases the idea selection stage. An experimental study was conducted with 30 participants who had to select ideas. The results indicate that seeing another person’s choice of ideas is enough to influence participants’ choices and thus bias their responses. This result is interpreted as the consequence of a phenomenon of social proof: when participants do not know what to choose, they decide to rely on the choice of their partner. Methodological recommendations are provided to avoid this bias during ideation sessions.
</description>
<pubDate>Wed, 01 Jan 2020 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/19180</guid>
<dc:date>2020-01-01T00:00:00Z</dc:date>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>AGNES, Aurélien</dc:creator>
<dc:creator>CADOS, Léa</dc:creator>
<dc:creator>DENIS-LUTARD, Quentin</dc:creator>
<dc:creator>DUCHÊNE, Clément</dc:creator>
<dc:creator>RIGAUD, Nathan</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Different variants of brainstormings and brainwritings exist and are regularly used in companies. Several phenomena of social influence in the idea generation stage have been highlighted. The hypothesis of this research was that under specific conditions, social influence biases the idea selection stage. An experimental study was conducted with 30 participants who had to select ideas. The results indicate that seeing another person’s choice of ideas is enough to influence participants’ choices and thus bias their responses. This result is interpreted as the consequence of a phenomenon of social proof: when participants do not know what to choose, they decide to rely on the choice of their partner. Methodological recommendations are provided to avoid this bias during ideation sessions.</dc:description>
</item>
<item>
<title>Complémentarité des outils de saisie de texte en environnement virtuel immersif</title>
<link>http://hdl.handle.net/10985/15975</link>
<description>Complémentarité des outils de saisie de texte en environnement virtuel immersif
AGNES, Aurélien; FLEURY, Sylvain; AUZERAIS, Aristide; BISSON, Isaline; DULAU, Eva; BUISINE, Stéphanie; RICHIR, Simon
Cette étude présente un test utilisateur afin de déterminer quels sont les avantages et inconvénients de différents modes de saisie de texte en environnement virtuel immersif : la reconnaissance vocale individuelle, la reconnaissance vocale collective et le clavier virtuel surnommé Drum-Like Keyboard. Nous avons mesuré l’expérience utilisateur des participants notamment selon l’utilisabilité et l’utilité afin de pouvoir proposer des recommandations adéquates aux personnes cherchant à intégrer la saisie de texte en réalité virtuelle. Nos résultats montrent que la reconnaissance vocale et le clavier virtuel ont des qualités complémentaires, qui peuvent être utilisées de concert pour obtenir des résultats et une expérience optimale.
</description>
<pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/15975</guid>
<dc:date>2019-01-01T00:00:00Z</dc:date>
<dc:creator>AGNES, Aurélien</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>AUZERAIS, Aristide</dc:creator>
<dc:creator>BISSON, Isaline</dc:creator>
<dc:creator>DULAU, Eva</dc:creator>
<dc:creator>BUISINE, Stéphanie</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Cette étude présente un test utilisateur afin de déterminer quels sont les avantages et inconvénients de différents modes de saisie de texte en environnement virtuel immersif : la reconnaissance vocale individuelle, la reconnaissance vocale collective et le clavier virtuel surnommé Drum-Like Keyboard. Nous avons mesuré l’expérience utilisateur des participants notamment selon l’utilisabilité et l’utilité afin de pouvoir proposer des recommandations adéquates aux personnes cherchant à intégrer la saisie de texte en réalité virtuelle. Nos résultats montrent que la reconnaissance vocale et le clavier virtuel ont des qualités complémentaires, qui peuvent être utilisées de concert pour obtenir des résultats et une expérience optimale.</dc:description>
</item>
<item>
<title>Studying the Effects of Visual Movement on Creativity</title>
<link>http://hdl.handle.net/10985/18614</link>
<description>Studying the Effects of Visual Movement on Creativity
FLEURY, Sylvain; AGNES, Aurélien; VANUKURU, Rishi; GOUMILLOUT, Emma; DELCOMBEL, Nicolas; RICHIR, Simon
Many studies have shown that physical activity, especially walking, tends to stimulate certain cognitive functions, including divergent creativity. The objective of this study was to understand whether some of this gain comes from the perception of movement, and not merely physical activity itself. 32 participants carried out divergent and convergent creativity tasks in a virtual reality environment consisting of a train inside a tunnel, while wearing a HeadMounted-Display (HMD). For half of the participants, the virtual train was running, and they could therefore see tunnel lamps passing by through the windows. For the other half, the train was stationary. The results of this study indicate that participants perform better at tasks that require divergent creativity when the virtual environment is moving than when it is at a standstill. These results lead to recommendations for the design of tools and environments for meetings and creativity workshops.
