• 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.

Exploration of Physiological Arousal in Divergent and Convergent Thinking using 2D screen and VR Sketching Tools.

Communication avec acte
Author
ccHOUZANGBE, Samory
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccFLEURY, Sylvain
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccMASSON, Dimitri
39415 ESTIA - Institute of technology [ESTIA]
259761 Université de Bordeaux [UB]
GOMEZ JAUREGUI, David Antonio
39415 ESTIA - Institute of technology [ESTIA]
ccLEGARDEUR, Jérémy
39415 ESTIA - Institute of technology [ESTIA]
259761 Université de Bordeaux [UB]
COUTURE, Nadine
39415 ESTIA - Institute of technology [ESTIA]
259761 Université de Bordeaux [UB]
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/24714
DOI
10.1109/acii59096.2023.10388141
Date
2023-09-10

Abstract

Creativity Support Tools (CSTs), like sketching tools, enable designers in their creative activities. As designers may have different needs during different thinking phases, accessing physiological responses in real-time would enable CSTs to better adapt to these different phases. Several studies have focused on either different phases on the same tool or the same phase on different tools. We investigate ways to discriminate divergent and convergent thinking phases using physiological response. We replicated the same experiment with thirty participants each on two different CSTs: in immersive virtual reality and on an interactive whiteboard (2D). We analyzed Heart Rate Variability (HRV) and Galvanic Skin Response (GSR) during a divergent thinking task followed by a convergent thinking task. Our results revealed significant changes in arousal, measured through HRV and GSR, which seem specific to each creative thinking phase. We discuss how each phase can be linked with specific reactions independently of the CST. We suggest that it may be possible to detect a favorable creative state depending on the task being performed.

Files in this item

Name:
LAMPA_ACII_2023_HOUZANGBE.pdf
Size:
1.057Mb
Format:
PDF
Embargoed until:
2024-04-01
View/Open

Collections

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

Related items

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

  • 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
    ccHOUZANGBE, Samory; MASSON, Dimitri; ccFLEURY, Sylvain; GÓMEZ JÁUREGUI, David Antonio; LEGARDEUR, Jeremy; ccRICHIR, Simon; COUTURE, Nadine (Frontiers Media SA, 2022-10-31)
    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, ...
  • Studying the Influence of Stress on Creativity in a Virtual Reality Scenario 
    Communication sans acte
    HOUZANGBE, Samory; GOMEZ JAUREGUI, David Antonio; 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 these processes and what affects them in order to improve innovation. ...
  • 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 ...
  • From Robot to Virtual Doppelganger: Impact of Avatar Visual Fidelity and Self-esteem on Perceived Attractiveness 
    Communication avec acte
    ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccHOUZANGBE, Samory; ccRICHIR, 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). ...
  • Effects of voluntary heart rate control on user engagement and agency in a virtual reality game 
    Article dans une revue avec comité de lecture
    ccHOUZANGBE, Samory; ccCHRISTMANN, Olivier; ccGORISSE, Geoffrey; ccRICHIR, 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