Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research
Abstract
:1. Introduction: The Rise of VR in Creativity Research
2. Research on Creativity in VEs
2.1. Creativity, Creative Processes and Measures
2.2. VR Systems: New Tools to Enhance Creative Performance
2.3. The Effect of Digital Representation, Embodiment and Presence on Various Dimensions of Creativity in VEs
Factors | Definitions |
---|---|
Creativity | the ability to produce work that is both novel (i.e., original, unexpected) and appropriate (i.e., useful, adaptive concerning task constraints) |
Creative process | the sequence of thoughts and actions that result in a creative production |
Collective creativity | the process through which two or more people, often with different or complementary skills, engage in shared creation, frequently producing something that they could not or would not produce on their own |
Deidentification | a psychological state in which people lose their self-consciousness |
Proteus effect | a phenomenon that one’s behavior conforms to the perception of external expectations to the avatar |
Embodiment | a subjective feeling of being in a virtual body and having the property of that body |
Presence | a state of consciousness, the [psychological] sense of being in the virtual environment |
Immersion | A subset of sensorial inputs and feedbacks controlled by the interface of the system, their quality and consistency |
3. Method
4. Analysis
4.1. Main Characteristics of the Selected Studies
4.2. Immersive and Non-Immersive VEs: Which Better Enhances Creativity?
4.3. Digital User Representation: The Role of Avatar
4.3.1. The Use of Avatars in VEs
4.3.2. The Effects induced by Human-like Avatars on Creativity
Articles | Type of Avatars | Participants | Condition | Results in Terms of Creative Performance |
---|---|---|---|---|
(Marinussen and de Rooij 2019) | Self-similar avatar | 57 (Mage = 22.02, SD = 4.58, 33F) | Self-similar avatar/non-self-similar avatar | A self-similar avatar positively influenced the originality of the ideas rather than a non-self-similar avatar |
(De Rooij et al. 2017) | Self-similar avatar; Proteus avatar | 61 (Mage= 23.62, SD = 3.54, 49F) | Creative avatar/non-creative avatar/Control avatar (i.e., self-similar avatar) | Non-creative avatar decreased creativity No significant difference between creative avatar and control avatar |
(Guegan et al. 2016) | Proteus avatar | 54 (Mage = 23.4, SD = 2.7, 9F) | Face-to-face (control condition)/virtual inventive avatar/virtual non-inventive avatar | Participants in the inventor condition produced significantly more (i.e., fluency) and unique ideas (i.e., uniqueness) than participants in other two conditions |
(Guegan et al. 2017a) | Avatar with Social Identity Cues (SICs) | 72 (Mage = 22.7, SD = 1.9, 15F) | 2 (SICs: without/with) × 2 (Setting: face-to-face/virtual) | The group with SIC had a significantly higher fluency and uniqueness in creativity than the group without SICs No significant difference was found between two settings |
(Buisine and Guegan 2020) | Proteus avatar; Avatar with SICs | 72 (Mage = 23.6, SD = 2.99, 6F) | 2 (SICs: without/with) × 2 (Avatar: creative/non-creative) | Fluency and uniqueness of ideas were higher with creative avatars than with non-creative avatars; fluency and uniqueness were not affected by SICs The interaction between the Proteus effect and SICs was significant The Proteus effect on fluency and uniqueness was significant without SICs, whereas the effect of SICs on fluency and uniqueness was significant for creative avatars |
4.3.3. The Role of Embodiment in Creative Activities
4.4. Digital Contextual-Representations: Various Ways to Boost Creativity
4.4.1. VE as a Tool to Influence Cognitive Activities
Article | Contextual Effect | Participants | Condition | Results in Terms of Creative Performance |
---|---|---|---|---|
(Palanica et al. 2019) (Study 1) | Nature | 84 (Mage = 33.6, SD = 7.4, 41F) | Environment (nature/urban) × Medium(mobile tablet/VR headset) | The scores of fluency, flexibility, originality were higher in the nature environment than in the urban environment No difference on the score of elaboration was found between two environmental conditions No significant difference was found between two medium conditions |
(Yin 2021) (Chapter 3) | Nature | 30 (Mage = 26.3, SD = 5.1, 22F) | Environment (biophilic (a. Natural elements/b. Natual analogues/c. Combination of a. and b.)/non-biophilic) × workspace types (open/enclosed) | The score of creative task was higher in “natural elements” and “combination” conditions than in other environmental conditions The effect of biophilic interventions was significant in enclosed spaces, whereas the effect was not significant in open spaces |
(Fleury et al. 2020) | Visual dynamics | 32 (Mage = 22.1, SD = 2.98, 26F) | Visual movement (stationary/moving) | The flexibility of ideas was higher in the motion condition than in the stationary condition |
4.4.2. The Contextual-Representations Provide Cues to Induce the Priming Effect and Embodied Metaphor Effect
Article | Contextual Effect | Participant | Condition | Results in Terms of Creative Performance |
---|---|---|---|---|
(Guegan et al. 2017b) | Priming | 135 (Mage = 21.24, SD = 4.11, 107F) | Real control environment (meeting room)/Virtual control environment (meeting room)/creativity-conducive environment (virtual office with the contextual cues most frequently associated with a creativity-inducing environment) | Originality and elaboration were significantly higher in creativity-conducive environment (CCE) than in virtual control environment (VCE) and real control environment (RCE) Fluency was marginally higher in the CCE condition than the other two conditions No significant difference among three conditions was found for flexibility and subjective creative perception |