</description>
<pubDate>Wed, 01 Jan 2020 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/18614</guid>
<dc:date>2020-01-01T00:00:00Z</dc:date>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>AGNES, Aurélien</dc:creator>
<dc:creator>VANUKURU, Rishi</dc:creator>
<dc:creator>GOUMILLOUT, Emma</dc:creator>
<dc:creator>DELCOMBEL, Nicolas</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Many studies have shown that physical activity, especially walking, tends to stimulate certain cognitive functions, including divergent creativity. The objective of this study was to understand whether some of this gain comes from the perception of movement, and not merely physical activity itself. 32 participants carried out divergent and convergent creativity tasks in a virtual reality environment consisting of a train inside a tunnel, while wearing a HeadMounted-Display (HMD). For half of the participants, the virtual train was running, and they could therefore see tunnel lamps passing by through the windows. For the other half, the train was stationary. The results of this study indicate that participants perform better at tasks that require divergent creativity when the virtual environment is moving than when it is at a standstill. These results lead to recommendations for the design of tools and environments for meetings and creativity workshops.</dc:description>
</item>
<item>
<title>Text input tools’ complementarity in immersive virtual environments</title>
<link>http://hdl.handle.net/10985/22858</link>
<description>Text input tools’ complementarity in immersive virtual environments
AGNES, Aurélien; FLEURY, Sylvain; AUZERAIS, Aristide; BISSON, Isaline; DULAU, Eva; BUISINE, Stéphanie; RICHIR, Simon
This study presents a user test in order to ascertain the advantages and disadvantages of three different text input methods in immersive virtual environment: individual Speech-to-Text, collective Speech-to-Text and a virtual keyboard named Drum-Like Keyboard. We measured participants’ user experience, especially related to usability and utility, in order to offer relevant recommendations to people seeking to integrate text input in virtual reality. Our results show that Speech-to-Text and the virtual keyboard have complementary qualities, which can be used together for optimal results and experience.
</description>
<pubDate>Sat, 29 Feb 2020 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/22858</guid>
<dc:date>2020-02-29T00:00:00Z</dc:date>
<dc:creator>AGNES, Aurélien</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>AUZERAIS, Aristide</dc:creator>
<dc:creator>BISSON, Isaline</dc:creator>
<dc:creator>DULAU, Eva</dc:creator>
<dc:creator>BUISINE, Stéphanie</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>This study presents a user test in order to ascertain the advantages and disadvantages of three different text input methods in immersive virtual environment: individual Speech-to-Text, collective Speech-to-Text and a virtual keyboard named Drum-Like Keyboard. We measured participants’ user experience, especially related to usability and utility, in order to offer relevant recommendations to people seeking to integrate text input in virtual reality. Our results show that Speech-to-Text and the virtual keyboard have complementary qualities, which can be used together for optimal results and experience.</dc:description>
</item>
<item>
<title>CRUX : A CReativity and User eXperience  Model</title>
<link>http://hdl.handle.net/10985/20162</link>
<description>CRUX : A CReativity and User eXperience  Model
FLEURY, Sylvain; VANUKURU, Rishi; MILLE, Charles; POINSOT, Killian; AGNES, Aurélien; RICHIR, Simon
The field of Virtual Reality has been developing at a steady pace, and VR is finding new uses as a support for creative tasks. The objective of this study is to propose a theoretical model describing the links between user experience and creativity. Pre-existing theoretical links have been identified in relevant scientific literature. Two experiments were then conducted in order to identify new links and replicate results. These experiments involved respectively 76 and 42 participants who individually performed a task requiring divergent creativity using virtual reality drawing tools. The results indicate that cybersickness leads to a decrease in fluency, i.e. the number of ideas generated, but also shades the links between flow and the relevance of the ideas generated. On the basis of this result, we propose the CRUX model to lead to recommendations for the design of tools and simulations to support divergent creativity.
