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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">Fri, 15 May 2026 04:50:13 GMT</pubDate>
<dc:date>2026-05-15T04:50:13Z</dc:date>
<item>
<title>Engin roulant à propulsion humaine elliptique</title>
<link>http://hdl.handle.net/10985/9119</link>
<description>Engin roulant à propulsion humaine elliptique
MANTELET, Fabrice; SEGONDS, Frederic
L'invention concerne un engin comportant un châssis (12) portant une roue motrice (18) et deux palettes (19, 21) liée  à cette roue (18) par un système de transmission (24), ces deux palettes (19, 21) étant destinées à recevoir les pieds d'un utilisateur adoptant le mouvement de la marche, chaque palette (19, 21) ayant son extrémité avant reliée au châssis (12) par une liaison glissière (22, 26), et son extrémité arrière liée au système de transmission (24), caractérisé en ce que: -	le système de transmission (24) comporte deux trains épicycloïdaux accouplés par un arbre transversal compor­ tant deux manetons; -	chaque maneton porte un pignon engrené dans une couronne dentée fixe correspondante, les pignons ont un diamètre valant la moitié du diamètre des couronnes fixes et	24 sont pourvus chacun d'une manivelle de rayon supérieur au rayon du pignon;	18 - un dispositif d'inversion de rotation est interposé entre l'arbre transversal et la roue (18).
</description>
<pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9119</guid>
<dc:date>2014-01-01T00:00:00Z</dc:date>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:creator>SEGONDS, Frederic</dc:creator>
<dc:description>L'invention concerne un engin comportant un châssis (12) portant une roue motrice (18) et deux palettes (19, 21) liée  à cette roue (18) par un système de transmission (24), ces deux palettes (19, 21) étant destinées à recevoir les pieds d'un utilisateur adoptant le mouvement de la marche, chaque palette (19, 21) ayant son extrémité avant reliée au châssis (12) par une liaison glissière (22, 26), et son extrémité arrière liée au système de transmission (24), caractérisé en ce que: -	le système de transmission (24) comporte deux trains épicycloïdaux accouplés par un arbre transversal compor­ tant deux manetons; -	chaque maneton porte un pignon engrené dans une couronne dentée fixe correspondante, les pignons ont un diamètre valant la moitié du diamètre des couronnes fixes et	24 sont pourvus chacun d'une manivelle de rayon supérieur au rayon du pignon;	18 - un dispositif d'inversion de rotation est interposé entre l'arbre transversal et la roue (18).</dc:description>
</item>
<item>
<title>Proposition of a PLM tool to support textile design: A case study applied to the definition of the early stages of design requirements</title>
<link>http://hdl.handle.net/10985/9059</link>
<description>Proposition of a PLM tool to support textile design: A case study applied to the definition of the early stages of design requirements
NELSON, Julien; GAILLARD, Stéphane; MANTELET, Fabrice; SEGONDS, Frederic
The current climate of economic competition forces businesses to adapt more than ever to the expectations of their customers. Faced with new challenges, practices in textile design have evolved in order to be able to manage projects in new work environments. After presenting a state of the art overview of collaborative tools used in product design and making functional comparison between PLM solutions, our paper proposes a case study for the development and testing of a collaborative platform in the textile industry, focusing on the definition of early stages of design needs. The scientific contributions presented in this paper  are a state of the art of current PLM solutions and their application in the field of textile design; and a case study where we will present, define, and test the mock-up of a collaborative tool to assist the early stages, based on identified intermediary representations.