(Bhagwatwar et al. 2018) (Study 1) | Priming | 168 (Mage = 19.8, 70F) | generic VE (i.e., nonspecific conference hall) /topic-specific VE (i.e., conference hall with a trash can, windmill etc. for a pollution topic, and with a theme park, popular tourist attractions etc. for a tourism topic) | The uniqueness, breadth, and depth of ideas were significantly greater in topic-specific VE than generic VE The quality (i.e., novelty and effectiveness) was higher in topic-specific VE than generic VE The ideas were more target-concept-related and less target-concept-unrelated in topic-specific VE than generic VE |
(Bhagwatwar et al. 2018) (Study 2) | Priming | 80 (Mage = 19.1, 30F) | generic VE (i.e., nonspecific conference hall) /enriched VE (i.e., conference hall with creativity-enhancing and not topic-related 3D objects) | The uniqueness and breadth of ideas were significantly greater in enriched VE than generic VE The quality (i.e., novelty and effectiveness) was higher in enriched VE than generic VE The ideas were more target-concept-related and less target-concept-unrelated in enriched VE than generic VE |
(Nelson and Guegan 2019) (Study 1) | Priming | 50 (Mage = 22.9, SD = 5.2, 34F) | Forest (a lush green forest surrounded by mountains)/underwater (underwater environment featuring a coral reef) | No significant difference between two conditions in fluency and self-evaluation of creativity Participants produced more ideas in the underwater category than in the forest category Participants produced more forest-related ideas in the forest condition, and more underwater-related ideas in the underwater condition |
(Nelson and Guegan 2019) (Study 2) | Priming | 100 (Mage = 23.2, SD = 4.89, 49F) | Context (coral reef/abyss) × Creatures (absent/present) | Participants in the environments without creatures produced more drawings than those in the environments with creatures Participants tended to include teeth or tentacles more in abyss environment than coral reef environment Participants in the abyss environment without creatures tended to include tentacles in the drawings Participants in the abyss environment with creatures tended to include teeth in the drawings Participants in environments without creatures generated more original ideas than others in environment with creatures Participants generated more ideas in the abyss condition without creatures than with creatures, whereas no difference was found in coral reef environments Participants in the abyss environment produced more scarier drawings in the abyss environment than in the coral reef environment Participants in the abyss environment with creatures produced scarier drawings than those in the abyss environment without creatures, whereas no difference was found in coral reef environments |
(Minas et al. 2016) | Priming | 140 (age M = 19.8, SD = 1.78, 63F) | Open space without wall/closed space with wall | The originality, feasibility, and relevance was higher in the open space than closed space |
(Wang et al. 2019) | Embodied metaphor | 90 (age M = 21.55, SD = 1.98, 67F) | Break-wall/auto-wall/no-wall | Originality, fluency, and flexibility were higher in break-wall condition than other two conditions |
4.4.3. The Role of Presence
5. Implications and Limitations
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
1 | Although the term “immersion” was used by some authors to describe a psychological experience that participants reported in a VE (e.g., Zhang et al. 2017), in this article, we use only its technical aspect to avoid the ambiguity between technological and psychological factors of “immersion” and their effects on users. |
2 | Notice that the word “embodied” is distinct from the concept “embodiment” in this article. The word “embodied” here is related to the term “embodied cognition” which means that cognition is influenced by body action (Shapiro and Stolz 2019). |
References
- Agnès, Aurélien, Fleury Sylvain, Rishi Vanukuru, and Simon Richir. 2022. Studying the effect of symmetry in team structures on collaborative tasks in virtual reality. Behaviour & Information Technology. ahead-of-print. [Google Scholar] [CrossRef]
- Akdaş, Damla, and Alper Çalgüner. 2021. Virtual Reality in Product Design: Researches between 1997 and 2021. Gazi University Journal of Science Part B: Art Humanities Design and Planning 9: 371–91. [Google Scholar]
- Alawad, Abeer. 2012. Can we bring the natural environment into the art classroom? Can natural sound foster creativity? Educational Research and Reviews 7: 627. [Google Scholar]
- Amabile, Teresa M. 1982. Social psychology of creativity: A consensual assessment technique. Journal of Personality and Social Psychology 43: 997. [Google Scholar] [CrossRef]
- Aseeri, Sahar, and Victoria Interrante. 2021. The Influence of Avatar Representation on Interpersonal Communication in Virtual Social Environments. IEEE Transactions on Visualization and Computer Graphics 27: 2608–17. [Google Scholar] [CrossRef]
- Atchley, Ruth Ann, David L. Strayer, and Paul Atchley. 2012. Creativity in the wild: Improving creative reasoning through immersion in natural settings. PLoS ONE 7: e51474. [Google Scholar] [CrossRef]
- Banakou, Domna, Parasuram D. Hanumanthu, and Mel Slater. 2016. Virtual embodiment of white people in a Black virtual body leads to a sustained reduction in their implicit racial bias. Frontiers in Human Neuroscience 10. Available online: https://ezproxy.u-paris.fr/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2016-58707-001&lang=fr&site=ehost-live (accessed on 29 November 2016). [CrossRef] [Green Version]
- Banakou, Domna, Sameer Kishore, and Mel Slater. 2018. Virtually being Einstein results in an improvement in cognitive task performance and a decrease in age bias. Frontiers in Psychology 9: 917. Available online: https://ezproxy.u-paris.fr/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2018-29653-001&lang=fr&site=ehost-live (accessed on 11 June 2018).
