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CRUX: a creativity and user experience model

机译:CRUX:创造力和用户体验模型

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摘要

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.
机译:虚拟现实领域一直以稳定的速度开发,VR正在寻找新用途作为对创意任务的支持。 本研究的目的是提出描述用户体验与创造性之间的联系的理论模型。 在相关的科学文献中已经确定了预先存在的理论联系。 然后进行两项实验,以鉴定新的链接和复制结果。 这些实验分别涉及76和42名参与者,他们单独执行需要使用虚拟现实绘图工具的伴随创造力的任务。 结果表明,Cyberickness导致流畅性降低,即产生的思想数量,但也阴影流程之间的链接和所生成的想法的相关性。 在此结果的基础上,我们提出了CRUX模型,以导致用于设计工具和模拟的建议,以支持发散的创造力。

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