Effect of physical activity through virtual reality on design creativity

IF 1.7 3区 工程技术 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Kenton B. Fillingim, Hannah Shapiro, Catherine J. Reichling, Katherine K. Fu
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引用次数: 4

Abstract

Abstract A deeper understanding of creativity and design is essential for the development of tools to improve designers’ creative processes and drive future innovation. The objective of this research is to evaluate the effect of physical activity versus movement in a virtual environment on the creative output of industrial design students. This study contributes a novel assessment of whether the use of virtual reality can produce the same creative output within designers as physical activity has been shown to produce in prior studies. Eighteen industrial design students at the Georgia Institute of Technology completed nine design tasks across three conditions in a within-subjects experimental design. In each condition, participants independently experienced one of three interventions. Solutions were scored for novelty and feasibility, and self-reported mood data was correlated with performance. No significant differences were found in novelty or feasibility of solutions across the conditions. However, there are statistically significant correlations between mood, interventions, and peak performance to be discussed. The results show that participants who experienced movement in virtual reality prior to problem solving performed at an equal or higher level than physical walking for all design tasks and all designer moods. This serves as motivation for continuing to study how VR can provide an impact on a designer's creative output. Hypothesized creative performance with each mode is discussed using trends from four categories of mood, based on the combined mood characteristics of pleasantness (positive/negative) and activation (active/passive).
通过虚拟现实进行的身体活动对设计创造力的影响
对创造力和设计的深入理解对于开发工具来改进设计师的创作过程和推动未来的创新至关重要。本研究的目的是评估物理活动与运动在虚拟环境中对工业设计专业学生创意产出的影响。这项研究提供了一种新颖的评估,即使用虚拟现实是否能在设计师内部产生与先前研究中显示的身体活动相同的创造性产出。佐治亚理工学院18名工业设计专业的学生在三种条件下完成了9项设计任务。在每种情况下,参与者都独立地经历了三种干预措施中的一种。解决方案的新颖性和可行性被打分,自我报告的情绪数据与表现相关。在不同条件下,解决方案的新颖性或可行性没有显著差异。然而,情绪、干预措施和最佳表现之间存在统计学上显著的相关性,有待讨论。结果表明,在解决问题之前体验过虚拟现实运动的参与者在所有设计任务和所有设计师情绪下的表现都与实际行走持平或更高。这是继续研究VR如何对设计师的创意输出产生影响的动力。基于愉悦(积极/消极)和激活(主动/被动)的综合情绪特征,使用四种情绪类别的趋势来讨论每种模式下的假设创造性表现。
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来源期刊
CiteScore
4.40
自引率
14.30%
发文量
27
审稿时长
>12 weeks
期刊介绍: The journal publishes original articles about significant AI theory and applications based on the most up-to-date research in all branches and phases of engineering. Suitable topics include: analysis and evaluation; selection; configuration and design; manufacturing and assembly; and concurrent engineering. Specifically, the journal is interested in the use of AI in planning, design, analysis, simulation, qualitative reasoning, spatial reasoning and graphics, manufacturing, assembly, process planning, scheduling, numerical analysis, optimization, distributed systems, multi-agent applications, cooperation, cognitive modeling, learning and creativity. AI EDAM is also interested in original, major applications of state-of-the-art knowledge-based techniques to important engineering problems.
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