- Barfield, Woodrow, David Zeltzer, Thomas Sheridan, and Mel Slater. 1995. Presence and performance within virtual environments. Virtual Environments and Advanced Interface Design, 473–513. [Google Scholar] [CrossRef]
- Bargh, John A., Mark Chen, and Lara Burrows. 1996. Automaticity of social behavior: Direct effects of trait construct and stereotype activation on action. Journal of Personality and Social Psychology 71: 230. [Google Scholar] [CrossRef]
- Berkowitz, Aaron L., and Daniel Ansari. 2010. Expertise-related deactivation of the right temporoparietal junction during musical improvisation. Neuroimage 49: 712–19. [Google Scholar] [CrossRef]
- Berni, Aurora, and Yuri Borgianni. 2020. Applications of virtual reality in engineering and product design: Why, what, how, when and where. Electronics 9: 1064. [Google Scholar] [CrossRef]
- Bhagwatwar, Akshay, Anne Massey, and Alan Dennis. 2018. Contextual priming and the design of 3D virtual environments to improve group ideation. Information Systems Research 29: 169–85. [Google Scholar] [CrossRef]
- Bourgeois-Bougrine, Samira, Nathalie Bonnardel, Jean-Marie Burkhardt, Branden Thornhill-Miller, Farzaneh Pahlavan, Stéphanie Buisine, Jérôme Guegan, Nicolas Pichot, and Todd Lubart. 2022. Immersive virtual environments’ impact on individual and collective creativity: A review of recent research. European Psychologist 27: 237–53. [Google Scholar] [CrossRef]
- Bourgeois-Bougrine, Samira, Peter Richard, Jean-Marie Burkhardt, Benjamin Frantz, and Todd Lubart. 2020. The expression of users’ creative potential in virtual and real environments: An exploratory study. In Creative Learning in Digital and Virtual Environments. London: Routledge, pp. 96–117. [Google Scholar]
- Brown, Rupert. 2000. Social identity theory: Past achievements, current problems and future challenges. European Journal of Social Psychology 30: 745–78. [Google Scholar] [CrossRef]
- Buisine, Stéphanie, and Jérôme Guegan. 2020. Proteus vs. social identity effects on virtual brainstorming. Behaviour & Information Technology 39: 594–606. [Google Scholar]
- Bujdosó, Gyöngyi, Ovidiu Constantin Novac, and Tamás Szimkovics. 2017. Developing cognitive processes for improving inventive thinking in system development using a collaborative virtual reality system. Papar presented at 2017 8th IEEE International Conference on Cognitive Infocommunications (Coginfocom), Debrecen, Hungary, September 11–14. [Google Scholar]
- Bulu, Saniye Tugba. 2012. Place presence, social presence, co-presence, and satisfaction in virtual worlds. Computers & Education 58: 154–61. [Google Scholar]
- Burdea, Grigore C., and Philippe Coiffet. 2003. Virtual Reality Technology. Hoboken: John Wiley & Sons. [Google Scholar]
- Burkhardt, Jean-Marie. 2003. Réalité virtuelle et ergonomie: Quelques apports réciproques. Le travail Humain 66: 65–91. [Google Scholar] [CrossRef]
- Burkhardt, Jean-marie, Domitile Lourdeaux, and Flore Lequatre. 2005. Environnements Virtuels pour l’Apprentissage: De l’image d’Epinal à la réalité des usages et des configurations socio-techniques. Papar presented at 17th Conference on l’Interaction Homme-Machine, Toulouse France, September 27–30. [Google Scholar]
- Burkhardt, Jean-Marie, and Todd Lubart. 2010. Creativity in the age of emerging technology: Some issues and perspectives in 2010. Creativity and Innovation Management 19: 160–66. [Google Scholar] [CrossRef]
- Bystrom, Karl-Erik, Woodrow Barfield, and Claudia Hendrix. 1999. A conceptual model of the sense of presence in virtual environments. Presence: Teleoperators & Virtual Environments 8: 241–44. [Google Scholar]
- Ceylan, Canan, Jan Dul, and Serpil Aytac. 2008. Can the office environment stimulate a manager’s creativity? Human Factors and ergonomics in Manufacturing & Service Industries 18: 589–602. [Google Scholar]
- Choi, Jin Nam, Troy A. Anderson, and Anick Veillette. 2009. Contextual inhibitors of employee creativity in organizations: The insulating role of creative ability. Group & Organization Management 34: 330–57. [Google Scholar]
- Chulvi, Vicente, María Jesús Agost, Francisco Felip, and Jaume Gual. 2020. Natural elements in the designer’s work environment influence the creativity of their results. Journal of Building Engineering 28: 101033. [Google Scholar] [CrossRef]
- Clemente, Miriam, Alejandro Rodríguez, Beatriz Rey, and Mariano Alcañiz. 2014. Assessment of the influence of navigation control and screen size on the sense of presence in virtual reality using EEG. Expert Systems with Applications 41: 1584–92. [Google Scholar] [CrossRef]
- Cohen, Jonathan. 2001. Defining identification: A theoretical look at the identification of audiences with media characters. Mass Communication & Society 4: 245–64. [Google Scholar]
- Cropley, David, and Arthur Cropley. 2008. Elements of a universal aesthetic of creativity. Psychology of Aesthetics, Creativity, and the Arts 2: 155. [Google Scholar] [CrossRef]
- Crossan, Corey, and Alan Salmoni. 2021. A simulated walk in nature: Testing predictions from the attention restoration theory. Environment and Behavior 53: 277–95. [Google Scholar] [CrossRef] [Green Version]
- De Rooij, Alwin, Sarah Van Der Land, and Shelly Van Erp. 2017. The creative Proteus Effect: How self-similarity, embodiment, and priming of creative stereotypes with avatars influences creative ideation. Papar presented at 2017 ACM SIGCHI Conference on Creativity and Cognition, Singapore, June 27–30. [Google Scholar]
- Dul, Jan, and Canan Ceylan. 2014. The Impact of a creativity-supporting work environment on a firm’s product innovation performance. Journal of Product Innovation Management 31: 1254–67. [Google Scholar] [CrossRef]
- Fasko, Daniel. 2001. Education and creativity. Creativity Research Journal 13: 317–27. [Google Scholar] [CrossRef]
- Feilitzen, Cecilia, and Olga Linné. 1975. Identifying with television characters. Journal of Communication 25: 51–55. [Google Scholar] [CrossRef]
