1. bookVolume 8 (2021): Issue 1 (June 2021)
Journal Details
License
Format
Journal
First Published
16 Apr 2015
Publication timeframe
2 times per year
Languages
English
access type Open Access

Technologies for Supporting Creativity in Design: A View of Physical and Virtual Environments with Regard to Cognitive and Social Processes

Published Online: 30 Aug 2021
Page range: 189 - 212
Received: 12 May 2021
Accepted: 05 Jul 2021
Journal Details
License
Format
Journal
First Published
16 Apr 2015
Publication timeframe
2 times per year
Languages
English
Abstract

Creative activities are becoming more and more necessary in professional areas, such as in design, towards the development of new products that should be adapted to current (or future) users and usages. In a competitive context, it is crucial, especially for companies, to face the challenge of coming up with innovative products. However, creative activities are particularly difficult to perform, and they are associated with important risks. In this context, we report on major findings based on the analysis of designers’ cognitive processes involved in creativity, which has led to the development of computational systems used in physical environments. We also present studies related to technologies that are used in virtual spaces in order to support creativity. This last kind of technology seems to be more and more promising in the actual societal context, which requires remote working, all the more so during the current health crisis. More specifically, we discuss how virtual environments, particularly those from multiplayer games, not only redesign the way individuals work but can also contribute to enhancing creativity. Finally, we suggest perspectives towards the development of innovative new tools that aim to enhance creative performance in individual and collective situations.

Keywords

Abdelhameed, W.A. (2013). Virtual Reality Use in Architectural Design Studios: A case of studying structure and construction. Procedia Computer Science, 25, 220–230. https://doi.org/10.1016/j.procs.2013.11.027 Search in Google Scholar

Ahmed, N.H., & Ahmed, M.S. (2021). The effective use of holographic technology in enhancing the creative thinking of the advertising designer. International Design Journal, 11(2), 247–256. https://doi.org/10.21608/IDJ.2021.152357 Search in Google Scholar

Ahn, S.J., Le, A.M.T., & Bailenson, J. (2013). The effect of embodied experiences on self-other merging, attitude, and helping behavior. Media Psychology, 16(1), 7–38. https://doi.org/10.1080/15213269.2012.755877 Search in Google Scholar

Akchelov, E., & Galanina, E. (2016). Virtual World of Video Games. In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) (pp. 1–4). IEEE. http://dx.doi.org/10.1109/VS-GAMES.2016.7590379 Search in Google Scholar

Aneja, D., McDuff, D., & Shah, S. (2019). A high-fidelity open embodied avatar with lip syncing and expression capabilities. In 2019 International Conference on Multimodal Interaction (pp. 69–73). http://dx.doi.org/10.1145/3340555.3353744 Search in Google Scholar

Bakr, A.F., El Sayad, Z.T., & Thomas, S.M.S. (2018). Virtual reality as a tool for children’s participation in kindergarten design process. Alexandria Engineering Journal, 57(4), 3851–3861. http://dx.doi.org/10.1016/j.aej.2018.10.003 Search in Google Scholar

Banakou, D., Kishore, S., & Slater, M. (2018). Virtually being Einstein results in an improvement in cognitive task performance and a decrease in age bias. Frontiers in Psychology, 9, 917. https://doi.org/10.3389/fpsyg.2018.00917 Search in Google Scholar

Banerjee, D., & Rai, M. (2020). Social isolation in Covid-19: The impact of loneliness. https://doi.org/10.1177/0020764020922269 Search in Google Scholar

Barrero, J. M., Bloom, N., & Davis, S.J. (2021). Why working from home will stick (No. w28731). National Bureau of Economic Research. https://doi.org/10.3386/w28731 Search in Google Scholar

Bertrand, P., Guegan, J., Robieux, L., McCall, C.A., & Zenasni, F. (2018). Learning empathy through virtual reality: multiple strategies for training empathy-related abilities using body ownership illusions in embodied virtual reality. Frontiers in Robotics and AI, 5, 26. https://doi.org/10.3389/frobt.2018.00026 Search in Google Scholar

Bhagwatwar, A., Massey, A., & Dennis, A.R. (2013). Creative Virtual Environments: Effect of Supraliminal Priming on Team Brainstorming. 2013 46th Hawaii International Conference on System Sciences, 215–224. https://doi.org/10.1109/HICSS.2013.152 Search in Google Scholar

