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dc.rights.licenseopenen_US
hal.structure.identifierESTIA INSTITUTE OF TECHNOLOGY
dc.contributor.authorHOUZANGBE, Samory
hal.structure.identifierESTIA INSTITUTE OF TECHNOLOGY
dc.contributor.authorMASSON, Dimitri
ORCID: 0000-0002-7072-3146
IDREF: 202678229
dc.contributor.authorFLEURY, Sylvain
hal.structure.identifierESTIA INSTITUTE OF TECHNOLOGY
dc.contributor.authorGOMEZ, David
IDREF: 154885509
hal.structure.identifierESTIA INSTITUTE OF TECHNOLOGY
dc.contributor.authorLEGARDEUR, Jérémy
ORCID: 0000-0001-5959-3945
IDREF: 060236779
dc.contributor.authorRICHIR, Simon
hal.structure.identifierESTIA INSTITUTE OF TECHNOLOGY
dc.contributor.authorCOUTURE, Nadine
ORCID: 0000-0001-7959-5227
IDREF: 111534275
dc.date.accessioned2023-04-04T09:12:53Z
dc.date.available2023-04-04T09:12:53Z
dc.date.issued2022-10-31
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/172710
dc.description.abstractEnCreativity 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.
dc.language.isoENen_US
dc.rightsAttribution 3.0 United States*
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/us/*
dc.subjectRéalité virtuelle
dc.subjectCréativité
dc.subjectUX
dc.subject.enCreativity
dc.subject.enConcept generation
dc.subject.enVirtual Reality
dc.subject.enSketching
dc.title.enIs virtual reality the solution? A comparison between 3D and 2D creative sketching tools in the early design process
dc.typeArticle de revueen_US
dc.identifier.doi10.3389/frvir.2022.958223en_US
dc.subject.halInformatique [cs]/Synthèse d'image et réalité virtuelle [cs.GR]en_US
dc.subject.halInformatique [cs]/Ingénierie assistée par ordinateuren_US
bordeaux.journalFrontiers in Virtual Realityen_US
bordeaux.volume3en_US
bordeaux.hal.laboratoriesESTIA - Rechercheen_US
bordeaux.institutionUniversité de Bordeauxen_US
bordeaux.institutionBordeaux INPen_US
bordeaux.institutionBordeaux Sciences Agroen_US
bordeaux.peerReviewedouien_US
bordeaux.inpressnonen_US
bordeaux.import.sourcehal
hal.identifierhal-03836214
hal.version1
hal.exportfalse
workflow.import.sourcehal
dc.rights.ccPas de Licence CCen_US
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.jtitle=Frontiers%20in%20Virtual%20Reality&rft.date=2022-10-31&rft.volume=3&rft.au=HOUZANGBE,%20Samory&MASSON,%20Dimitri&FLEURY,%20Sylvain&GOMEZ,%20David&LEGARDEUR,%20J%C3%A9r%C3%A9my&rft.genre=article


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