- Fink, Andreas, Karl Koschutnig, Mathias Benedek, Gernot Reishofer, Anja Ischebeck, Elisabeth M Weiss, and Franz Ebner. 2012. Stimulating creativity via the exposure to other people’s ideas. Human Brain Mapping 33: 2603–10. [Google Scholar] [CrossRef]
- Flavián, Carlos, Sergio Ibáñez-Sánchez, and Carlos Orús. 2021. Impacts of technological embodiment through virtual reality on potential guests’ emotions and engagement. Journal of Hospitality Marketing & Management 30: 1–20. [Google Scholar]
- Fleury, Sylvain, Aurélien Agnès, Rishi Vanukuru, Emma Goumillout, Nicolas Delcombel, and Simon Richir. 2020. Studying the effects of visual movement on creativity. Thinking Skills and Creativity 36: 100661. [Google Scholar] [CrossRef]
- Forens, Mathieu, Nathalie Bonnardel, and Marie-Laure Barbier. 2015. How communication modalities can impact group creativity in multi-user virtual environments. Papar presented at the European Conference on Cognitive Ergonomics 2015, Warsaw, Poland, July 1–3. [Google Scholar]
- Fröhlich, Thomas, Dmitry Alexandrovsky, Timo Stabbert, Tanja Döring, and Rainer Malaka. 2018. Vrbox: A virtual reality augmented sandbox for immersive playfulness, creativity and exploration. Papar presented at 2018 Annual Symposium on Computer-Human Interaction in Play, Melbourne, Australia, October 28–31. [Google Scholar]
- Gagné, Marylène, and Edward L Deci. 2005. Self-determination theory and work motivation. Journal of Organizational Behavior 26: 331–62. [Google Scholar] [CrossRef] [Green Version]
- Gajadhar, Brian J., Henk Herman Nap, Yvonne A. W. De Kort, and Wijnand A. IJsselsteijn. 2010. Out of sight, out of mind: Co-player effects on seniors’ player experience. Papar presented at 3rd International Conference on Fun and Games, Leuven, Belgium, September 15–17. [Google Scholar]
- Gao, Zhenni, Xiaojin Liu, Delong Zhang, Ming Liu, and Ning Hao. 2020. The indispensable role of the cerebellum in visual divergent thinking. Scientific Reports 10: 16552. [Google Scholar] [CrossRef]
- Gerry, Lynda Joy. 2017. Paint with me: Stimulating creativity and empathy while painting with a painter in virtual reality. IEEE Transactions on Visualization and Computer Graphics 23: 1418–26. [Google Scholar] [CrossRef]
- Goffman, Erving. 2008. Behavior in Public Places. New York: Simon and Schuster. [Google Scholar]
- Gong, Zhengya, and Georgi V Georgiev. 2020. Literature review: Existing methods using VR to enhance creativity. Papar presented at the Sixth International Conference on Design Creativity (ICDC 2020), Oulu, Finland, August 26–28. [Google Scholar]
- Gong, Zhengya, Lik-Hang Lee, Sohail Ahmed Soomro, Vijayakumar Nanjappan, and Georgi V. Georgiev. 2022. A systematic review of virtual brainstorming from the perspective of creativity: Affordances, framework, and outlook. Digital Creativity (Exeter) 33: 96–127. [Google Scholar] [CrossRef]
- Guegan, Jérôme, Stéphanie Buisine, Fabrice Mantelet, Nicolas Maranzana, and Frédéric Segonds. 2016. Avatar-mediated creativity: When embodying inventors makes engineers more creative. Computers in Human Behavior 61: 165–75. [Google Scholar] [CrossRef] [Green Version]
- Guegan, Jérôme, Frédéric Segonds, Jessy Barré, Nicolas Maranzana, Fabrice Mantelet, and Stéphanie Buisine. 2017a. Social identity cues to improve creativity and identification in face-to-face and virtual groups. Computers in Human Behavior 77: 140–47. [Google Scholar] [CrossRef] [Green Version]
- Guegan, Jérôme, Julien Nelson, and Todd Lubart. 2017b. The relationship between contextual cues in virtual environments and creative processes. Cyberpsychology, Behavior, and Social Networking 20: 202–6. [Google Scholar] [CrossRef]
- Guilford, Joy Paul. 1956. The structure of intellect. Psychological Bulletin 53: 267–93. [Google Scholar] [CrossRef]
- Han, Insook, Hyoung Seok Shin, Yujung Ko, and Won Sug Shin. 2022. Immersive virtual reality for increasing presence and empathy. Journal of Computer Assisted Learning 38: 1115–26. Available online: https://ezproxy.u-paris.fr/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2022-52940-001&lang=fr&site=ehost-live (accessed on 20 April 2022). [CrossRef]
- Happ, Darra Wheeler. 2013. Results of a Survey of 21st Century Skills of Communication, Collaboration, Critical Thinking, and Creativity. Springfield: American International College. [Google Scholar]
- Heldal, Ilona, David Roberts, Lars Bråthe, and Robin Wolff. 2007. Presence, creativity and collaborative work in virtual environments. Papar presented at International Conference on Human-Computer Interaction, Rio de Janeiro, Brazil, September 10–14. [Google Scholar]
- Higgins, E. Tory. 1987. Self-discrepancy: A theory relating self and affect. Psychological Review 94: 319. [Google Scholar] [CrossRef]
- Hong, Seung Wan, Yongwook Jeong, Yehuda E. Kalay, Sungwon Jung, and Jaewook Lee. 2016. Enablers and barriers of the multi-user virtual environment for exploratory creativity in architectural design collaboration. CoDesign 12: 151–70. [Google Scholar] [CrossRef]
- Isen, Alice M., Kimberly A. Daubman, and Gary P. Nowicki. 1987. Positive affect facilitates creative problem solving. Journal of Personality and Social Psychology 52: 1122–31. [Google Scholar] [CrossRef]
- Jaidka, Kokil, Alvin Zhou, Yphtach Lelkes, Jana Egelhofer, and Sophie Lecheler. 2022. Beyond anonymity: Network affordances, under deindividuation, improve social media discussion quality. Journal of Computer-Mediated Communication 27: zmab019. [Google Scholar]
- Jalil, Pasl A. 2007. Working memory, cerebellum, and creativity. Creativity Research Journal 19: 39–45. [Google Scholar] [CrossRef]
- Jones, Janice K. 2013. Re-discovering the arts: The impact of engagement in a natural environment upon pre-service teacher perceptions of creativity. Thinking Skills and Creativity 8: 102–8. Available online: https://www.sciencedirect.com/science/article/pii/S1871187112000533 (accessed on 5 September 2012). [CrossRef]
