Proceedings of the Sixth International Conference on Design Creativity (ICDC 2020) 2020
DOI: 10.35199/icdc.2020.15
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Literature Review: Existing Methods Using Vr to Enhance Creativity

Abstract: Virtual reality (VR) technology has introduced a range of equipment, contexts, and stimuli with possible applications in the context of design creativity. In response, recent studies have investigated VR as a tool that can be applied to enhance creativity. As a part of such research, this paper reviews existing studies and provides a state-of-the-art literature review based on the componential theory of creativity. Based on studies that investigate the use VR to enhance creativity, we found that VR can be used… Show more

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Cited by 20 publications
(17 citation statements)
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“…In contrast, during our two workshops, the participants were enthusiastic about their work on the design problem, excited to build and test the devices and satisfied (or even celebratory) when their designs were successful. This fits with other work suggesting that VR can be used to increase task motivation and promote design creativity (see review by Gong & Georgiev, 2020). VR games might thus offer useful opportunities to manipulate and measure the effect of intrinsic motivation, but also simply to conduct studies where low levels of motivation do not compromise research on other topics.…”
Section: Engagement and Motivation In The Activitiessupporting
confidence: 83%
“…In contrast, during our two workshops, the participants were enthusiastic about their work on the design problem, excited to build and test the devices and satisfied (or even celebratory) when their designs were successful. This fits with other work suggesting that VR can be used to increase task motivation and promote design creativity (see review by Gong & Georgiev, 2020). VR games might thus offer useful opportunities to manipulate and measure the effect of intrinsic motivation, but also simply to conduct studies where low levels of motivation do not compromise research on other topics.…”
Section: Engagement and Motivation In The Activitiessupporting
confidence: 83%
“…As with every tool, the quality of its use depends on the intentions of the user. Augmented reality provides easy access to vast amounts of computer-stored data, which is an ideal way to enhance users’ creative problem-solving and decision-making [ 203 , 204 , 205 , 206 ]. VR could easily simulate any specific physical environment, such as a mountain [ 207 ], a forest [ 208 ], a beach [ 209 ], or a savannah [ 210 ], which could evoke positive emotions and hence improve cognitive abilities.…”
Section: Virtual Reality For Self-enhancementmentioning
confidence: 99%
“…In the past 20 years, the use of VR to enhance the creativity has been far from new. Many researchers have continued to explore the benefits of using VR in concept generation to enhance the creativity (Abdelhameed, 2014;Gong and Georgiev, 2020;. For example, Abdelhameed, (2014) verified that using VR helps the later phases of designing instead of the initial phases and has a positive effect on the individual's creativity performance.…”
Section: Introductionmentioning
confidence: 99%
“…Virtual reality (VR) is a high-end user interface that involves real-time simulation and interaction through multiple sensory channels (vision, sound, touch, smell, taste) (Burdea, 1999), including immersive VR and non-immersive VR, which adopted in different fields (Georgiev et al, 2021;Georgiev, 2020, 2019). Immersive VR is described as a computer-simulated stage wherein users can interact with an immersive virtual environment (VE) using special electronic equipment, such as a head-mounted display and/or gloves fitted with sensors in a virtual space (Burdea and Coiffet, 2003;Gong and Georgiev, 2020). Non-immersive VR refers to using a desktop or laptop screen to show the users the three-dimensional (3D) VE (Georgiev et al, 2021).…”
Section: Introductionmentioning
confidence: 99%
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