Bilda, Z., & Demirkan, H. (2003). An insight on designers’ sketching activities in traditional versus digital media. Design studies, 24(1), 27–50. http://dx.doi.org/10.1016/S0142-694X(02)00032-7 Search in Google Scholar

Bonnardel, N. (2000). Towards understanding and supporting creativity in design: Analogies in a constrained cognitive environment. Knowledge-Based Systems, 13, 505–513. http://dx.doi.org/10.1016/S0950-7051(00)00067-8 Search in Google Scholar

Bonnardel, N. (2012a). Designing future products: What difficulties do designers encounter and how can their creative process be supported? Work, A Journal of Prevention, Assessment & Rehabilitation, http://dx.doi.org/10.3233/WOR-2012-0020-5296 Search in Google Scholar

Bonnardel, N. (2012b, reedition). Créativité et Conception: Approches cognitives et ergonomiques [Creativity and Design: Cognitive and Ergonomics Approaches]. De Boeck. Search in Google Scholar

Bonnardel, N., & Bouchard, C. (2011). Towards supporting creative design: Analysis of the use of the TRENDS system according to designers‘ expertise. Proceedings of the 8th ACM Conference on Creativity and Cognition – C&C 2011 (pp. 315–316), Atlanta. New York: ACM Press. https://doi.org/10.1145/2069618.2069674 Search in Google Scholar

Bonnardel, N., & Bouchard, C. (2014). Design, ergonomics and user interfaces: complementary and interdisciplinary studies to enhance creative activities. In Proceedings of the 2014 Ergonomie et Informatique Avancée Conference-Design, Ergonomie et IHM: quelle articulation pour la co-conception de l’interaction (pp. 2–10). https://doi.org/10.1145/2671470.2671471 Search in Google Scholar

Bonnardel, N., & Bouchard, C. (2017). Creativity in design. In J.C. Kaufman, V.P. Glaveanu, & J. Baer (Eds.), Cambridge Handbook of Creativity Across Different Domains (pp. 403–427). New York: Cambridge University. Search in Google Scholar

Bonnardel, N., Forens, M., & Lefevre, M. (2016). Enhancing collective creative design: an exploratory study on the influence of static and dynamic personas in a virtual environment. The Design Journal, 19(2), 221–235. http://dx.doi.org/10.1080/14606925.2016.1129145 Search in Google Scholar

Bonnardel, N. & Gero, J. (2021). The possible of design. In V.P. Glăveanu (Ed.), The Palgrave Encyclopedia of the Possible. New York: Palgrave Macmillan. Search in Google Scholar

Bonnardel, N., & Marmèche, E. (2004). Evocation processes by novice and expert designers: Towards stimulating analogical thinking. Creativity and Innovation Management, 13(3), 176–186. http://dx.doi.org/10.1111/j.0963-1690.2004.00307.x Search in Google Scholar

Bonnardel, N., & Marmèche, E. (2005). Towards supporting evocation processes in creative design: A cognitive approach. International Journal of Human-Computer Studies, 63(4–5), 422–435. http://dx.doi.org/10.1016/j.ijhcs.2005.04.006 Search in Google Scholar

Bonnardel, N., & Pichot, N. (2020). Enhancing collaborative creativity with virtual dynamic personas. Applied Ergonomics, 82, 102949. https://doi.org/10.1016/j.apergo.2019.102949 Search in Google Scholar

Bonnardel, N., & Sumner, T. (1996). Supporting evaluation in design. Acta Psychologica, 91(3), 221–244. https://doi.org/10.1016/0001-6918(95)00057-7 Search in Google Scholar

Bonnardel, N., Wojtczuk, A., Gilles, P.-Y, & Mazon, S. (2018). The creative process in design. In T. Lubart (Ed.), The Creative Process: Perspectives from multiple domains (pp. 229–254). New York: Palgrave Macmillan. http://dx.doi.org/10.1057/978-1-137-50563-7_9 Search in Google Scholar