- Kadri, Abdelmajid, Anatole Lécuyer, Jean-Marie Burkhardt, and Simon Richir. 2007. The visual appearance of user’s avatar can influence the manipulation of both real devices and virtual objects. Papar presented at 2007 IEEE symposium on 3D user interfaces, Charlotte, NC, USA, March 10–11. [Google Scholar]
- Keenaghan, Samantha, Marie Polaskova, Simon Thurlbeck, Robert W. Kentridge, and Dorothy Cowie. 2022. Alice in Wonderland: The effects of body size and movement on children’s size perception and body representation in virtual reality. Journal of Experimental Child Psychology 224: 1–7. Available online: https://ezproxy.u-paris.fr/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2022-94524-001&lang=fr&site=ehost-live (accessed on 11 August 2022). [CrossRef]
- Kilteni, Konstantina, Raphaela Groten, and Mel Slater. 2012. The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments 21: 373–87. [Google Scholar] [CrossRef] [Green Version]
- Lazar, Leslee. 2018. The cognitive neuroscience of design creativity. Journal of Experimental Neuroscience 12: 1179069518809664. [Google Scholar] [CrossRef] [Green Version]
- Leung, Angela K-y, Suntae Kim, Evan Polman, Lay See Ong, Lin Qiu, Jack A Goncalo, and Jeffrey Sanchez-Burks. 2012. Embodied metaphors and creative “acts”. Psychological Science 23: 502–9. [Google Scholar] [CrossRef]
- Lubart, Todd I. 2001. Models of the creative process: Past, present and future. Creativity Research Journal 13: 295–308. [Google Scholar] [CrossRef]
- Lubart, Todd. 2017. The 7 C’s of Creativity. The Journal of Creative Behavior 51: 293–96. Available online: https://onlinelibrary.wiley.com/doi/abs/10.1002/jocb.190 (accessed on 12 December 2017).
- Lubart, Todd, and Branden Thornhill-Miller. 2019. Creativity: An overview of the 7C’s of creative thought. In The Psychology of Human Thought: An introduction. Heidelberg: Heidelberg University Publishing, pp. 277–305. [Google Scholar]
- Lubart, Todd I., and Isaac Getz. 1997. Emotion, metaphor, and the creative process. Creativity Research Journal 10: 285–301. [Google Scholar] [CrossRef]
- Makransky, Guido, Lau Lilleholt, and Anders Aaby. 2017. Development and validation of the Multimodal Presence Scale for virtual reality environments: A confirmatory factor analysis and item response theory approach. Computers in Human Behavior 72: 276–85. Available online: https://www.sciencedirect.com/science/article/pii/S0747563217301474 (accessed on 28 February 2017). [CrossRef]
- Marinussen, Manon, and Alwin de Rooij. 2019. Being Yourself to be Creative: How Self-Similar Avatars can Support the Generation of Original Ideas in Virtual Environments. Papar presented at the 2019 on Creativity and Cognition, San Diego, CA, USA, June 23–26; pp. 285–93. [Google Scholar]
- Marsh, Richard L., Thomas B. Ward, and Joshua D. Landau. 1999. The inadvertent use of prior knowledge in a generative cognitive task. Memory & Cognition 27: 94–105. [Google Scholar]
- McCain, Jessica, Sun Joo Ahn, and W. Keith Campbell. 2018. Is desirability of the trait a boundary condition of the proteus effect? A pilot study. Communication Research Reports 35: 445–55. [Google Scholar] [CrossRef]
- McCoy, Janetta Mitchell, and Gary W. Evans. 2002. The potential role of the physical environment in fostering creativity. Creativity Research Journal 14: 409–26. [Google Scholar] [CrossRef]
- Mednick, Sarnoff A., and Martha Mednick. 1971. Remote Associates Test: Examiner’s Manual. Boston: Houghton Mifflin. [Google Scholar]
- Melo, Miguel, Guilherme Goncalves, Pedro Monteiro, Hugo Coelho, Jose Vasconcelos-Raposo, and Maximino Bessa. 2022. Do Multisensory Stimuli Benefit the Virtual Reality Experience? A Systematic Review. IEEE Transactions on Visualization and Computer Graphics 28: 1428–42. [Google Scholar] [CrossRef]
- Men, Liang, and Nick Bryan-Kinns. 2018. LeMo: Supporting collaborative music making in virtual reality. Papar presented at the 2018 IEEE 4th VR Workshop on Sonic Interactions for Virtual Environments (SIVE), Reutlingen, Germany, March 18. [Google Scholar]
- Men, Liang, and Nick Bryan-Kinns. 2019. LeMo: Exploring virtual space for collaborative creativity. Papar presented at the 2019 on Creativity and Cognition, San Diego, CA, USA, June 23–26; pp. 71–82. [Google Scholar]
- Men, Liang, Nick Bryan-Kinns, and Louise Bryce. 2019. Designing spaces to support collaborative creativity in shared virtual environments. PeerJ Computer Science 5: e229. [Google Scholar] [CrossRef] [Green Version]
- Minas, Randall K., Alan R. Dennis, and Anne P. Massey. 2016. Opening the mind: Designing 3D virtual environments to enhance team creativity. Papar presented at 2016 49th Hawaii International Conference on System Sciences (HICSS), Koloa, HI, USA, January 5–8. [Google Scholar]
- Moran, Seana. 2010. Creativity in school. In International Handbook of Psychology in Education. Berlin: Springer, pp. 319–59. [Google Scholar]
- Mumford, Michael D., and Dean Keith Simonton. 1997. Creativity in the workplace: People, problems, and structures. The Journal of Creative Behavior 31: 1–6. [Google Scholar] [CrossRef]
- Nakano, Tatiana de Cassia, and Solange Muglia Wechsler. 2018. Creativity and innovation: Skills for the 21 st Century. Estudos de Psicologia (Campinas) 35: 237–46. [Google Scholar] [CrossRef] [Green Version]
- Nelson, Julien, and Jérôme Guegan. 2019. “I’d like to be under the sea”: Contextual cues in virtual environments influence the orientation of idea generation. Computers in Human Behavior 90: 93–102. [Google Scholar] [CrossRef]
- North, Max M., and Sarah M. North. 2016. A comparative study of sense of presence of traditional virtual reality and immersive environments. Australasian Journal of Information Systems 20: 1–15. [Google Scholar] [CrossRef] [Green Version]
- Nowak, Kristine. 2001. Defining and differentiating copresence, social presence and presence as transportation. Papar presented at Presence 2001 Conference, Philadelphia, PA, USA; Available online: https://www.semanticscholar.org/paper/Defining-and-Differentiating-Copresence%2C-Social-and-Nowak/9297e740ef2cbb44db5621e95c7952fb1935b6e3 (accessed on 13 April 2019).
