IntroductionCreativity plays an important role in design. However, there have been mixed results about whether music, as an environmental stimulus, improves design creativity performance.MethodsParticipants were 57 design major students who were randomly assigned to one of three groups, with 19 students in each group: no music, pure music, and music with intelligible semantic information (unrelated to the task) playing in the background. Each participant completed a design task (design a tool for storing painting materials), with two phases in it, one that involved idea generation (divergent thinking) and one that involved idea evaluation (convergent thinking). Performance in the two phases was rated based on six indices of creativity (fluency; flexibility; adaptability; feasibility; usefulness; novelty) and overall design creativity (ODC).ResultsThe results of one-way ANOVAs with Bonferroni correction showed that neither music environment had a significant influence on divergent thinking in idea generation nor convergent thinking in idea evaluation. However, both music environments had a significantly positive effect on novelty and ODC.DiscussionWe discuss the implications of our current results for fostering designers’ creativity performance.
Bilingualism has been shown to be associated with creativity, but the mechanisms of this association are not very well understood. One possibility is that the skills that bilinguals use in switching back and forth between languages also promote the cognitive processes associated with creativity. We hypothesized that high-proficient Chinese-English bilinguals would show higher convergent and divergent thinking than low-proficient bilinguals, with the differences being mediated by cognitive inhibition and cognitive flexibility, respectively. Chinese university students (N = 54) were classified as high-proficient (n = 27) and low-proficient (n = 27) bilinguals based on their performance on the National English Test for College Students. As expected, group comparisons showed that the high-proficient group had higher scores on the Remote Associates Test (RAT, convergent thinking) and the Torrance Test of Creative Thinking (TTCT, divergent thinking). Also as expected, the association between bilingualism and convergent thinking was mediated by scores on a Stroop task (cognitive inhibition), and the association between bilingualism and divergent thinking was mediated by scores on a More-odd shifting task (cognitive flexibility). These findings suggest that bilingual learning can promote the development of different components of creativity through stronger cognitive inhibition and cognitive flexibility. The results provide empirical evidence for the relationship and mechanism between bilingual learning and creativity.
Brain regions associated with creativity is a focal point in research related to the field of cognitive neuroscience. Previous studies have paid more attention to the role of activation of the left dorsolateral prefrontal cortex in creativity tasks, which are mostly abstract conceptual tasks, and less attention to real-world creativity tasks. The right dorsolateral prefrontal cortex is involved in functions such as visuospatial processing, which may have a positive impact on innovative solutions to real-world problems. In this study, tDCS technology was used to explore the effect of anodal stimulation of the right dorsolateral prefrontal cortex on design creativity performance in a real-word problem-solving task related to product design. The experimental task comprised three stages, of which the first two were idea generation stages based on divergent thinking using text and graphics, respectively, whereas the third was the creative evaluation stage based on convergent thinking. Thirty-six design students were recruited to partake in the experiment. They were randomly assigned into anodal stimulation and sham stimulation groups. The results showed that anodal stimulation of the right dorsolateral prefrontal cortex produced a significant positive effect during the creative evaluation stage, promoting the usefulness of ideas (p = 0.009); thus, improving product creativity scores. However, there was no significant impact on the idea generation stage (p > 0.05), which is dominated by divergent thinking. The results suggest that activating the right dorsolateral prefrontal cortex with tDCS can improve people’s performance in creative activities by promoting convergent thinking rather than divergent thinking. It also provides further evidence that the right hemisphere of the brain has an advantage in solving complex problems that require the participation of visuospatial information.
VR rehabilitation is a rapidly evolving field, with increasing research and development aimed at improving its effectiveness, accessibility, and integration into mainstream healthcare systems. While there are some commercially available VR rehabilitation programs, their adoption and use in clinical practice are still limited. One of the limitations is defined as cybersickness, which is dependent on human contact with virtual reality products. The purpose of this essay is to raise awareness of the associated elements that contribute to cybersickness in rehabilitation using immersive VR. The common factors that influence the amount of cybersickness are user characteristics and device software and hardware. The Simulator Sickness Questionnaire (SSQ) was used as one of the formal models for determining the variables related to virtual reality sickness. The systematic review of the literature and the meta-analysis were chosen by whether the Simulator Sickness Questionnaire in the articles matched the research criteria. Based on PRISMA guidelines, a systematic review of the literature was conducted. Twenty-six publications from the recent past were totaled, comprising 862 individuals with ages ranging from 19 to 95, and 49% were female. The highest overall SSQ mean score for different kinds of symptoms was determined to be 21.058 for brain injuries, with a 95% confidence interval (CI) of 15.357 to 26.760. Time, content, locomotion, control, and display types were other elements that contributed to cybersickness and had significant p-values in the SNK Q-test. The future direction of immersive VR rehabilitation involves the development of immersive and interactive environments that simulate real-world situations, providing patients with a safe and controlled environment in which to practice new skills and movements.
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