</description>
<pubDate>Thu, 01 Jan 2015 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9059</guid>
<dc:date>2015-01-01T00:00:00Z</dc:date>
<dc:creator>NELSON, Julien</dc:creator>
<dc:creator>GAILLARD, Stéphane</dc:creator>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:creator>SEGONDS, Frederic</dc:creator>
<dc:description>The current climate of economic competition forces businesses to adapt more than ever to the expectations of their customers. Faced with new challenges, practices in textile design have evolved in order to be able to manage projects in new work environments. After presenting a state of the art overview of collaborative tools used in product design and making functional comparison between PLM solutions, our paper proposes a case study for the development and testing of a collaborative platform in the textile industry, focusing on the definition of early stages of design needs. The scientific contributions presented in this paper  are a state of the art of current PLM solutions and their application in the field of textile design; and a case study where we will present, define, and test the mock-up of a collaborative tool to assist the early stages, based on identified intermediary representations.</dc:description>
</item>
<item>
<title>Early stages of apparel design: how to define collaborative needs for PLM and fashion?</title>
<link>http://hdl.handle.net/10985/9063</link>
<description>Early stages of apparel design: how to define collaborative needs for PLM and fashion?
GAILLARD, Stéphane; MARANZANA, Nicolas; MANTELET, Fabrice; SEGONDS, Frederic
Companies are faced with increasing challenges in their own environment. In several areas of the industry, but also among the suppliers, more and more competitors emerge. Companies react to this pressure by trying to implement new technologies for their products and offering more innovative products to successfully face direct competition. Overall, globalisation put pressure on companies in terms of innovation, costs and time to market. This climate of economic competition forces businesses to adapt to the expectations of their customers. To achieve this change, it becomes necessary amongst other things to reduce design time. Thus, practices in apparel design have evolved in order to be able to manage projects in new work environments. After presenting a literature review of collaborative functionalities used in product design, our paper presentsan illustration of a case study for Product Lifecycle Management research in the apparel industry, focusing on the definition of needs in terms of collaborative functions to support the design of apparel products, in an industrial context.
</description>
<pubDate>Wed, 01 Jan 2014 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9063</guid>
<dc:date>2014-01-01T00:00:00Z</dc:date>
<dc:creator>GAILLARD, Stéphane</dc:creator>
<dc:creator>MARANZANA, Nicolas</dc:creator>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:creator>SEGONDS, Frederic</dc:creator>
<dc:description>Companies are faced with increasing challenges in their own environment. In several areas of the industry, but also among the suppliers, more and more competitors emerge. Companies react to this pressure by trying to implement new technologies for their products and offering more innovative products to successfully face direct competition. Overall, globalisation put pressure on companies in terms of innovation, costs and time to market. This climate of economic competition forces businesses to adapt to the expectations of their customers. To achieve this change, it becomes necessary amongst other things to reduce design time. Thus, practices in apparel design have evolved in order to be able to manage projects in new work environments. After presenting a literature review of collaborative functionalities used in product design, our paper presentsan illustration of a case study for Product Lifecycle Management research in the apparel industry, focusing on the definition of needs in terms of collaborative functions to support the design of apparel products, in an industrial context.</dc:description>
</item>
<item>
<title>A European emotional investigation in the field of shoes design</title>
<link>http://hdl.handle.net/10985/7402</link>
<description>A European emotional investigation in the field of shoes design
BOUCHARD, Carole; SOLVES, Clara; GONZALES, Juan Carlos; PEARCE, Kim; COLEMAN, Shirley; MANTELET, Fabrice; AOUSSAT, Améziane
In this paper we report on the results of a Kansei Engineering System study. A methodology for the application of Kansei Engineering at a European level has been developed and validated in the field of shoes design by means of the development of experimental studies in two different phases of the product design : the information phase in the earliest stages of the design process and the generation and evaluation phase corresponding to the latest stages of the process.