Bonnardel, N., & Zenasni, F. (2010). The impact of technology on creativity in design: An enhancement? Creativity and Innovation Management, 19(2), 180–191. http://dx.doi.org/10.1111/j.1467-8691.2010.00560.x Search in Google Scholar

Bouchard, C., Camous, R., & Aoussat, A. (2005). Nature and role of intermediate representations (IR) in the design process: Case studies in car design. International Journal of Vehicle Design, 38(1). http://dx.doi.org/10.1504/IJVD.2005.006602 Search in Google Scholar

Bouchard, C., & Omhover, J.F. (2016). Supporting early design through conjoint trends analysis methods and the TRENDS system. In Collaboration in Creative Design (pp. 53–72). Springer, Cham. http://dx.doi.org/10.1007/978-3-319-29155-0_4 Search in Google Scholar

Boughzala, I., de Vreede, G.J., & Limayem, M. (2012). Team collaboration in virtual worlds: Editorial to the special issue. Journal of the Association for Information Systems, 13(10), 6.10.17705/1jais.00313 Search in Google Scholar

Bourgeois-Bougrine, S., Richard, P., Burkhardt, J.M., Frantz, B., & Lubart, T. (2020). The expression of users’ creative potential in virtual and real environments: An exploratory study. Creativity Research Journal, 32(1), 55–65. https://doi.org/10.1080/10400419.2020.1712162 Search in Google Scholar

Brangier, E., Bornet, C., Bastien, J.M.C., Michel, G., & Vivian, R. (2011). Mesure de la capacité des personas à générer des idées dans la conception de projets WEB. Le Travail Humain, 75(2), 121–145. Search in Google Scholar

Buisine, S., & Guegan, J. (2020). Proteus vs. social identity effects on virtual brainstorming. Behaviour & Information Technology, 39(5), 594–606. https://doi.org/10.1080/0144929X.2019.1605408 Search in Google Scholar

Buisine, S., Guegan, J., & Vernier, F. (2017). Technological innovation in group creativity. In Creativity, Design Thinking and Interdisciplinarity (pp. 185–201). Springer, Singapore. http://dx.doi.org/10.1007/978-981-10-7524-7_12 Search in Google Scholar

Burkhardt, J.-M., & Lubart, T. (2010). Creativity in the age of emerging technology. Creativity and Innovation Management, 19, 160–166. https://doi.org/10.1111/j.1467-8691.2010.00559.x Search in Google Scholar

Carillo, K., Cachat-Rosset, G., Marsan, J., Saba, T., & Klarsfeld, A. (2020). Adjusting to epidemic-induced telework: empirical insights from teleworkers in France. European Journal of Information Systems, http://dx.doi.org/10.1080/0960085X.2020.1829512 Search in Google Scholar

Chinowsky, P.S., & Rojas, E.M. (2003). Virtual teams: Guide to successful implementation. Journal of Management in Engineering, 19(3), 98–106. http://dx.doi.org/10.1061/(ASCE)0742-597X(2003)19:3(98) Search in Google Scholar

Chrysikou, E.G., & Weisberg, R.W. (2005). Following the wrong footsteps: Fixation effects of pictorial examples in a design problem-solving task. Journal of Experimental Psychology: Learning, Memory and Cognition, 31, 1134–1148. https://doi.org/10.1037/0278-7393.31.5.1134 Search in Google Scholar

Clifton, J., & Palmisano, S. (2020). Effects of steering locomotion and teleporting on cybersickness and presence in HMD-based virtual reality. Virtual Reality, 24(3), 453–468. http://dx.doi.org/10.1007/s10055-019-00407-8 Search in Google Scholar

Coburn, J.Q., Freeman, I., & Salmon, J.L. (2017). A review of the capabilities of current low-cost virtual reality technology and its potential to enhance the design process. Journal of computing and Information Science in Engineering, 17(3), 031013. https://doi.org/10.1115/1.4036921 Search in Google Scholar

Dan, A., & Reiner, M. (2017). EEG-based cognitive load of processing events in 3D virtual worlds is lower than processing events in 2D displays. International Journal of Psychophysiology, 122, 75–84. http://dx.doi.org/10.1016/j.ijpsycho.2016.08.013 Search in Google Scholar

