• français
    • English
    français
  • Login
Help
View Item 
  •   Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
  • Home
  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

Is virtual reality the solution? A comparison between 3D and 2D creative sketching tools in the early design process

Article dans une revue avec comité de lecture
Author
ccHOUZANGBE, Samory
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
MASSON, Dimitri
39415 ESTIA INSTITUTE OF TECHNOLOGY
ccFLEURY, Sylvain
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
GÓMEZ JÁUREGUI, David Antonio
39415 ESTIA INSTITUTE OF TECHNOLOGY
LEGARDEUR, Jeremy
39415 ESTIA INSTITUTE OF TECHNOLOGY
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
COUTURE, Nadine
39415 ESTIA INSTITUTE OF TECHNOLOGY

URI
http://hdl.handle.net/10985/22875
DOI
10.3389/frvir.2022.958223
Date
2022-10-31
Journal
Frontiers in Virtual Reality

Abstract

Creativity is key in the early phases of innovation processes. With the rapid evolution of technologies, designers now have access to various tools to support this activity. Virtual reality (VR) takes over multiple domains, especially during conception. However, is VR really facilitating creativity in the initial ideation phases? We compare two sketching modalities through dedicated creativity support tools (CSTs): one in VR and one on a 2D interactive whiteboard. We propose a two-part creativity task (divergent and convergent thinking) for two groups of 30 participants each. We record user experience, creative experience, and creative performance. Our results show that VR is more stimulating, attractive, and engaging. We also observe a better level of creativity for the participants using the VR CST. Our results indicate that VR is an effective and relevant tool to boost creativity and that this effect might carry over to following creative tasks.

Files in this item

Name:
LAMPA_FVR_2022_HOUZANGBE.pdf
Size:
1.807Mb
Format:
PDF
View/Open

Collections

  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Related items

Showing items related by title, author, creator and subject.

  • Etude de l'Influence du Stress sur la Créativité dans un Scénario en Réalité Virtuelle 
    Communication avec acte
    ccHOUZANGBE, Samory; ANTONIO GOMEZ JAUREGUI, David; ccFLEURY, Sylvain; HUET, Loïc; BERDON, Léo; MANUSSET, Baptiste; SUBERT, Paul; PIGREE, Jean-Baptiste; COUTURE, Nadine; ccRICHIR, Simon (2021)
    Whether it is for evolution, competitiveness or problem solving, innovation is necessary to a company’s survival. Thus, it is essential to understand this process and what affect them to improve innovation. In this paper ...
  • Studying the Influence of Stress on Creativity in a Virtual Reality Scenario 
    Communication sans acte
    HOUZANGBE, Samory; GOMEZ JAUREGUI, David Antonio; FLEURY, Sylvain; HUET, Loïc; BERDON, Léo; MANUSSET, Baptiste; SUBERT, Paul; PIGREE, Jean-Baptiste; COUTURE, Nadine; RICHIR, Simon (2021)
    Whether it is for evolution, competitiveness or problem solving, innovation is necessary to a company’s survival. Thus, it is essential to understand these processes and what affects them in order to improve innovation. ...
  • From Robot to Virtual Doppelganger: Impact of Avatar Visual Fidelity and Self-esteem on Perceived Attractiveness 
    Communication avec acte
    GORISSE, Geoffrey; CHRISTMANN, Olivier; HOUZANGBE, Samory; RICHIR, Simon (2018)
    This paper presents the first study of a series of experiments aiming to investigate the impact of avatar visual fidelity on user experience with emphasis on the sense of embodiment in immersive virtual environments (IVE). ...
  • From Robot to Virtual Doppelganger: Impact of Visual Fidelity of Avatars Controlled in Third-Person Perspective on Embodiment and Behavior in Immersive Virtual Environments 
    Article dans une revue avec comité de lecture
    GORISSE, Geoffrey; CHRISTMANN, Olivier; HOUZANGBE, Samory; RICHIR, Simon (Frontiers Media S.A, 2019)
    This study presents the second phase of a series of experiments investigating the impact of avatar visual fidelity on the sense of embodiment and users' behavior in immersive virtual environments. Our main focus concerns ...
  • Effects of voluntary heart rate control on user engagement and agency in a virtual reality game 
    Article dans une revue avec comité de lecture
    HOUZANGBE, Samory; CHRISTMANN, Olivier; GORISSE, Geoffrey; RICHIR, Simon (Springer Verlag, 2020)
    It has been demonstrated that virtual reality (VR) exposure can afect the subjective experience of diferent situations, cognitive capabilities or behavior. It is known that there is a link between a person’s physiological ...

Browse

All SAMCommunities & CollectionsAuthorsIssue DateCenter / InstitutionThis CollectionAuthorsIssue DateCenter / Institution

Newsletter

Latest newsletterPrevious newsletters

Statistics

Most Popular ItemsStatistics by CountryMost Popular Authors

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales

ÉCOLE NATIONALE SUPERIEURE D'ARTS ET METIERS

  • Contact
  • Mentions légales