http://inderscience.metapress.com/content/lujq27m40g324256/
</description>
<pubDate>Thu, 01 Jan 2009 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/7402</guid>
<dc:date>2009-01-01T00:00:00Z</dc:date>
<dc:creator>BOUCHARD, Carole</dc:creator>
<dc:creator>SOLVES, Clara</dc:creator>
<dc:creator>GONZALES, Juan Carlos</dc:creator>
<dc:creator>PEARCE, Kim</dc:creator>
<dc:creator>COLEMAN, Shirley</dc:creator>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:creator>AOUSSAT, Améziane</dc:creator>
<dc:description>In this paper we report on the results of a Kansei Engineering System study. A methodology for the application of Kansei Engineering at a European level has been developed and validated in the field of shoes design by means of the development of experimental studies in two different phases of the product design : the information phase in the earliest stages of the design process and the generation and evaluation phase corresponding to the latest stages of the process.</dc:description>
</item>
<item>
<title>A Universalist strategy for the design of Assistive Technology</title>
<link>http://hdl.handle.net/10985/6740</link>
<description>A Universalist strategy for the design of Assistive Technology
PLOS, Ornella; BUISINE, Stéphanie; DUMAS, Claude; MANTELET, Fabrice; AOUSSAT, Améziane
Assistive Technologies are specialized products aiming to partly compensate for the loss of autonomy experienced by disabled people. Because they address special needs in a highly-segmented market, they are often considered as niche products. To improve their design and make them tend to Universality, we propose the EMFASIS framework (Extended Modularity, Functional Accessibility, and Social Integration Strategy). We ﬁrst elaborate on how this strategy conciliates niche and Universalist views, which may appear conﬂicting at ﬁrst sight. We then present three examples illustrating its application for designing Assistive Technologies: the design of an overbed table, an upper-limb powered orthose and a powered wheelchair. We conclude on the expected outcomes of our strategy for the social integration and participation of disabled people.
</description>
<pubDate>Sun, 01 Jan 2012 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/6740</guid>
<dc:date>2012-01-01T00:00:00Z</dc:date>
<dc:creator>PLOS, Ornella</dc:creator>
<dc:creator>BUISINE, Stéphanie</dc:creator>
<dc:creator>DUMAS, Claude</dc:creator>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:creator>AOUSSAT, Améziane</dc:creator>
<dc:description>Assistive Technologies are specialized products aiming to partly compensate for the loss of autonomy experienced by disabled people. Because they address special needs in a highly-segmented market, they are often considered as niche products. To improve their design and make them tend to Universality, we propose the EMFASIS framework (Extended Modularity, Functional Accessibility, and Social Integration Strategy). We ﬁrst elaborate on how this strategy conciliates niche and Universalist views, which may appear conﬂicting at ﬁrst sight. We then present three examples illustrating its application for designing Assistive Technologies: the design of an overbed table, an upper-limb powered orthose and a powered wheelchair. We conclude on the expected outcomes of our strategy for the social integration and participation of disabled people.</dc:description>
</item>
<item>
<title>Encouraging innovation activity: in the specific context of small- and medium-sized retailers</title>
<link>http://hdl.handle.net/10985/9623</link>
<description>Encouraging innovation activity: in the specific context of small- and medium-sized retailers
DELAS, Alexia; BUISINE, Stéphanie; MARANZANA, Nicolas; MANTELET, Fabrice
This paper aims at formalizing an innovation process well suited for small- and medium-sized enterprises (SMEs) specialized in retail. The design research consisted in analyzing conceptual models of innovation process from the literature and adapting it to the specific context. Indeed, the research issue deals with encouraging innovation activity in the context of small- and medium-sized retailers that have not yet integrated an intern design department. In the actual financial context, it is essential for SMEs to innovate in order to gain competitive advantage; but how to start a sized innovation activity? The undertaken research results in a plan that sets up a sized innovation activity gradually with a methodology conducting to repeated and regular new product development. Supported with international literature research, the paper contributes to the proposal of an innovation process meeting the two following requirements: - a retailer lacking knowledge in innovation activity and - an SME with limited financial means. From the industrial case studies that have been undertaken, an adapted process has been developed to ensure the success of innovation activity integration in this specific context.
