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Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research
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 tha...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10382062/ https://www.ncbi.nlm.nih.gov/pubmed/37504787 http://dx.doi.org/10.3390/jintelligence11070144 |
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author | Liu, Jiayin Burkhardt, Jean-Marie Lubart, Todd |
author_facet | Liu, Jiayin Burkhardt, Jean-Marie Lubart, Todd |
author_sort | Liu, Jiayin |
collection | PubMed |
description | 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. |
format | Online Article Text |
id | pubmed-10382062 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-103820622023-07-29 Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research Liu, Jiayin Burkhardt, Jean-Marie Lubart, Todd J Intell Review 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. MDPI 2023-07-17 /pmc/articles/PMC10382062/ /pubmed/37504787 http://dx.doi.org/10.3390/jintelligence11070144 Text en © 2023 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Review Liu, Jiayin Burkhardt, Jean-Marie Lubart, Todd Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research |
title | Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research |
title_full | Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research |
title_fullStr | Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research |
title_full_unstemmed | Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research |
title_short | Boosting Creativity through Users’ Avatars and Contexts in Virtual Environments—A Systematic Review of Recent Research |
title_sort | boosting creativity through users’ avatars and contexts in virtual environments—a systematic review of recent research |
topic | Review |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10382062/ https://www.ncbi.nlm.nih.gov/pubmed/37504787 http://dx.doi.org/10.3390/jintelligence11070144 |
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