Davis, A., Murphy, J.D., Owens, D., Khazanchi, D., & Zigurs, I. (2009). Avatars, people, and virtual worlds: Foundations for research in metaverses. Journal of the Association for Information Systems, 10(2), 90–117. http://dx.doi.org/10.17705/1jais.00183 Search in Google Scholar

Dennis, A.R., Minas, R.K., & Williams, M.L (2019). Creativity in computer-mediated virtual groups. In P.B. Paulus., & B.A. Nijstad (Eds.), The Oxford Handbook of Group Creativity and Innovation (pp. 253–269). Oxford: Oxford University Press. https://doi.org/10.1093/oxfordhb/9780190648077.013.15 Search in Google Scholar

Dennis, A.R., & Wixom, B.H. (2002). Investigating the moderators of the group support systems use with meta-analysis. Journal of Management Information Systems, 18(3), 235–257. https://doi.org/10.1080/07421222.2002.11045696 Search in Google Scholar

Dorst, K., & Cross, N. (2001). Creativity in the design process: Co-evolution of problem solution. Design Studies, 22, 425–437. http://dx.doi.org/10.1016/S0142-694X(01)00009-6 Search in Google Scholar

Dreshaj, E. (2015). Holosuite: an exploration into interactive holographic telepresence (PhD thesis). Boston, MA: Massachusetts Institute of Technology. Search in Google Scholar

Eastman, C.M. (1969). Cognitive processes and ill-defined problems: A case study from design. Proceedings of the 1st International Joint Conference on Artificial Intelligence (pp. 669–690). Washington, DC. Search in Google Scholar

Elmorshidy, A. (2010). Holographic Projection Technology: The World is Changing. ArXiv:1006.0846 [Cs]. http://arxiv.org/abs/1006.0846 Search in Google Scholar

Fauville, G., Luo, M., Muller Queiroz, A.C., Bailenson, J.N., & Hancock, J. (2021). Zoom Exhaustion & Fatigue Scale. http://dx.doi.org/10.2139/ssrn.3786329 Search in Google Scholar

Fischer, G., Giaccardi, E., Eden, H., Sugimoto, M., & Ye, Y. (2005). Beyond binary choices: Integrating individual and social creativity. International Journal of Human-Computer Studies, 63(4–5), 482–512. http://dx.doi.org/10.1016/j.ijhcs.2005.04.014 Search in Google Scholar

Forens, M., Bonnardel, N., & Barbier, M.L. (2015). How communication modalities can impact group creativity in multi-user virtual environments. In Proceedings of the European Conference on Cognitive Ergonomics 2015 (pp. 1–4). https://doi.org/10.1145/2788412.2788439 Search in Google Scholar

Frank, M.G., & Gilovich, T. (1988). The dark side of self- and social perception: Black uniforms and aggression in professional sports. Journal of Personality and Social Psychology, 54(1), 74–85. https://doi.org/10.1037/0022-3514.54.1.74 Search in Google Scholar

Funke, G.J., & Galster, S.M. (2009). The effects of cognitive processing load and collaboration technology on team performance in a simulated command and control environment. International Journal of Industrial Ergonomics, 39(3), 541–547. https://doi.org/10.1016/j.ergon.2008.10.007 Search in Google Scholar

Gero, J.S. (2000). Computational models of innovative and creative design processes. Technological Forecasting and Social Change, 64, 183–196. http://dx.doi.org/10.1016/S0040-1625(99)00105-5 Search in Google Scholar

Gero, J.S. & Bonnardel, N. (Eds.). (2005). Studying Designers. Sydney: University of Sydney. Search in Google Scholar

Gerry, L.J. (2017). Paint with Me: Stimulating Creativity and Empathy While Painting with a Painter in Virtual Reality. IEEE Transactions on Visualization and Computer Graphics, 23(4), 1418–1426. https://doi.org/10.1109/TVCG.2017.2657239 Search in Google Scholar

Girvan, C. (2018). What is a virtual world? Definition and classification. Educational Technology Research and Development, 66(5), 1087–1100. http://dx.doi.org/10.1007/s11423-018-9577-y Search in Google Scholar

Goh, C.H., Kulathuramaiyer, N., & Zaman, T. (2017). Riding waves of change: a review of personas research landscape based on the three waves of HCI. In International Conference on Social Implications of Computers in Developing Countries (pp. 605–616). Springer, Cham. https://doi.org/10.1007/978-3-319-59111-7_49 Search in Google Scholar