</description>
<pubDate>Thu, 01 Jan 2015 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/9623</guid>
<dc:date>2015-01-01T00:00:00Z</dc:date>
<dc:creator>DELAS, Alexia</dc:creator>
<dc:creator>BUISINE, Stéphanie</dc:creator>
<dc:creator>MARANZANA, Nicolas</dc:creator>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:description>This paper aims at formalizing an innovation process well suited for small- and medium-sized enterprises (SMEs) specialized in retail. The design research consisted in analyzing conceptual models of innovation process from the literature and adapting it to the specific context. Indeed, the research issue deals with encouraging innovation activity in the context of small- and medium-sized retailers that have not yet integrated an intern design department. In the actual financial context, it is essential for SMEs to innovate in order to gain competitive advantage; but how to start a sized innovation activity? The undertaken research results in a plan that sets up a sized innovation activity gradually with a methodology conducting to repeated and regular new product development. Supported with international literature research, the paper contributes to the proposal of an innovation process meeting the two following requirements: - a retailer lacking knowledge in innovation activity and - an SME with limited financial means. From the industrial case studies that have been undertaken, an adapted process has been developed to ensure the success of innovation activity integration in this specific context.</dc:description>
</item>
<item>
<title>Additive Creativity: An Innovative Way to Enhance Manufacturing Engineering Education</title>
<link>http://hdl.handle.net/10985/14375</link>
<description>Additive Creativity: An Innovative Way to Enhance Manufacturing Engineering Education
JEAN, Camille; MANTELET, Fabrice; SEGONDS, Frederic
The present paper considers two pedagogical approaches that are mixing creativity tools and Additive Manufacturing (AM) knowledge and evaluates them through the originality and feasibility of the ideas generated as well as the satisfaction of the students. This experimentation was conducted in an engineering school with two groups of postgraduate students during a one-day Project-Based Learning module (PBL). This study points out that closely mixing creativity tools andAM knowledge all along the module gives better results in term of originality, feasibility, and student satisfaction than a more traditional approach disconnecting them. We believe this work can improve existing teaching activities enabling students to gain hands-on experience with additive creativity to better face tomorrow’s challenges.
</description>
<pubDate>Mon, 01 Jan 2018 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/14375</guid>
<dc:date>2018-01-01T00:00:00Z</dc:date>
<dc:creator>JEAN, Camille</dc:creator>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:creator>SEGONDS, Frederic</dc:creator>
<dc:description>The present paper considers two pedagogical approaches that are mixing creativity tools and Additive Manufacturing (AM) knowledge and evaluates them through the originality and feasibility of the ideas generated as well as the satisfaction of the students. This experimentation was conducted in an engineering school with two groups of postgraduate students during a one-day Project-Based Learning module (PBL). This study points out that closely mixing creativity tools andAM knowledge all along the module gives better results in term of originality, feasibility, and student satisfaction than a more traditional approach disconnecting them. We believe this work can improve existing teaching activities enabling students to gain hands-on experience with additive creativity to better face tomorrow’s challenges.</dc:description>
</item>
<item>
<title>Integration of additive manufacturing and augmented reality in early design phases: a way to foster remote creativity</title>
<link>http://hdl.handle.net/10985/25267</link>
<description>Integration of additive manufacturing and augmented reality in early design phases: a way to foster remote creativity
CUI, Jinxue; LOU, Ruding; MANTELET, Fabrice; SEGONDS, Frédéric
Additive Manufacturing (AM) has known a substantial growth in recent years. More and more designers are interested in&#13;
using AM during the early design stages, and are not familiar with the opportunities provided by AM. Augmented Design&#13;
with AM Methodology (ADAM2) is a methodology which can help the designer to understand and exploit the potential of&#13;
AM. This methodology can be explained through inspirational objects to represent the opportunities of AM. However, due to&#13;
the substantial manufacturing expenses incurred in producing multiple sets of physical cubes of ADAM2 during the product&#13;
design process, this paper exploring the implementation of Augmented Reality (AR) technology as a cost-effective means&#13;
to showcase and demonstrate these cubes. This paper presents the integration of 14 cubes and AR and evaluates whether&#13;
virtual cubes could have similar performance as real cubes in terms of usability and AM potential. The digitalization of these&#13;
inspirational objects and their inter-action through AR is proposed to overcome the limits of physical objects during early&#13;
product design. Through a mobile device (e.g., smartphone) the user can interact through screen with virtual inspirational&#13;
objects. An AR application is developed to let users have interaction with 14 virtual cubes as similar with manipulating with&#13;
real cubes. Users could manipulate cubes and change their material with the markerless AR application. Then the prototyped&#13;
AR application is tested by experiment. The result shows the virtual cubes can achieved promising performance as similar&#13;
as the real cubes in the usability and demonstrating the potential of AM. In future work, experiments will be conducted to&#13;
examine the impact of early design on creativity.
