Hostname: page-component-cd9895bd7-p9bg8 Total loading time: 0 Render date: 2024-12-25T01:44:46.954Z Has data issue: false hasContentIssue false

EFFECTS OF IMMERSIVE VIRTUAL REALITY IN ENHANCING CREATIVITY

Published online by Cambridge University Press:  19 June 2023

Vijayakumar Nanjappan*
Affiliation:
Center for Ubiquitous Computing, University of Oulu, Finland
Akseli Uunila
Affiliation:
Center for Ubiquitous Computing, University of Oulu, Finland
Jukka Vaulanen
Affiliation:
Center for Ubiquitous Computing, University of Oulu, Finland
Julius Välimaa
Affiliation:
Center for Ubiquitous Computing, University of Oulu, Finland
Georgi V. Georgiev
Affiliation:
Center for Ubiquitous Computing, University of Oulu, Finland
*
Nanjappan, Vijayakumar, University of Oulu, Finland, [email protected]

Abstract

Core share and HTML view are not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.

In recent years, the use of virtual reality (VR) has been a promising opportunity to improve the immersive experience in virtual environments. In this study, we explore the effectiveness of immersive VR experiences on an individual's creativity. To do this, we first identified the characteristics of VR that are closely related to creative performance. Considering these factors, we designed and implemented the interaction method and the three outdoor and indoor virtual environments (Wilderness, City Park, and Office). We evaluated the effectiveness of the virtual environments with 12 participants. The user study results show that outdoor and indoor immersive virtual experiences improved their creativity skills. We concluded by analysing how factors such as simulator sickness and perceived workload influence creativity levels. Moreover, our study showed the potentiality of using immersive virtual environments to enhance individuals’ creative performance.

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2023. Published by Cambridge University Press

