当前位置: X-MOL 学术Digital Creativity › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
CRUX: a creativity and user experience model
Digital Creativity Pub Date : 2021-04-26 , DOI: 10.1080/14626268.2021.1915339
Sylvain Fleury 1 , Rishi Vanukuru 2 , Charles Mille 1 , Killian Poinsot 1 , Aurélien Agnès 1 , Simon Richir 1
Affiliation  

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.



中文翻译:

CRUX:创造力和用户体验模型

摘要

虚拟现实领域一直在稳步发展,VR正在寻找新用途来支持创意任务。这项研究的目的是提出一个描述用户体验和创造力之间联系的理论模型。在相关的科学文献中已经确定了已有的理论联系。然后进行了两次实验,以识别新的链接并复制结果。这些实验分别涉及76位和42位参与者,他们分别使用虚拟现实绘图工具执行了需要不同创造力的任务。结果表明,网络疾病导致流畅度(即产生的想法数量)减少,但也遮盖了流程与产生的想法的相关性之间的联系。根据这个结果,

更新日期:2021-05-25
down
wechat
bug