PhD thesis: https://theses.fr/s353755
</description>
<pubDate>Sat, 02 Dec 2023 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/25267</guid>
<dc:date>2023-12-02T00:00:00Z</dc:date>
<dc:creator>CUI, Jinxue</dc:creator>
<dc:creator>LOU, Ruding</dc:creator>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:creator>SEGONDS, Frédéric</dc:creator>
<dc:description>Additive Manufacturing (AM) has known a substantial growth in recent years. More and more designers are interested in&#13;
using AM during the early design stages, and are not familiar with the opportunities provided by AM. Augmented Design&#13;
with AM Methodology (ADAM2) is a methodology which can help the designer to understand and exploit the potential of&#13;
AM. This methodology can be explained through inspirational objects to represent the opportunities of AM. However, due to&#13;
the substantial manufacturing expenses incurred in producing multiple sets of physical cubes of ADAM2 during the product&#13;
design process, this paper exploring the implementation of Augmented Reality (AR) technology as a cost-effective means&#13;
to showcase and demonstrate these cubes. This paper presents the integration of 14 cubes and AR and evaluates whether&#13;
virtual cubes could have similar performance as real cubes in terms of usability and AM potential. The digitalization of these&#13;
inspirational objects and their inter-action through AR is proposed to overcome the limits of physical objects during early&#13;
product design. Through a mobile device (e.g., smartphone) the user can interact through screen with virtual inspirational&#13;
objects. An AR application is developed to let users have interaction with 14 virtual cubes as similar with manipulating with&#13;
real cubes. Users could manipulate cubes and change their material with the markerless AR application. Then the prototyped&#13;
AR application is tested by experiment. The result shows the virtual cubes can achieved promising performance as similar&#13;
as the real cubes in the usability and demonstrating the potential of AM. In future work, experiments will be conducted to&#13;
examine the impact of early design on creativity.</dc:description>
</item>
<item>
<title>Augmented Design with Additive Manufacturing Methodology: Tangible Object-Based Method to Enhance Creativity in Design for Additive Manufacturing</title>
<link>http://hdl.handle.net/10985/21135</link>
<description>Augmented Design with Additive Manufacturing Methodology: Tangible Object-Based Method to Enhance Creativity in Design for Additive Manufacturing
LANG, Armand; SEGONDS, Frederic; JEAN, Camille; GAZO, Claude; GUEGAN, Jérôme; BUISINE, Stéphanie; MANTELET, Fabrice
Additive manufacturing (AM) brings new design potential compared with traditional manufacturing. Nevertheless, traditional manufacturing knowledge remains embedded in the minds of designers and is a real cognitive barrier to design in AM. Design for Additive Manufacturing (DfAM) provides tools, techniques, and guidelines to optimize design with the specifics of AM. These methods are usable at different moments of the design process. Only few DfAMs focus on the early stages of design, the ideation phase, which allows for the most innovation. The literature highlights the effectiveness of methodologies based on tangible tools, such as cards or objects, to generate creativity. The difficulty with such tools is to be inspirational as well as formative. Therefore, this article presents a method to help designers capture the design potential of AM to design creative solutions at the early stages of product design, named the Augmented Design with AM Methodology (ADAM2). This methodology relies on the potential of AM, defined in 14 opportunities and a set of 14 inspirational objects, each representing an opportunity. Dedicated to creativity sessions, this methodology allows forcing the association between knowledge of a company’s sector and the design potential of AM. To validate the effectiveness of the ADAM2 methodology, we use it for an industrial application in a jewelry and watchmaking company. The results showed that ADAM2 promote the generation of creative solutions and the exploitation of the design potential of AM during the early design stages.