- Obeid, Samah, and Halime Demirkan. 2020. The influence of virtual reality on design process creativity in basic design studios. Interactive Learning Environments. ahead-of-print. [Google Scholar] [CrossRef]
- Okeil, Ahmad. 2010. Hybrid design environments: Immersive and non-immersive architectural design. Journal of Information Technology in Construction (ITcon) 15: 202–16. [Google Scholar]
- Page, Matthew J., Joanne E. McKenzie, Patrick M. Bossuyt, Isabelle Boutron, Tammy C. Hoffmann, Cynthia D. Mulrow, Larissa Shamseer, Jennifer M. Tetzlaff, Elie A. Akl, and Sue E. Brennan. 2021. The PRISMA 2020 statement: An updated guideline for reporting systematic reviews. International Journal of Surgery 88: 105906. [Google Scholar] [CrossRef]
- Palanica, Adam, Aleksandra Lyons, Madeline Cooper, Andrew Lee, and Yan Fossat. 2019. A comparison of nature and urban environments on creative thinking across different levels of reality. Journal of Environmental Psychology 63: 44–51. Available online: https://ezproxy.u-paris.fr/login?url=https://search.ebscohost.com/login.aspx?direct=truedb=psyhAN=2019-35166-007site=ehost-live (accessed on 13 April 2019). [CrossRef]
- Parjanen, Satu. 2012. Experiencing creativity in the organization: From individual creativity to collective creativity. Interdisciplinary Journal of Information, Knowledge & Management 7: 109–28. [Google Scholar]
- Parmar, Dhaval. 2018. Evaluating the Effects of Immersive Embodied Interaction on Cognition in Virtual Reality. 79, ProQuest Information Learning, EBSCOhost. Available online: https://ezproxy.u-paris.fr/login?url=https://search.ebscohost.com/login.aspx?direct=truedb=psyhAN=2018-11222-231lang=frsite=ehost-live (accessed on 11 August 2017).
- Paulin, Michael G. 1993. The role of the cerebellum in motor control and perception. Brain, Behavior and Evolution 41: 39–50. [Google Scholar] [CrossRef] [Green Version]
- Peck, Tabitha C., Sofia Seinfeld, Salvatore M. Aglioti, and Mel Slater. 2013. Putting yourself in the skin of a black avatar reduces implicit racial bias. Consciousness and Cognition: An International Journal 22: 779–87. Available online: https://ezproxy.u-paris.fr/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2013-33221-012&lang=fr&site=ehost-live (accessed on 28 May 2013). [CrossRef]
- Plambech, Trine, and Cecil C. Konijnendijk Van Den Bosch. 2015. The impact of nature on creativity—A study among Danish creative professionals. Urban Forestry Urban Greening 14: 255–63. [Google Scholar] [CrossRef]
- Praetorius, Anna Samira, and Daniel Görlich. 2020. How avatars influence user behavior: A review on the proteus effect in virtual environments and video games. Papar presented at 15th International Conference on the Foundations of Digital Games, Bugibba, Malta, September 15–18. [Google Scholar]
- Puccio, Gerard J. 2017. From the dawn of humanity to the 21st century: Creativity as an enduring survival skill. The Journal of Creative Behavior 51: 330–34. [Google Scholar] [CrossRef]
- Reinhard, René, Khyati Girish Shah, Corinna A. Faust-Christmann, and Thomas Lachmann. 2020. Acting your avatar’s age: Effects of virtual reality avatar embodiment on real life walking speed. Media Psychology 23: 293–315. Available online: https://ezproxy.u-paris.fr/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2019-23281-001&lang=fr&site=ehost-live (accessed on 24 April 2019). [CrossRef] [Green Version]
- Richard, Peter. 2016. La participation des usagers au processus de conception créative de solutions de mobilité. Pratiques, impact et préconisations. Ph.D. thesis, Université Paris 8, Saint-Denis, France. [Google Scholar]
- Roth, Daniel, and Marc Erich Latoschik. 2019. Construction of a validated virtual embodiment questionnaire. arXiv arXiv:1911.10176. [Google Scholar]
- Rubin, David C., Ellen R. Stoltzfus, and Kirsten L. Wall. 1991. The abstraction of form in semantic categories. Memory & Cognition 19: 1–7. [Google Scholar]
- Sassenberg, Kai, Gordon B. Moskowitz, Adam Fetterman, and Thomas Kessler. 2017. Priming creativity as a strategy to increase creative performance by facilitating the activation and use of remote associations. Journal of Experimental Social Psychology 68: 128–38. Available online: https://www.sciencedirect.com/science/article/pii/S0022103116303948 (accessed on 30 June 2016). [CrossRef]
- Shapiro, Lawrence, and Steven A Stolz. 2019. Embodied cognition and its significance for education. Theory and Research in Education 17: 19–39. [Google Scholar] [CrossRef]
- Short, John, Ederyn Williams, and Bruce Christie. 1976. The Social Psychology of Telecommunications. London: Wiley, vols. 19. [Google Scholar]
- Singer, Jerome E., Claudia A. Brush, and Shirley C. Lublin. 1965. Some aspects of deindividuation: Identification and conformity. Journal of Experimental Social Psychology 1: 356–78. [Google Scholar] [CrossRef]
- Slater, Mel. 2003. A note on presence terminology. Presence Connect 3: 1–5. [Google Scholar]
