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Studying the Influence of Stress on Creativity in a Virtual Reality Scenario

Communication sans acte
Auteur
HOUZANGBE, Samory
GOMEZ JAUREGUI, David Antonio
39415 ESTIA - Institute of technology [ESTIA]
ccFLEURY, Sylvain
HUET, Loïc
BERDON, Léo
MANUSSET, Baptiste
SUBERT, Paul
PIGREE, Jean-Baptiste
COUTURE, Nadine
39415 ESTIA - Institute of technology [ESTIA]
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/20363
Date
2021

Résumé

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. In this paper we focus on the ideation steps (generating ideas and proposing new concepts). We developed an experimental protocol in Virtual Reality, as it has been demonstrated to be a useful medium for creativity. We conducted the experiment following two conditions, one with an induction of stress and one without, to evaluate the effect of stress on the level of creativity. The levels of stress, creativity and physiological signals have been monitored. Our early results did not show significant differences between the two groups, however, as supported by previous studies, we have successfully used the Empatica E4 physiological wearable in our experimental context and observed a general rise in electrodermal activity (EDA) among our participants. We suggest that our experiment was able to elicit an emotional response in our participants that is observable in the physiological data. This preliminary study will help us shape the next steps of our research on the understanding of the creativity experience depending on different parameters.

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Documents liés

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  • 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 ...
  • 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, ...
  • Exploration of Physiological Arousal in Divergent and Convergent Thinking using 2D screen and VR Sketching Tools. 
    Communication avec acte
    ccHOUZANGBE, Samory; ccFLEURY, Sylvain; ccMASSON, Dimitri; GOMEZ JAUREGUI, David Antonio; ccLEGARDEUR, Jérémy; COUTURE, Nadine; ccRICHIR, Simon (IEEE, 2023-09-10)
    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 ...
  • 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 ...

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