</description>
<pubDate>Fri, 01 Jan 2021 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/21135</guid>
<dc:date>2021-01-01T00:00:00Z</dc:date>
<dc:creator>LANG, Armand</dc:creator>
<dc:creator>SEGONDS, Frederic</dc:creator>
<dc:creator>JEAN, Camille</dc:creator>
<dc:creator>GAZO, Claude</dc:creator>
<dc:creator>GUEGAN, Jérôme</dc:creator>
<dc:creator>BUISINE, Stéphanie</dc:creator>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:description>Additive manufacturing (AM) brings new design potential compared with traditional manufacturing. Nevertheless, traditional manufacturing knowledge remains embedded in the minds of designers and is a real cognitive barrier to design in AM. Design for Additive Manufacturing (DfAM) provides tools, techniques, and guidelines to optimize design with the specifics of AM. These methods are usable at different moments of the design process. Only few DfAMs focus on the early stages of design, the ideation phase, which allows for the most innovation. The literature highlights the effectiveness of methodologies based on tangible tools, such as cards or objects, to generate creativity. The difficulty with such tools is to be inspirational as well as formative. Therefore, this article presents a method to help designers capture the design potential of AM to design creative solutions at the early stages of product design, named the Augmented Design with AM Methodology (ADAM2). This methodology relies on the potential of AM, defined in 14 opportunities and a set of 14 inspirational objects, each representing an opportunity. Dedicated to creativity sessions, this methodology allows forcing the association between knowledge of a company’s sector and the design potential of AM. To validate the effectiveness of the ADAM2 methodology, we use it for an industrial application in a jewelry and watchmaking company. The results showed that ADAM2 promote the generation of creative solutions and the exploitation of the design potential of AM during the early design stages.</dc:description>
</item>
<item>
<title>Social identity cues to improve creativity and identification in face-to-face and virtual groups</title>
<link>http://hdl.handle.net/10985/12294</link>
<description>Social identity cues to improve creativity and identification in face-to-face and virtual groups
GUEGAN, Jérôme; BARRE, Jessy; BUISINE, Stéphanie; MARANZANA, Nicolas; MANTELET, Fabrice; SEGONDS, Frederic
This research draws on the social identity approach to investigate group performance in face-to-face and virtual brainstorming settings. In particular, we display Social Identity Cues (SIC) on participants or on avatars to foster group membership. We compare four conditions in a factorial design: Brainstorming in Face-to-face or Virtual setting, With or Without SIC. Seventy-two students belonging to a population with a strong social identity participated in the experiment, using their traditional clothing as SIC. The results show that the presence of SIC led to increased creative performance both in face-to-face and virtual settings. SIC also increased group identification, but only in the virtual environment. These results highlight the potential of avatars to support teamwork in a meaningful way.
</description>
<pubDate>Sun, 01 Jan 2017 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/12294</guid>
<dc:date>2017-01-01T00:00:00Z</dc:date>
<dc:creator>GUEGAN, Jérôme</dc:creator>
<dc:creator>BARRE, Jessy</dc:creator>
<dc:creator>BUISINE, Stéphanie</dc:creator>
<dc:creator>MARANZANA, Nicolas</dc:creator>
<dc:creator>MANTELET, Fabrice</dc:creator>
<dc:creator>SEGONDS, Frederic</dc:creator>
<dc:description>This research draws on the social identity approach to investigate group performance in face-to-face and virtual brainstorming settings. In particular, we display Social Identity Cues (SIC) on participants or on avatars to foster group membership. We compare four conditions in a factorial design: Brainstorming in Face-to-face or Virtual setting, With or Without SIC. Seventy-two students belonging to a population with a strong social identity participated in the experiment, using their traditional clothing as SIC. The results show that the presence of SIC led to increased creative performance both in face-to-face and virtual settings. SIC also increased group identification, but only in the virtual environment. These results highlight the potential of avatars to support teamwork in a meaningful way.</dc:description>
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