CRUX : A CReativity and User eXperience Model
hal.structure.identifier | Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA] | |
dc.contributor.author | FLEURY, Sylvain | |
hal.structure.identifier | Indian Institute of Technology Bombay [IIT Bombay] | |
dc.contributor.author | VANUKURU, Rishi | |
hal.structure.identifier | Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA] | |
dc.contributor.author | MILLE, Charles | |
hal.structure.identifier | Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA] | |
dc.contributor.author | POINSOT, Killian | |
hal.structure.identifier | Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA] | |
dc.contributor.author | AGNES, Aurélien | |
hal.structure.identifier | Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA] | |
dc.contributor.author | RICHIR, Simon | |
dc.date.accessioned | 2021-05-14T09:30:08Z | |
dc.date.available | 2021-05-14T09:30:08Z | |
dc.date.issued | 2021-04-10 | |
dc.identifier.issn | 1462-6268 | |
dc.identifier.uri | https://oskar-bordeaux.fr/handle/20.500.12278/75787 | |
dc.description.abstract | 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 experience and creativity. Pre-existing theoretical links have been identified in relevant scientific literature. Two experiments were then conducted in order to identify new links and replicate results. These experiments involved respectively 76 and 42 participants who individually performed a task requiring divergent creativity using virtual reality drawing tools. The results indicate that cybersickness leads to a decrease in fluency, i.e. the number of ideas generated, but also shades the links between flow and the relevance of the ideas generated. On the basis of this result, we propose the CRUX model to lead to recommendations for the design of tools and simulations to support divergent creativity. | |
dc.language.iso | en | |
dc.publisher | Taylor & Francis (Routledge) | |
dc.subject | Creativity | |
dc.subject | User Experience | |
dc.subject | Digital tools | |
dc.subject | Cybersickness | |
dc.subject | Virtual reality | |
dc.title | CRUX : A CReativity and User eXperience Model | |
dc.type | Article de revue | |
dc.identifier.doi | 10.1080/14626268.2021.1915339 | |
dc.subject.hal | Sciences de l'Homme et Société/Sciences de l'information et de la communication | |
bordeaux.journal | Digital Creativity | |
bordeaux.page | 9 | |
bordeaux.hal.laboratories | Institut de Mécanique et d’Ingénierie de Bordeaux (I2M) - UMR 5295 | * |
bordeaux.institution | Université de Bordeaux | |
bordeaux.institution | Bordeaux INP | |
bordeaux.institution | CNRS | |
bordeaux.institution | INRAE | |
bordeaux.institution | Arts et Métiers | |
bordeaux.peerReviewed | oui | |
hal.identifier | hal-03200063 | |
hal.version | 1 | |
hal.origin.link | https://hal.archives-ouvertes.fr//hal-03200063v1 | |
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