2021
DOI: 10.1016/j.tsc.2021.100828
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A study of the effects of a natural virtual environment on creativity during a product design activity

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Cited by 21 publications
(18 citation statements)
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References 54 publications
(70 reference statements)
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“…As VR has been shown to promote creativity (Feeman et al, 2018;Fleury et al, 2021a) during ideation tasks, we hypothesized that the participants in VR would display a higher level of creativity (H1), especially regarding the level of fluidity (number of features generated). Our analysis of the features produced during the divergent thinking exercise shows that the participants in VR generated, on average, more features per idea than the participants using the interactive whiteboard (in total, for the function, structure, and crankset features as well).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…As VR has been shown to promote creativity (Feeman et al, 2018;Fleury et al, 2021a) during ideation tasks, we hypothesized that the participants in VR would display a higher level of creativity (H1), especially regarding the level of fluidity (number of features generated). Our analysis of the features produced during the divergent thinking exercise shows that the participants in VR generated, on average, more features per idea than the participants using the interactive whiteboard (in total, for the function, structure, and crankset features as well).…”
Section: Discussionmentioning
confidence: 99%
“…VR enables specific levers to be activated to promote creativity. For instance, users can be immersed in a natural virtual environment, which is beneficial to their creativity because of the attention restoration effect (Fleury et al, 2021a). It is also possible to increase users' creativity by using visual movements, giving them the impression that they are moving (Fleury et al, 2020;Fillingim et al, 2021).…”
Section: Virtual Reality For Creativitymentioning
confidence: 99%
“…Even though in both studies the effects were more dramatic for actual nature experience, the benefits of virtual nature experience were also significant. Immersive experiences, such as virtual reality environments that include sounds and images, promote stress recovery more than only images of nature ( Annerstedt et al, 2013 ) and also enhance creativity ( Fleury et al, 2021 ).…”
Section: Related Workmentioning
confidence: 99%
“…(i.e., score equal to 6.5) percentiles, we categorized the studies into "high quality", "medium quality" and "low quality" (Table S3). Fourteen studies were classified as having a high quality (Annerstedt et al, 2013;Blum et al, 2019;Browning, Mimnaugh et al, 2020;Hedblom et al, 2019;Huang et al, 2020;Lakhani et al, 2020;O'meara et al, 2020;Palanica et al, 2019;Rockstroh et al, 2019;Schutte et al, 2017;Sneed et al, 2021;Tabrizian et al, 2018;Wang et al, 2020;Yeo et al, 2020),a further sixteen studies (Anderson et al, 2017;Calogiuri et al, 2018;Chirico, & Gaggioli, 2019;Fleury et al, 2021;Hofman et al, 2021;Lindquist et al, 2020;Liszio, & Masuch, 2019;Liszio et al, 2018;Mattila et al, 2020;Reese et al, 2021;Schebella et al, 2020;Wang et al, 2019;Xiang et al, 2021;Yu et al, 2018;Yu et al, 2020) were classified as having "medium quality", and eight (Burmeister et al, 2018;Evensen et al, 2021;Gao et al, 2019a;2019b;Je, & Lee, 2020;Mostajeran et al, 2021;Pals et al, 2014;van Vliet et al, 2021) as having "low quality". The item in which we found a lower overall score is that on power analysis (pre-or post-hoc) which...…”
Section: Quality Assessmentmentioning
confidence: 99%