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Effects of continuous and discontinuous non-relevant stimulus on creativity

Article dans une revue avec comité de lecture
Auteur
MILLE, Charles
ccCHRISTMANN, Olivier
ccFLEURY, Sylvain
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/22055
DOI
10.1080/14626268.2022.2082486
Date
2022-06-02
Journal
Digital Creativity

Résumé

Innovation is made of different tasks from strategic positioning to the first phases of production. One of the main activities is the generation of ideas through different creativity phases. These creativity activities are carried out in numerous conditions and with different tools having more or less context and interactions. This study focuses on the influence of different non-relevant stimuli composing our environment on cognitive load and creativity. This experiment consists of two creativity tasks which consisted in providing answers to a given question using the visuo-spatial and audio-verbal area, with three stimulus appearance conditions: without, continuous, discontinuous. For the visuo-spatial task, participants have to illustrate their answers using an immersive drawing software. For the audio-verbal task, participants have to answer a question with a simple text editor software. Regarding the drawing task, results indicate that the discontinuous stimulus had decreased the number of ideas per participant. For the writing task, the stimulus had increased the intrinsic and extraneous cognitive load. This study reveals our creativity is under the influence of the different elements of our environment, the tool used and the task.

Fichier(s) constituant cette publication

Nom:
LAMPA_DC_2022_MILLE.pdf
Taille:
1.280Mo
Format:
PDF
Fin d'embargo:
2022-12-15
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  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

Documents liés

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  • Effets de stimuli externes non pertinents sur la créativité. 
    Communication avec acte
    MILLE, Charles; ccFLEURY, Sylvain; PASI, Simon; FOURNIER, Kevin; IZZOUZI, Lisa; DUCHAUSSOY, Sébastien; JEAN-LOUIS, Thomas; ccCHRISTMANN, Olivier; ccRICHIR, 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 ...
  • Comparing Creativity, User-experience and Communicability Linked to Digital Tools during the Fuzzy Phases of Innovation 
    Communication avec acte
    MILLE, Charles; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; ccRICHIR, Simon (SCITEPRESS - Science and Technology Publications, 2021)
    Innovation is defined by a range of activities having different goals but driven by the same purpose. For example, in the ending phases, the aim will be to put forward precise concepts, while upstream of innovation, the ...
  • CRUX : A CReativity and User eXperience Model 
    Article dans une revue avec comité de lecture
    ccFLEURY, Sylvain; VANUKURU, Rishi; MILLE, Charles; POINSOT, Killian; AGNES, Aurélien; ccRICHIR, Simon (Taylor & Francis (Routledge), 2021)
    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 ...
  • I am a Genius! Influence of Virtually Embodying Leonardo da Vinci on Creative Performance 
    Article dans une revue avec comité de lecture
    ccGORISSE, Geoffrey; WELLENREITER, Simon; ccFLEURY, Sylvain; L´ECUYER, Anatole; ccRICHIR, Simon; ccCHRISTMANN, Olivier (Institute of Electrical and Electronics Engineers, 2023-10-02)
    Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated ...
  • 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 lecture
    ccDUBOSC, Charlotte; ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccFLEURY, Sylvain; POINSOT, Killian; ccRICHIR, 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 ...

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