Goldschmidt, G. (1991). The dialectics of sketching. Creativity Research Journal, 4, 123–143. http://dx.doi.org/10.1080/10400419109534381 Search in Google Scholar

Guan, J.-Q., Wang, L.-H., Chen, Q., Jin, K., & Hwang, G.-J. (2021). Effects of a virtual reality-based pottery making approach on junior high school students’ creativity and learning engagement. Interactive Learning Environments, 0(0), 1–17. https://doi.org/10.1080/10494820.2021.1871631 Search in Google Scholar

Guegan, J., Buisine, S., Mantelet, F., Maranzana, N., & Segonds, F. (2016). Avatar-mediated creativity: When embodying inventors makes engineers more creative. Computers in Human Behavior, 61. http://dx.doi.org/10.1016/j.chb.2016.03.024 Search in Google Scholar

Guegan, J., Segonds, F., Barré, J., Maranzana, N., Mantelet, F., & Buisine, S. (2017). Social identity cues to improve creativity and identification in face-to-face and virtual groups. Computers in Human Behavior, 77, 140–147. https://doi.org/10.1016/j.chb.2017.08.043 Search in Google Scholar

Gül, L.F., & Maher, M.L. (2009). Co-creating external design representations: Comparing face-to-face sketching to designing in virtual environments. CoDesign, 5(2), 117–138. http://dx.doi.org/10.1080/15710880902921422 Search in Google Scholar

Halo, L., & Matsutoya, M. (2019). Still be here. The Multiplicity of Hatsune Miku. Interface Critique, 2, 143–149. https://doi.org/10.11588/ic.2019.2.66988 Search in Google Scholar

Hayashi, K. (2021). Holograms and Idols: The Image of God and Artificial Transcendence in the Cultural Phenomenon of the Japanese Vocaloid Hatsune Miku. Technology and Theology, 263. Search in Google Scholar

Jansson, D.G., & Smith, S.M. (1991). Design fixation. Design Studies, 12, 3–11. https://doi.org/10.1016/0142-694X(91)90003-F Search in Google Scholar

Jensen, M.M., Thiel, S.K., Hoggan, E., & Bødker, S. (2018). Physical versus digital sticky notes in collaborative ideation. Computer Supported Cooperative Work (CSCW), 27(3), 609–645. http://dx.doi.org/10.1007/s10606-018-9325-1 Search in Google Scholar

Johnson, R.D., & Downing, L.L. (1979). Deindividuation and valence of cues: effects on prosocial and antisocial behavior. Journal of Personality and Social Psychology, 37(9), 1532–1538. https://doi.org/10.1037/0022-3514.37.9.1532 Search in Google Scholar

Karau, S.J., & Hart, J.W. (1998). Group cohesiveness and social loafing: Effects of a social interaction manipulation on individual motivation within groups. Group Dynamics: Theory, Research, and Practice, 2(3), 185. https://doi.org/10.1037/1089-2699.2.3.185 Search in Google Scholar

Karau, S.J., & Williams, K.D. (1997). The effects of group cohesiveness on social loafing and social compensation. Group Dynamics: Theory, Research, and Practice, 1(2), 156. https://doi.org/10.1037/1089-2699.1.2.156 Search in Google Scholar

Khosravi, P., Rezvani, A., & Wiewiora, A. (2016). The impact of technology on older adults’ social isolation. Computers in Human Behavior, 63, 594–603. https://doi.org/10.1016/j.chb.2016.05.092 Search in Google Scholar

Kirkman, B.L., & Mathieu, J.E. (2005). The dimensions and antecedents of team virtuality. Journal of Management, 31(5), 700–718. http://dx.doi.org/10.1177/0149206305279113 Search in Google Scholar

Kohler, T., Matzler, K., & Füller, J. (2009). Avatar-based innovation: Using virtual worlds for real-world innovation. Technovation, 29(6–7), 395–407. http://dx.doi.org/10.1016/j.technovation.2008.11.004 Search in Google Scholar

