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通过虚拟环境中的用户头像和情境提升创造力——近期研究的系统综述

Boosting Creativity through Users' Avatars and Contexts in Virtual Environments-A Systematic Review of Recent Research.

作者信息

Liu Jiayin, Burkhardt Jean-Marie, Lubart Todd

机构信息

LaPEA, Université Paris Cité and Univ Gustave Eiffel, 92100 Boulogne-Billancourt, France.

LaPEA, Univ Gustave Eiffel and Université Paris Cité, 78008 Versailles, France.

出版信息

J Intell. 2023 Jul 17;11(7):144. doi: 10.3390/jintelligence11070144.

DOI:10.3390/jintelligence11070144
PMID:37504787
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10382062/
Abstract

As an artificial space extended from the physical environment, the virtual environment (VE) provides more possibilities for humans to work and be entertained with less physical restrictions. Benefiting from anonymity, one of the important features of VEs, users are able to receive visual stimuli that might differ from the physical environment through digital representations presented in VEs. Avatars and contextual cues in VEs can be considered as digital representations of users and contexts. In this article, we analyzed 21 articles that examined the creativity-boosting effects of different digital user and contextual representations. We summarized the main effects induced by these two digital representations, notably the effect induced by the self-similar avatar, Proteus effect, avatar with Social Identity Cues, priming effect induced by contextual representation, and embodied metaphorical effect. In addition, we examined the influence of immersion on creativity by comparing non-immersive and immersive VEs (i.e., desktop VE and headset VE, respectively). Last, we discussed the roles of embodiment and presence in the creativity in VEs, which were overlooked in the past research.

摘要

作为从物理环境扩展而来的人工空间,虚拟环境(VE)为人类提供了更多可能性,使其能够在较少身体限制的情况下工作和娱乐。受益于虚拟环境的重要特征之一——匿名性,用户能够通过虚拟环境中呈现的数字表征接收可能与物理环境不同的视觉刺激。虚拟环境中的化身和情境线索可被视为用户和情境的数字表征。在本文中,我们分析了21篇研究不同数字用户和情境表征对创造力提升效果的文章。我们总结了这两种数字表征所引发的主要效应,特别是自相似化身引发的效应、普洛透斯效应、带有社会身份线索的化身、情境表征引发的启动效应以及具身隐喻效应。此外,我们通过比较非沉浸式和沉浸式虚拟环境(即分别为桌面虚拟环境和头戴式虚拟环境)来研究沉浸感对创造力的影响。最后,我们讨论了具身性和临场感在虚拟环境创造力中的作用,这在过去的研究中被忽视了。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3276/10382062/bb1d3329a3f9/jintelligence-11-00144-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3276/10382062/4affafea43d0/jintelligence-11-00144-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3276/10382062/c2f48dc25be0/jintelligence-11-00144-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3276/10382062/bb1d3329a3f9/jintelligence-11-00144-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3276/10382062/4affafea43d0/jintelligence-11-00144-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3276/10382062/c2f48dc25be0/jintelligence-11-00144-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3276/10382062/bb1d3329a3f9/jintelligence-11-00144-g003.jpg

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