- Slater, Mel, Vasilis Linakis, Martin Usoh, and Rob Kooper. 1996. Immersion, presence and performance in virtual environments: An experiment with tri-dimensional chess. Papar presented at ACM symposium on Virtual Reality Software and Technology, Hong Kong, China, July 1–4. [Google Scholar]
- Steed, Anthony, Ye Pan, Fiona Zisch, and William Steptoe. 2016. The impact of a self-avatar on cognitive load in immersive virtual reality. Papar presented at 2016 IEEE Virtual Reality (VR), Greenville, SC, USA, March 19–23. [Google Scholar]
- Sternberg, Robert J., and Todd I. Lubart. 1999. The concept of creativity: Prospects and paradigms. In Handbook of Creativity. Cambridge: Cambridge University Press, vol. 1. [Google Scholar]
- Stoffregen, Thomas, Benoit G. Bardy, L. J. Smart, and Randy Pagulayan. 2003. On the nature and evaluation of fidelity in virtual environments. In Virtual and Adaptive Environments: Applications, Implications, and Human Performance Issues. Mahwah: Lawrence Erlbaum Associates Publishers, pp. 111–28. [Google Scholar]
- Sutherland, Ivan Edward. 1964. Sketch pad a man-machine graphical communication system. Papar presented at the SHARE Design Automation Workshop, New York, NY, USA, January 1; pp. 6.329–6.346. [Google Scholar] [CrossRef] [Green Version]
- Sutherland, Ivan Edward. 1965. The ultimate display. Papar presented at the IFIP Congress, New York, NY, USA, May 24–29; vol. 2, pp. 506–8. [Google Scholar]
- Tajfel, Henri, John C. Turner, William G. Austin, and Stephen Worchel. 1979. An integrative theory of intergroup conflict. Organizational Identity: A Reader 56: 9780203505984-16. [Google Scholar]
- Takano, Masanori, and Fumiaki Taka. 2022. Fancy avatar identification and behaviors in the virtual world: Preceding avatar customization and succeeding communication. Computers in Human Behavior Reports 6: 100176. [Google Scholar] [CrossRef]
- Thériault, Rémi, Jay A. Olson, Sonia A. Krol, and Amir Raz. 2021. Body swapping with a Black person boosts empathy: Using virtual reality to embody another. The Quarterly Journal of Experimental Psychology 74: 2057–74. Available online: https://ezproxy.u-paris.fr/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2021-99525-003&lang=fr&site=ehost-live (accessed on 30 June 2021). [CrossRef]
- Torrance, Ellis Paul. 1998. Torrance Tests of Creative Thinking: Norms-Technical Manual: Figural (Streamlined) Forms A & B. Earth City: Scholastic Testing Service. [Google Scholar]
- Trepte, Sabine, and Leonard Reinecke. 2010. Avatar creation and video game enjoyment: Effects of life-satisfaction, game competitiveness, and identification with the avatar. Journal of Media Psychology: Theories, Methods, and Applications 22: 171. [Google Scholar] [CrossRef]
- Van Looy, Jan, Cédric Courtois, and Melanie De Vocht. 2010. Player identification in online games: Validation of a scale for measuring identification in MMORPGs. Papar presented at 3rd International Conference on Fun and Games, Leuven, Belgium, September 15–17. [Google Scholar]
- Vandervert, Larry R., Paul H. Schimpf, and Hesheng Liu. 2007. How working memory and the cerebellum collaborate to produce creativity and innovation. Creativity Research Journal 19: 1–18. [Google Scholar] [CrossRef]
- Wang, Xinyue, Kelong Lu, Mark A. Runco, and Ning Hao. 2018. Break the ‘wall’ and become creative: Enacting embodied metaphors in virtual reality. Consciousness and Cognition: An International Journal 62: 102–9. Available online: https://ezproxy.u-paris.fr/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2018-12073-001&site=ehost-live (accessed on 19 March 2018). [CrossRef]
- Wang, Xinyue, Yingyao He, Kelong Lu, Chenglong Deng, Xinuo Qiao, and Ning Hao. 2019. How does the embodied metaphor affect creative thinking? NeuroImage 202: 116114. [Google Scholar] [CrossRef]
- Yassin, Mohamed, Ahmed El Antably, and Manal A. S. Abou El-Ela. 2021. The others know the way: A study of the impact of co-presence on wayfinding decisions in an interior virtual environment. Automation in Construction 128: 103782. [Google Scholar] [CrossRef]
- Yee, Nick, and Jeremy Bailenson. 2007. The Proteus effect: The effect of transformed self-representation on behavior. Human Communication Research 33: 271–90. [Google Scholar] [CrossRef] [Green Version]
- Yee, Nick, and Jeremy N. Bailenson. 2009. The difference between being and seeing: The relative contribution of self-perception and priming to behavioral changes via digital self-representation. Media Psychology 12: 195–209. [Google Scholar] [CrossRef] [Green Version]
- Yin, Jie. 2021. Bringing Nature Indoors with Virtual Reality: Human Responses to Biophilic Design in Buildings. 82, ProQuest Information & Learning, EBSCOhost. Available online: https://ezproxy.u-paris.fr/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2021-08070-015&site=ehost-live (accessed on 11 August 2019).