Koutsabasis, P., Vosinakis, S., Malisova, K., & Paparounas, N. (2012). On the value of virtual worlds for collaborative design. Design Studies, 33(4), 357–390. http://dx.doi.org/10.1016/j.destud.2011.11.004 Search in Google Scholar

Lee, H. (2013). 3D holographic technology and its educational potential. TechTrends, 57(4), 34–39. https://doi.org/10.1007/s11528-013-0675-8 Search in Google Scholar

Liu, Y., Lather, J., & Messner, J. (2014). Virtual reality to support the integrated design process: A retrofit case study. In Computing in Civil and Building Engineering (2014) (pp. 801–808). http://dx.doi.org/10.1061/9780784413616.100 Search in Google Scholar

Maaravi, Y., Heller, B., Shoham, Y., Mohar, S., & Deutsch, B. (2020). Ideation in the digital age: literature review and integrative model for electronic brainstorming. Review of Managerial Science. http://dx.doi.org/10.1007/s11846-020-00400-5 Search in Google Scholar

Maciver, F., & Malins, J. (2016). Two Heads Are Better Than One: Principles for Collaborative Design Practice. In P. Markopoulos, J.-B. Martens, J. Malins, K. Coninx, & A. Liapis (Eds.), Collaboration in Creative Design: Methods and Tools (1 ed., Vol. 1, pp. 13–31). Springer. https://doi.org/10.1007/978-3-319-29155-0_2 Search in Google Scholar

Marinussen, M., & de Rooij, A. (2019). Being yourself to be creative: How using self-similar avatars can support the generation of original ideas in virtual environments. 285–293. Paper presented at ACM Creativity and Cognition 2019, San Diego, United States. https://doi.org/10.1145/3325480.3325482 Search in Google Scholar

McKinlay, A., Procter, R., & Dunnett, A. (1999). An investigation of social loafing and social compensation in computer-supported cooperative work. In Proceedings of the international ACM SIGGROUP conference on Supporting group work (pp. 249–257). https://doi.org/10.1145/320297.320327 Search in Google Scholar

Merrick, K. E., & Gu, N. (2011). Case studies using multiuser virtual worlds as an innovative platform for collaborative design. Journal of Information Technology in Construction (ITcon), 16(12), 165–188. Search in Google Scholar

Miaskiewicz, T., & Kozar, K.A. (2011). Personas and user-centered design: How can personas benefit product design processes? Design studies, 32(5), 417–430. http://dx.doi.org/10.1016/j.destud.2011.03.003 Search in Google Scholar

Michinov, N. (2012). Is electronic brainstorming or brainwriting the best way to improve creative performance in groups? An overlooked comparison of two idea-generation techniques. Journal of Applied Social Psychology, 42, E222–E243. https://doi.org/10.1111/j.1559-1816.2012.01024.x Search in Google Scholar

Michinov, N., & Primois, C. (2005). Improving productivity and creativity in online groups through social comparison process: New evidence for asynchronous electronic brainstorming. Computers in Human Behavior, 21(1), 11–28. https://doi.org/10.1016/j.chb.2004.02.004 Search in Google Scholar

Moreno, D.P., Yang, M.C., Hernández, A.A., Linsey, J.S., & Wood, K.L. (2015). A step beyond to overcome design fixation: a design-by-analogy approach. In Design Computing and Cognition‘14 (pp. 607–624). Springer, Cham. http://dx.doi.org/10.1007/978-3-319-14956-1_34 Search in Google Scholar

Müller, F. A., & Wulf, T. (2021). Differences in Learning Effectiveness across Learning Environments: A Cognitive Load Perspective. In Academy of Management Proceedings (Vol. 2021, No. 1, p. 11426). Briarcliff Manor, NY 10510: Academy of Management. Search in Google Scholar

Nemeth, C.J., & Nemeth-Brown, B. (2003). Better than individuals? The potential benefits of dissent and diversity for group creativity. In P.B. Paulus & B.A. Nijstad (Eds.), Group creativity: Innovation through collaboration (pp. 63–84). Oxford University Press. https://doi.org/10.1093/acprof:oso/9780195147308.003.0004 Search in Google Scholar

Nijstad, B.A., Stroebe, W., & Lodewijkx, H.F. (2003). Production blocking and idea generation: Does blocking interfere with cognitive processes? Journal of Experimental Social Psychology, 39(6), 531–548. https://doi.org/10.1016/S0022-1031(03)00040-4 Search in Google Scholar

