2016
DOI: 10.1007/s10111-016-0378-y
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Using avatars to tailor ideation process to innovation strategy

Abstract: is an open access repository that collects the work of Arts et Métiers ParisTech researchers and makes it freely available over the web where possible. This is an author-deposited version published in: https://sam.ensam.eu Handle ID

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citations
Cited by 36 publications
(26 citation statements)
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References 33 publications
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“…In particular, we evaluated the potential of virtual tools for creativity as perceived by creativity experts before and after having experienced such virtual tools. To do so, we used the virtual world Second Life, which was repeatedly used in creativity research (Ward & Sonneborn, 2009;Guegan et al, 2016Guegan et al, , 2017aGuegan et al, , 2017bBuisine et al, 2016;Bonnardel, Forens, & Lefevre, 2016;Uribe Larach, & Cabra, 2010;Ferguson, 2011). This "sandbox" virtual world proves readily accessible and includes straightforward programmable scripting and programming possibilities; it is also particularly cost effective due to the large amount of content already available (e.g.…”
Section: Research Questionmentioning
confidence: 99%
See 1 more Smart Citation
“…In particular, we evaluated the potential of virtual tools for creativity as perceived by creativity experts before and after having experienced such virtual tools. To do so, we used the virtual world Second Life, which was repeatedly used in creativity research (Ward & Sonneborn, 2009;Guegan et al, 2016Guegan et al, , 2017aGuegan et al, , 2017bBuisine et al, 2016;Bonnardel, Forens, & Lefevre, 2016;Uribe Larach, & Cabra, 2010;Ferguson, 2011). This "sandbox" virtual world proves readily accessible and includes straightforward programmable scripting and programming possibilities; it is also particularly cost effective due to the large amount of content already available (e.g.…”
Section: Research Questionmentioning
confidence: 99%
“…The appearance of avatars may impact not only the creative performance in quantitative terms, but also the content of ideas. For example, practitioners embodying avatars representing future users generated more ideas related to user needs than practitioners using inventor avatars, and used significantly less technical terms in their ideas (Buisine, Guegan, Barré, Segonds, & Aoussat, 2016). Avatars' appearance therefore appears likely to orient or improve creative processes.…”
Section: Introductionmentioning
confidence: 99%
“…antisocial behavior (Peña, Hancock, & Merola, 2009;Yoon & Vargas, 2014), food choice (Fox, Bailenson, & Binney, 2009;Sah, Ratan, Sandy Tsai, Peng, & Sarinopoulos, 2016), physical exercise (Li, Lwin, & Jung, 2014;Peña, Khan, & Alexopoulos, 2016;Peña & Kim, 2014), racial bias (Aviles, 2017;Peck, Seinfeld, Aglioti, & Slater, 2013), body dissatisfaction (Fox, Bailenson, & Tricase, 2013;Sylvia, King, & Morse, 2014), financial risk-taking (Hershfield et al, 2011), consumer choices (Ahn & Bailenson, 2011), math performance (Lee, Nass, & Bailenson, 2014;Ratan & Sah, 2015), student engagement , and creative thinking (Buisine, Guegan, Barré, Segonds, & Aoussat, 2016;de Rooij, van der Land, & van Erp, 2017;Guegan, Buisine, Mantelet, Maranzana, & Segonds, 2016).…”
mentioning
confidence: 99%
“…Personas could also efficiently be used in a virtual environment. Buisine et al [39], have experimented the use of persona through avatar in virtual environment. The goal was to make engineers embody persona to make them think as users.…”
Section: Research Focusmentioning
confidence: 99%