</description>
<pubDate>Fri, 01 Jan 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/20162</guid>
<dc:date>2021-01-01T00:00:00Z</dc:date>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>VANUKURU, Rishi</dc:creator>
<dc:creator>MILLE, Charles</dc:creator>
<dc:creator>POINSOT, Killian</dc:creator>
<dc:creator>AGNES, Aurélien</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>The field of Virtual Reality has been developing at a steady pace, and VR is finding new uses as a support for creative tasks. The objective of this study is to propose a theoretical model describing the links between user experience and creativity. Pre-existing theoretical links have been identified in relevant scientific literature. Two experiments were then conducted in order to identify new links and replicate results. These experiments involved respectively 76 and 42 participants who individually performed a task requiring divergent creativity using virtual reality drawing tools. The results indicate that cybersickness leads to a decrease in fluency, i.e. the number of ideas generated, but also shades the links between flow and the relevance of the ideas generated. On the basis of this result, we propose the CRUX model to lead to recommendations for the design of tools and simulations to support divergent creativity.</dc:description>
</item>
<item>
<title>Studying the effect of symmetry in team structures on collaborative tasks in virtual reality</title>
<link>http://hdl.handle.net/10985/22835</link>
<description>Studying the effect of symmetry in team structures on collaborative tasks in virtual reality
AGNES, Aurélien; FLEURY, Sylvain; VANUKURU, Rishi; RICHIR, Simon
Studies involving collaboration in groups are frequently carried out under symmetrical conditions, meaning that all team members have the same role at the same time. In Virtual Reality, symmetrical collaboration often seems attractive as it allows all participants to be included in the VR environment, but it is not clear whether this provides any benefits over asymmetric forms of collaboration, such as when some team members are in VR while others are working on laptops. We conducted a study to compare the conditions of symmetric configurations (both team members use VR) and asymmetric configurations (one member in VR, and the other uses a laptop) when two participants performed a creativity task together. We found that there were differences in participant behavior and the ideas generated. We conclude by proposing guidelines for future work in the area, particularly related to the use of Virtual Reality for creativity workshops.
</description>
<pubDate>Thu, 22 Sep 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/22835</guid>
<dc:date>2022-09-22T00:00:00Z</dc:date>
<dc:creator>AGNES, Aurélien</dc:creator>
<dc:creator>FLEURY, Sylvain</dc:creator>
<dc:creator>VANUKURU, Rishi</dc:creator>
<dc:creator>RICHIR, Simon</dc:creator>
<dc:description>Studies involving collaboration in groups are frequently carried out under symmetrical conditions, meaning that all team members have the same role at the same time. In Virtual Reality, symmetrical collaboration often seems attractive as it allows all participants to be included in the VR environment, but it is not clear whether this provides any benefits over asymmetric forms of collaboration, such as when some team members are in VR while others are working on laptops. We conducted a study to compare the conditions of symmetric configurations (both team members use VR) and asymmetric configurations (one member in VR, and the other uses a laptop) when two participants performed a creativity task together. We found that there were differences in participant behavior and the ideas generated. We conclude by proposing guidelines for future work in the area, particularly related to the use of Virtual Reality for creativity workshops.</dc:description>
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