Kenton B. Fillingim, Hannah Shapiro, Catherine J. Reichling, Katherine K. Fu
{"title":"通过虚拟现实进行的身体活动对设计创造力的影响","authors":"Kenton B. Fillingim, Hannah Shapiro, Catherine J. Reichling, Katherine K. Fu","doi":"10.1017/S0890060420000529","DOIUrl":null,"url":null,"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).","PeriodicalId":50951,"journal":{"name":"Ai Edam-Artificial Intelligence for Engineering Design Analysis and Manufacturing","volume":"35 1","pages":"99 - 115"},"PeriodicalIF":1.7000,"publicationDate":"2021-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1017/S0890060420000529","citationCount":"4","resultStr":"{\"title\":\"Effect of physical activity through virtual reality on design creativity\",\"authors\":\"Kenton B. Fillingim, Hannah Shapiro, Catherine J. Reichling, Katherine K. Fu\",\"doi\":\"10.1017/S0890060420000529\",\"DOIUrl\":null,\"url\":null,\"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. 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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).\",\"PeriodicalId\":50951,\"journal\":{\"name\":\"Ai Edam-Artificial Intelligence for Engineering Design Analysis and Manufacturing\",\"volume\":\"35 1\",\"pages\":\"99 - 115\"},\"PeriodicalIF\":1.7000,\"publicationDate\":\"2021-01-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.1017/S0890060420000529\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Ai Edam-Artificial Intelligence for Engineering Design Analysis and Manufacturing\",\"FirstCategoryId\":\"5\",\"ListUrlMain\":\"https://doi.org/10.1017/S0890060420000529\",\"RegionNum\":3,\"RegionCategory\":\"工程技术\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Ai Edam-Artificial Intelligence for Engineering Design Analysis and Manufacturing","FirstCategoryId":"5","ListUrlMain":"https://doi.org/10.1017/S0890060420000529","RegionNum":3,"RegionCategory":"工程技术","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
Effect of physical activity through virtual reality on design creativity
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).
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.