Nunamaker, J.F., Dennis, A.R., Valacich, J.S., Vogel, D., & George, J.F. (1991). Electronic meeting systems. Communications of the ACM, 34(7), 40–61. https://doi.org/10.1145/105783.105793 Search in Google Scholar

O‘Connor, M.F., Arizmendi, B.J., & Kaszniak, A.W. (2014). Virtually supportive: a feasibility pilot study of an online support group for dementia caregivers in a 3D virtual environment. Journal of Aging Studies, 30, 87–93. http://dx.doi.org/10.1016/j.jaging.2014.03.001 Search in Google Scholar

Osborn, A.F., (1963). (2nd). Applied Imagination. New York, Scribner. Search in Google Scholar

Paulus, P.B., & Brown, V.R. (2007). Toward a more creative and innovative group idea generation: a cognitive-social-motivational perspective of brainstorming. Social Personality and Psychology Compass, 1, 248–165. http://dx.doi.org/10.1111/j.1751-9004.2007.00006.x Search in Google Scholar

Paulus, P.B., & Kenworthy, J.B. (2019). Effective brainstorming. In P.B. Paulus., & B.A. Nijstad (Eds.), The Oxford Handbook of Group Creativity and Innovation (pp. 287–306). Oxford: Oxford University Press. http://dx.doi.org/10.1093/oxfordhb/9780190648077.013.17 Search in Google Scholar

Paulus, P.B., Kohn, N.W., Arditti, L.E., & Korde, R.M. (2013). Understanding the group size effect in electronic brainstorming. Small Group Research, 44(3), 332–352. https://doi.org/10.1177/1046496413479674 Search in Google Scholar

Paulus, P.B., Larey, T.S., & Ortega, A.H. (1995). Performance and perceptions of brainstormers in an organizational setting. Basic and Applied Social Psychology, 17(1–2), 249–265. https://doi.org/10.1080/01973533.1995.9646143 Search in Google Scholar

Paulus, P.B., & Nijstad, B.A. (Eds.). (2003). Group creativity: Innovation through collaboration. Oxford: Oxford University Press. https://doi.org/10.1093/acprof:oso/9780195147308.001.0001 Search in Google Scholar

Pissini, J. (2020). Embodied by Design: The Presence of Creativity, Art-making, and Self in Virtual Reality. (Electronic Thesis or Dissertation). Retrieved from https://etd.ohiolink.edu/ Search in Google Scholar

Pruitt, J., & Grudin, J., (2003). Personas: practice and theory. In: Proceedings of the Conference on Designing for User Experiences. ACM, New York, pp. 1–15. https://doi.org/10.1145/997078.997089 Search in Google Scholar

Ratan, R., Beyea, D., Li, B. J., & Graciano, L. (2020). Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: A meta-analysis of the proteus effect. Media Psychology, 23(5), 651–675. https://doi.org/10.1080/15213269.2019.1623698 Search in Google Scholar

Raveendhran, R., Fast, N.J., & Carnevale, P.J. (2020). Virtual (freedom from) reality: Evaluation apprehension and leaders’ preference for communicating through avatars. Computers in Human Behavior, 111, 106415. http://dx.doi.org/10.1016/j.chb.2020.106415 Search in Google Scholar

Reiter-Palmon, R., Kramer, W., Allen, J.A., Murugavel, V.R., & Leone, S.A. (2021). Team creativity during virtual meetings. Creativity. Theories – Research – Applications, 8(1), 165–188. Search in Google Scholar

Reitman, W.R. (1964). Heuristic decision procedures, open constraints, and the structure of ill-defined problems. Human Judgments and Optimality, 282–315. Search in Google Scholar

Saito, Y., Sugimoto, M., Imura, S., Morine, Y., Ikemoto, T., Iwahashi, S., ... & Shimada, M. (2020). Intraoperative 3D hologram support with mixed reality techniques in liver surgery. Annals Of Surgery, 271(1), e4–e7. http://dx.doi.org/10.1097/SLA.0000000000003552 Search in Google Scholar

Schön, D.A. (1983). The reflective practitioner: How professionals think in action. New York: Basic Books. (Reprinted in 1995). Search in Google Scholar

