Virtual brainstorming and creativity : an analysis of measures, avatars, environments, interfaces, and applications
Gong, Zhengya; Nanjappan, Vijayakumar; Soomro, Sohail Ahmed; Georgiev, Georgi V. (2021-07-27)
Gong, Z., Nanjappan, V., Soomro, S., & Georgiev, G. (2021). VIRTUAL BRAINSTORMING AND CREATIVITY: AN ANALYSIS OF MEASURES, AVATARS, ENVIRONMENTS, INTERFACES, AND APPLICATIONS. Proceedings of the Design Society, 1, 3399-3408. doi:10.1017/pds.2021.601
© The Author(s), 2021. Published by Cambridge University Press. This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
https://creativecommons.org/licenses/by-nc-nd/4.0/
https://urn.fi/URN:NBN:fi-fe2021121060144
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Abstract
How to enhance creativity, especially by applying new technologies to creativity methods, is a question posed continuously by researchers. One reason for this is that creativity is an important part of people’s daily lives and an essential component of society. Therefore, many methods to enhance creativity have been created, especially brainstorming, which is one of the most popular and effective tools that inspire individuals to generate ideas, hence enhancing creativity. Moreover, technologies, such as virtual reality (VR), provide an opportunity for individuals and groups to be creative. In response, recent studies have adopted VR in brainstorming to enhance creativity. However, there is a lack of systematic analysis of experimental approaches and creativity measures employed in this context. Addressing this question, this study categorized existing articles on the topic related to categories of avatars, environments, interfaces, or applications. The findings elaborate on trends, measures employed to evaluate creativity and idea generation, identified categories, and results of these studies.
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