CRUX : A CReativity and User eXperience Model
Article dans une revue avec comité de lecture
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.
Files in this item
Showing items related by title, author, creator and subject.
Impact of avatar facial anthropomorphism on body ownership, attractiveness and social presence in collaborative tasks in immersive virtual environments Article dans une revue avec comité de lectureDUBOSC, Charlotte; GORISSE, Geoffrey; CHRISTMANN, Olivier; FLEURY, Sylvain; POINSOT, Killian; RICHIR, Simon (Elsevier BV, 2021)Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present two experiments investigating the impact of facial ...
Article dans une revue avec comité de lecturePOINSOT, Killian; GORISSE, Geoffrey; CHRISTMANN, Olivier; FLEURY, Sylvain; RICHIR, Simon (Hindawi, 2022-10-22)Nowadays, both text-based and 3D online applications rely on conversational agents and autonomous characters to interact with users. Previous experiments demonstrated that perceived agency, that is to say, one’s belief in ...
Impact of Avatar Anthropomorphism and Task Type on Social Presence in Immersive Collaborative Virtual Environments Communication avec acteDUBOSC, Charlotte; GORISSE, Geoffrey; CHRISTMANN, Olivier; FLEURY, Sylvain; POINSOT, Killian; RICHIR, Simon (IEEE, 2021)Eliciting a sense of social presence is necessary to create believable multi-user situations in immersive virtual environments. To be able to collaborate in virtual worlds, users are represented by avatars (virtual characters ...
Effect of Avatar Anthropomorphism on Body Ownership, Attractiveness and Collaboration in Immersive Virtual Environments Communication avec acteGORISSE, Geoffrey; DUBOSC, Charlotte; CHRISTMANN, Olivier; FLEURY, Sylvain; POINSOT, Killian; RICHIR, Simon (The Eurographics Association, 2020)Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present an experiment investigating the impact of anthropomorphism ...
Communication avec acteMILLE, Charles; FLEURY, Sylvain; PASI, Simon; FOURNIER, Kevin; IZZOUZI, Lisa; JEAN-LOUIS, Thomas; CHRISTMANN, Olivier; RICHIR, Simon (ARPEGE Science Publishing, 2019)Lors d’activités de créativité, les stimuli externes à la tâche peuvent être considérés comme potentiellement inspirants ou à l’inverse gênants. L’hypothèse de la présente étude était que les activités créatives, lorsqu’elles ...