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Etude de l'Influence du Stress sur la Créativité dans un Scénario en Réalité Virtuelle

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

URI
http://hdl.handle.net/10985/22878
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 this process and what affect them 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 electro-dermal 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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  • 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. ...
  • 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 ...
  • 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, ...
  • 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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