IEEE Trans Vis Comput Graph. 2023 Nov;29(11):4328-4338. doi: 10.1109/TVCG.2023.3320225. Epub 2023 Nov 2.
Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated that the sense of embodiment toward an avatar can impact user behavior and cognition. In this paper, we present an experiment designed to investigate whether embodying a well-known creative genius could enhance participants' creative performance. Following a preliminary online survey ( N = 157) to select a famous character suited to the purpose of this study, we developed a VR application allowing participants to embody Leonardo da Vinci or a self-avatar. Self-avatars were approximately matched with participants in terms of skin tone and morphology. 40 participants took part in three tasks seamlessly integrated in a virtual workshop. The first task was based on a Guilford's Alternate Uses test (GAU) to assess participants' divergent abilities in terms of fluency and originality. The second task was based on a Remote Associates Test (RAT) to evaluate convergent abilities. Lastly, the third task consisted in designing potential alternative uses of an object displayed in the virtual environment using a 3D sketching tool. Participants embodying Leonardo da Vinci demonstrated significantly higher divergent thinking abilities, with a substantial difference in fluency between the groups. Conversely, participants embodying a self-avatar performed significantly better in the convergent thinking task. Taken together, these results promote the use of our virtual embodiment approach, especially in applications where divergent creativity plays an important role, such as design and innovation.
虚拟现实 (VR) 通过使用头戴式显示器和运动捕捉技术让用户能够通过体现虚拟角色 (化身) 来替代他们的物理外观。先前的研究表明,对化身的体现感可以影响用户的行为和认知。在本文中,我们介绍了一项旨在调查体现著名创意天才是否可以提高参与者创造力的实验。在初步的在线调查 (N = 157) 以选择适合本研究目的的著名角色之后,我们开发了一个 VR 应用程序,允许参与者体现莱昂纳多·达·芬奇或自己的化身。自我化身在肤色和形态方面与参与者大致匹配。40 名参与者参与了三个无缝集成在虚拟工作坊中的任务。第一个任务基于 Guilford 的替代用途测试 (GAU),以评估参与者在流畅性和新颖性方面的发散能力。第二个任务基于远程联想测试 (RAT),以评估收敛能力。最后,第三个任务包括使用 3D 草图工具设计虚拟环境中显示的对象的潜在替代用途。体现莱昂纳多·达·芬奇的参与者表现出明显更高的发散思维能力,两组之间的流畅性差异很大。相反,体现自我化身的参与者在收敛思维任务中表现出色。总的来说,这些结果促进了我们的虚拟体现方法的使用,特别是在发散创造力起着重要作用的应用中,例如设计和创新。