连续和不连续非相关刺激对创造力的影响

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2022-04-03 DOI:10.1080/14626268.2022.2082486
Charles Mille, O. Christmann, Sylvain Fleury, S. Richir
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引用次数: 0

摘要

从战略定位到生产的第一阶段,创新是由不同的任务组成的。主要活动之一是通过不同的创造性阶段产生想法。这些创造性活动是在多种条件下进行的,不同的工具或多或少都有上下文和互动。本研究的重点是组成我们环境的不同非相关刺激对认知负荷和创造力的影响。本实验包括两项创造性任务,即使用视觉空间和听觉语言区域,在三种刺激出现条件下,为给定问题提供答案:无、连续、不连续。对于视觉空间任务,参与者必须使用沉浸式绘图软件来说明他们的答案。对于音频-口头任务,参与者必须使用简单的文本编辑器软件回答问题。关于绘图任务,结果表明,不连续的刺激减少了每个参与者的想法数量。对于写作任务,刺激增加了内在和外在的认知负荷。这项研究表明,我们的创造力受到环境、使用的工具和任务的不同因素的影响。
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Effects of continuous and discontinuous non-relevant stimulus on creativity
ABSTRACT Innovation is made of different tasks from strategic positioning to the first phases of production. One of the main activities is the generation of ideas through different creativity phases. These creativity activities are carried out in numerous conditions and with different tools having more or less context and interactions. This study focuses on the influence of different non-relevant stimuli composing our environment on cognitive load and creativity. This experiment consists of two creativity tasks which consisted in providing answers to a given question using the visuo-spatial and audio-verbal area, with three stimulus appearance conditions: without, continuous, discontinuous. For the visuo-spatial task, participants have to illustrate their answers using an immersive drawing software. For the audio-verbal task, participants have to answer a question with a simple text editor software. Regarding the drawing task, results indicate that the discontinuous stimulus had decreased the number of ideas per participant. For the writing task, the stimulus had increased the intrinsic and extraneous cognitive load. This study reveals our creativity is under the influence of the different elements of our environment, the tool used and the task.
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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