Schroeder, R. (2008). Defining virtual worlds and virtual environments. Journal For Virtual Worlds Research, 1(1). https://doi.org/10.4101/jvwr.v1i1.294 Search in Google Scholar

Shuguang, L.I.U., & Lin, B.A. (2020). Holographic Classroom Based on Digital Twin and Its Application Prospect. In 2020 IEEE 3rd International Conference on Electronics and Communication Engineering (ICECE) (pp. 122–126). IEEE. Search in Google Scholar

Sosik, J.J., Kahai, S.S., & Avolio, B.J. (1998). Transformational leadership and dimensions of creativity: Motivating idea generation in computer-mediated groups. Creativity Research Journal, 11(2), 111–121. https://doi.org/10.1207/s15326934crj1102_3 Search in Google Scholar

Suler, J. (2004). The online disinhibition effect. Cyberpsychology & behavior, 7(3), 321–326. https://doi.org/10.1089/1094931041291295 Search in Google Scholar

Sung, R.C., Ritchie, J.M., Robinson, G., Day, P.N., Corney, J.R., & Lim, T. (2009). Automated design process modelling and analysis using immersive virtual reality. Computer-Aided Design, 41(12), 1082–1094. https://doi.org/10.1016/j.cad.2009.09.006 Search in Google Scholar

Suwa, M., Gero, J., & Purcell, T. (1998). Analysis of cognitive processes of a designer as the foundation for support tools. in J.S. Gero & F. Sudweeks (Eds), Proc. of Artificial Intelligence in Design98, (pp. 229–247). Kluwer, Dordrecht, The Netherlands. http://dx.doi.org/10.1007/978-94-011-5121-4_12 Search in Google Scholar

Suwa, M., Gero, J.S., & Purcell, T. (2000). Unexpected discoveries and s-inventions of design requirements: Important vehicles for a design process. Design Studies, 21(6), 539–567. http://dx.doi.org/10.1016/S0142-694X(99)00034-4 Search in Google Scholar

Takahashi, D. (2015). Second Life pioneer Philip Rosedale shows off virtual toy room in High Fidelity. Venture Beat. Retrieved from https://venturebeat.com/2015/10/28/virtual-world-pioneer-philip-rosedale-shows-off-virtual-toy-room-in-high-fidelity/ Search in Google Scholar

Tao, X., Chen, X., Zeng, X., & Koehl, L. (2018). A customized garment collaborative design process by using virtual reality and sensory evaluation on garment fit. Computers & Industrial Engineering, 115, 683–695. http://dx.doi.org/10.1016/j.cie.2017.10.023 Search in Google Scholar

Thornhill-Miller, B., & Dupont, J.M. (2016). Virtual reality and the enhancement of creativity and innovation: Under recognized potential among converging technologies? Journal of Cognitive Education and Psychology, 15(1), 102–121. http://dx.doi.org/10.1891/1945-8959.15.1.102 Search in Google Scholar

Toney, S., Light, J., & Urbaczewski, A. (2021). Fighting Zoom fatigue: Keeping the zoombies at bay. Communications of the Association for Information Systems, 48(1), 10. https://doi.org/10.17705/1CAIS.04806 Search in Google Scholar

Visser, W. (1994). Organisation of design activities: Opportunistic, with hierarchical episodes. Interacting with Computers, 6, 235–238. https://doi.org/10.1016/0953-5438(94)90014-0 Search in Google Scholar

Wiederhold, B.K. (2013). Avatars: changing behavior for better or for worse? CyberPsychology, Behavior, & Social Networking, 16, 319–320. http://dx.doi.org/10.1089/cyber.2013.1517 Search in Google Scholar

Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research, 33(3), 271–290. http://dx.doi.org/10.1111/j.1468-2958.2007.00299.x Search in Google Scholar

Ziegler, R., Diehl, M., & Zijlstra, G. (2000). Idea production in nominal and virtual groups: Does computer-mediated communication improve group brainstorming?. Group Processes & Intergroup Relations, 3(2), 141–158. https://doi.org/10.1177/1368430200032003 Search in Google Scholar

Recommended articles from Trend MD

Plan your remote conference with Sciendo