References

Cash, P., Hicks, B. and Culley, S. (2015), “Activity Theory as a means for multi-scale analysis of the engineering design process: A protocol study of design in practice”, Design Studies, Vol. 38, pp. 132. http://doi.org/10.1016/j.destud.2015.02.001CrossRefGoogle Scholar
Al Zayer, M., MacNeilage, P., & Folmer, E. (2020). Virtual Locomotion: A Survey. IEEE Transactions on Visualization and Computer Graphics, 26(6), 23152334. https://doi.org/10.1109/TVCG.2018.2887379CrossRefGoogle ScholarPubMed
Bhatt, G. (2004). Bringing virtual reality for commercial Web sites. International Journal of Human-Computer Studies, 60(1), 115. https://doi.org/10.1016/j.ijhcs.2003.07.002CrossRefGoogle Scholar
Bourgeois-Bougrine, S., Bonnardel, N., Burkhardt, J.-M., Thornhill-Miller, B., Pahlavan, F., Buisine, S., Guegan, J., Pichot, N., & Lubart, T. (2022). Immersive Virtual Environments’ Impact on Individual and Collective Creativity. European Psychologist. https://econtent.hogrefe.com/doi/10.1027/1016-9040/a000481CrossRefGoogle Scholar
Burdea, G., & Coiffet, P. (2003). Virtual reality technology (2nd ed). J. Wiley-Interscience.CrossRefGoogle Scholar
Csikszentmihalyi, M. (2013). Creativity: The psychology of discovery and invention (First Harper Perennial modern classics edition). Harper Perennial Modern Classics.Google Scholar
Gong, Z., Wang, M., Nanjappan, V., & Georgiev, G. V. (2022). Instrumenting Virtual Reality for Priming Cultural Differences in Design Creativity. Creativity and Cognition, 510514. https://doi.org/10.1145/3527927.3535205CrossRefGoogle Scholar
Graessler, I., & Taplick, P. (2019). Supporting Creativity with Virtual Reality Technology. Proceedings of the Design Society: International Conference on Engineering Design, 1(1), 20112020. https://doi.org/10.1017/dsi.2019.207Google Scholar
Guan, J.-Q., Wang, L.-H., Chen, Q., Jin, K., & Hwang, G.-J. (2021). Effects of a virtual reality-based pottery making approach on junior high school students’ creativity and learning engagement. Interactive Learning Environments, 0(0), 117. https://doi.org/10.1080/10494820.2021.1871631Google Scholar
Hart, S. G. (2006). Nasa-Task Load Index (NASA-TLX); 20 Years Later. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 50(9), 904908. https://doi.org/10.1177/154193120605000909CrossRefGoogle Scholar
Hart, S. G., & Staveland, L. E. (1988). Development of NASA-TLX (Task Load Index): Results of Empirical and Theoretical Research. In Hancock, P. A. & Meshkati, N. (Eds.), Advances in Psychology (Vol. 52, pp. 139183). North-Holland. https://doi.org/10.1016/S0166-4115(08)62386-9Google Scholar
Hu, X., Nanjappan, V., & Georgiev, G. V. (2021). Bursting through the blocks in the human mind: Enhancing creativity with extended reality technologies. Interactions, 28(3), 5761. https://doi.org/10.1145/3460114CrossRefGoogle Scholar
Jou, M., & Wang, J. (2013). Investigation of effects of virtual reality environments on learning performance of technical skills. Computers in Human Behavior, 29(2), 433438. https://doi.org/10.1016/j.chb.2012.04.020CrossRefGoogle Scholar
Kennedy, R. S., Lane, N. E., Berbaum, K. S., & Lilienthal, M. G. (1993). Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness. The International Journal of Aviation Psychology, 3(3), 203220. https://doi.org/10.1207/s15327108ijap0303_3CrossRefGoogle Scholar
Lee, J. H., Yang, E., & Sun, Z. Y. (2021). Using an Immersive Virtual Reality Design Tool to Support Cognitive Action and Creativity: Educational Insights from Fashion Designers. The Design Journal, 24(4), 503524. https://doi.org/10.1080/14606925.2021.1912902CrossRefGoogle Scholar
Liang, H. N., Lu, F., Shi, Y., Nanjappan, V., & Papangelis, K. (2018). Evaluating the effects of collaboration and competition in navigation tasks and spatial knowledge acquisition within virtual reality environments. Future Generation Computer Systems. https://doi.org/10.1016/j.future.2018.02.029CrossRefGoogle Scholar
Lu, F., Nanjappan, V., Parsons, P., Yu, L., & Liang, H.-N. (2022). Effect of display platforms on spatial knowledge acquisition and engagement: An evaluation with 3D geometry visualizations. Journal of Visualization. https://doi.org/10.1007/s12650-022-00889-wCrossRefGoogle Scholar
Monteiro, D., Liang, H. N., Xu, W., Brucker, M., Nanjappan, V., & Yue, Y. (2018). Evaluating enjoyment, presence, and emulator sickness in VR games based on first- and third- person viewing perspectives. Computer Animation and Virtual Worlds, 29(3–4), 112. https://doi.org/10.1002/cav.1830CrossRefGoogle Scholar
Nanjappan, V., Liang, H.-N., Lu, F., Papangelis, K., Yue, Y., & Man, K. L. (2018). User-elicited dual-hand interactions for manipulating 3D objects in virtual reality environments. Human-Centric Computing and Information Sciences, 8(1), 31. https://doi.org/10.1186/s13673-018-0154-5CrossRefGoogle Scholar
Obeid, S., & Demirkan, H. (2020). The influence of virtual reality on design process creativity in basic design studios. Interactive Learning Environments, 0(0), 119. https://doi.org/10.1080/10494820.2020.1858116Google Scholar
Witmer, B. G., & Singer, M. J. (1998). Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225240. https://doi.org/10.1162/105474698565686CrossRefGoogle Scholar
Yang, X., Lin, L., Cheng, P.-Y., Yang, X., Ren, Y., & Huang, Y.-M. (2018). Examining creativity through a virtual reality support system. Educational Technology Research and Development, 66(5), 12311254. https://doi.org/10.1007/s11423-018-9604-zCrossRefGoogle Scholar