Mostrar el registro sencillo del ítem

hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorFLEURY, Sylvain
hal.structure.identifierIndian Institute of Technology Bombay [IIT Bombay]
dc.contributor.authorVANUKURU, Rishi
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorMILLE, Charles
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorPOINSOT, Killian
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorAGNES, Aurélien
hal.structure.identifierLaboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.authorRICHIR, Simon
dc.date.accessioned2021-05-14T09:30:08Z
dc.date.available2021-05-14T09:30:08Z
dc.date.issued2021-04-10
dc.identifier.issn1462-6268
dc.identifier.urihttps://oskar-bordeaux.fr/handle/20.500.12278/75787
dc.description.abstractThe 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.isoen
dc.publisherTaylor & Francis (Routledge)
dc.subjectCreativity
dc.subjectUser Experience
dc.subjectDigital tools
dc.subjectCybersickness
dc.subjectVirtual reality
dc.titleCRUX : A CReativity and User eXperience Model
dc.typeArticle de revue
dc.identifier.doi10.1080/14626268.2021.1915339
dc.subject.halSciences de l'Homme et Société/Sciences de l'information et de la communication
bordeaux.journalDigital Creativity
bordeaux.page9
bordeaux.hal.laboratoriesInstitut de Mécanique et d’Ingénierie de Bordeaux (I2M) - UMR 5295*
bordeaux.institutionUniversité de Bordeaux
bordeaux.institutionBordeaux INP
bordeaux.institutionCNRS
bordeaux.institutionINRAE
bordeaux.institutionArts et Métiers
bordeaux.peerReviewedoui
hal.identifierhal-03200063
hal.version1
hal.origin.linkhttps://hal.archives-ouvertes.fr//hal-03200063v1
bordeaux.COinSctx_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.title=CRUX%20:%20A%20CReativity%20and%20User%20eXperience%20%20Model&rft.atitle=CRUX%20:%20A%20CReativity%20and%20User%20eXperience%20%20Model&rft.jtitle=Digital%20Creativity&rft.date=2021-04-10&rft.spage=9&rft.epage=9&rft.eissn=1462-6268&rft.issn=1462-6268&rft.au=FLEURY,%20Sylvain&VANUKURU,%20Rishi&MILLE,%20Charles&POINSOT,%20Killian&AGNES,%20Aur%C3%A9lien&rft.genre=article


Archivos en el ítem

ArchivosTamañoFormatoVer

No hay archivos asociados a este ítem.

Este ítem aparece en la(s) siguiente(s) colección(ones)

Mostrar el registro sencillo del ítem