- Zhang, Chenyan, Andrew Perkis, and Sebastian Arndt. 2017. Spatial immersion versus emotional immersion, which is more immersive? Papar presented at 2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX), Erfurt, Germany, May 31–June 2. [Google Scholar]
- Zhou, Jing, and Inga J. Hoever. 2014. Research on workplace creativity: A review and redirection. Annual Review of Organizational Psychology and Organizational Behavior 1: 333–59. [Google Scholar] [CrossRef] [Green Version]
- Zimbardo, Philip G. 1969. The human choice: Individuation, reason, and order versus deindividuation, impulse, and chaos. In Nebraska Symposium on Motivation. Lincoln: University of Nebraska Press. [Google Scholar]
Publication Year | Type of VEs Used in Studies | ||
---|---|---|---|
nIVE | IVE | nIVE & IVE | |
2016 | (Guegan et al. 2016; Hong et al. 2016; Minas et al. 2016) | / | / |
2017 | (Guegan et al. 2017a, 2017b) | (De Rooij et al. 2017); (Gerry 2017) | / |
2018 | (Bhagwatwar et al. 2018) | (Men and Bryan-Kinns 2018) | (Parmar 2018) |
2019 | / | (Marinussen and de Rooij 2019; Men and Bryan-Kinns 2019; Men et al. 2019) (Nelson and Guegan 2019); (Wang et al. 2019) | (Palanica et al. 2019) |
2020 | (Bourgeois-Bougrine et al. 2020); (Buisine and Guegan 2020) | (Fleury et al. 2020) | (Obeid and Demirkan 2020) |
2021 | / | (Yin 2021) | / |
Article | Device | Participants | Virtual Platform | Creative Task |
---|---|---|---|---|
(De Rooij et al. 2017) | Oculus Rift DK2 | 61 (age M = 23.62, SD = 3.54, 49F) | Self-developed scene | The instances task |
(Fleury et al. 2020) | HTC Vive | 32 (age M = 22.1, SD = 2.98, 26F) | Self-developed scene | (a) Alternative Uses Test (b) Remote Association Test |
(Gerry 2017) | Oculus Rift DK2 | 32 (age M = 27, SD = 7.2, 15F) | Self-developed scene | Design task: move along with the painter in the VR headset and follow her movements as much as possible to “create” a work of art |
(Guegan et al. 2017b) | / | 135 (age M = 21.24, SD = 4.11, 107F) | Second Life | Cardboard boxes task |
(Marinussen and de Rooij 2019) | HTC Vive | 57 (age M = 22.02, SD = 4.58, 33F) | Self-developed scene | The instances task |
(Nelson and Guegan 2019) | Oculus Rift DK2 | Experiment 1: 50 (age M = 22.9, SD = 5.2, 34F) Experiment 2: 100 (age M = 23.2, SD = 4.89, 49F) | Self-developed scene | (a) Variant of Cardboard boxes task (b) The “alien creatures” task |
(Obeid and Demirkan 2020) | Oculus Rift DK2; iPad mini A1432 | 42 (29F) | Gravity Sketch | Design task: creative 3D composition that considers meaningful combinations, either following a certain sequence, pattern or order of the geometric forms using the fundamental basic design principles |
(Palanica et al. 2019) | Oculus Rift; 12.9” iPad Pro | E1: 84 (age M = 33.6, SD = 7.4, 41F) E2: 97 | Videos | Alternative Uses Test |
(Parmar 2018) | Oculus Rift; Kinect motion sensor | 90 (59F) | VEnvI | Design task: choreography |
(Wang et al. 2019) | NA | 90 (age M = 21.55, SD = 1.98, 67F) | Self-developed scene | Alternative Uses Test |
(Yin 2021) | HTC Vive | 30 | Self-developed scene | Alternative Uses Test |
Article | Number of Groups | Number of Members in Each Group | Virtual Platform | Creative Task |
---|---|---|---|---|
(Bhagwatwar et al. 2018) | Study 1: 42 Study 2: 20 | 4 | Open Wonderland | Brainstorming: (a) increase tourism in a state; (b) reduce air, water, and land pollution |
(Bourgeois-Bougrine et al. 2020) | 20 | 3 | Second Life | Brainstorming: improve the daily mobility in the Paris region |
(Buisine and Guegan 2020) | 24 | 3 (including 1 or 0 female) | Second Life | Brainstorming: (a) imagine a crazy solution for travelling on snow, sand or Water (b) imagine a silent flying public transportation for the future |
(Guegan et al. 2016) | 18 | 3 | Second Life | Brainstorming: (a) imagine a crazy solution for traveling on snow, sand, or water; (b) imagine a silent flying public transportation for the future |
(Guegan et al. 2017a) | 24 | 3 | Second Life | Brainstorming: imagine new transportations means |
(Hong et al. 2016) | 22 | 2 | Second Life; Group Board | Design task: (a) two bus stops; (b) two street exhibition booths |
(Men and Bryan-Kinns 2018) | 16 | 2 | Self-developed software | Design task: music composition |
(Men and Bryan-Kinns 2019) | 21 | 2 | Self-developed software | Design task: music composition |
(Men et al. 2019) | 26 | 2 | Self-developed software | Design task: music composition |
(Minas et al. 2016) | 35 | 4 | Open Wonderland | Brainstorming: (a) increase tourism within the state; (b) reduce pollution |
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Liu, J.; Burkhardt, J.-M.; Lubart, T. Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research. J. Intell. 2023, 11, 144. https://doi.org/10.3390/jintelligence11070144
Liu J, Burkhardt J-M, Lubart T. Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research. Journal of Intelligence. 2023; 11(7):144. https://doi.org/10.3390/jintelligence11070144
Chicago/Turabian StyleLiu, Jiayin, Jean-Marie Burkhardt, and Todd Lubart. 2023. "Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research" Journal of Intelligence 11, no. 7: 144. https://doi.org/10.3390/jintelligence11070144
APA StyleLiu, J., Burkhardt, J. -M., & Lubart, T. (2023). Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research. Journal of Intelligence, 11(7), 144. https://doi.org/10.3390/jintelligence11070144