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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
Auteur
ccHOUZANGBE, Samory
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
MASSON, Dimitri
39415 ESTIA - Institute of technology [ESTIA]
ccFLEURY, Sylvain
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
GÓMEZ JÁUREGUI, David Antonio
39415 ESTIA - Institute of technology [ESTIA]
LEGARDEUR, Jeremy
39415 ESTIA - Institute of technology [ESTIA]
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
COUTURE, Nadine
39415 ESTIA - Institute of technology [ESTIA]

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

Résumé

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.

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

Documents liés

Visualiser des documents liés par titre, auteur, créateur et sujet.

  • 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 ...
  • 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 ...
  • Integrability and Reliability of Smart Wearables in Virtual Reality Experiences: A Subjective Review 
    Communication avec acte
    HOUZANGBE, Samory; ccCHRISTMANN, Olivier; ccGORISSE, Geoffrey; ccRICHIR, Simon (ACM, New York, NY, USA, 2018)
    Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. While cardboard is the most distributed system, it lacks interaction to provide really engaging experiences. Providing low ...
  • 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
    ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccHOUZANGBE, Samory; ccRICHIR, 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 ...

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