Our access to computer-generated worlds changes the way we feel, how we think, and how we solve problems. In this review, we explore the utility of different types of virtual reality, immersive or non-immersive, for providing controllable, safe environments that enable individual training, neurorehabilitation, or even replacement of lost functions. The neurobiological effects of virtual reality on neuronal plasticity have been shown to result in increased cortical gray matter volumes, higher concentration of electroencephalographic beta-waves, and enhanced cognitive performance. Clinical application of virtual reality is aided by innovative brain–computer interfaces, which allow direct tapping into the electric activity generated by different brain cortical areas for precise voluntary control of connected robotic devices. Virtual reality is also valuable to healthy individuals as a narrative medium for redesigning their individual stories in an integrative process of self-improvement and personal development. Future upgrades of virtual reality-based technologies promise to help humans transcend the limitations of their biological bodies and augment their capacity to mold physical reality to better meet the needs of a globalized world.
This study explores virtual reality (VR) as an emerging tool integrated into brainstorming activities to enhance creativity, and systematically reviews existing studies to provide an advanced literature review on this subject. Moreover, we propose a framework for enhancing creativity in virtual brainstorming (VB) based on the 4Ps (person, process, product, and press) of creativity, which provides guidance on leveraging VB to enhance creativity. Furthermore, eight affordances of VB are identified to enhance creativity: anonymity, appraisal, avatars, immersion, multiple communication, recording, simulated objects, and tracing. The potential perspectives of VB to enhance creativity based on this study’s framework are also explored, which deserves further investigation.
How to enhance creativity, especially by applying new technologies to creativity methods, is a question posed continuously by researchers. One reason for this is that creativity is an important part of people's daily lives and an essential component of society. Therefore, many methods to enhance creativity have been created, especially brainstorming, which is one of the most popular and effective tools that inspire individuals to generate ideas, hence enhancing creativity. Moreover, technologies, such as virtual reality (VR), provide an opportunity for individuals and groups to be creative. In response, recent studies have adopted VR in brainstorming to enhance creativity. However, there is a lack of systematic analysis of experimental approaches and creativity measures employed in this context. Addressing this question, this study categorized existing articles on the topic related to categories of avatars, environments, interfaces, or applications. The findings elaborate on trends, measures employed to evaluate creativity and idea generation, identified categories, and results of these studies.
6 January 2023 in International Journal of Design Creativity and Innovation
Extensive research has focused on the relationship between culture and creativity. However, related studies typically adopt national cultural values, set countries as independent variables to explore the relationship between culture and individuals’ creativity, or have inconsistent conclusions. Therefore, this study attempted to explore this relationship at the individual level in design processes from a phenomenological perspective, based on two design tasks carried out by 27 students at a university in China. The results showed a positive association between pleasure and long-term versus short-term orientation of individual cultural values in the two creative methods – 6-3-5 and collaborative sketching (C-sketch) – which were statistically significant. However, the correlation between enlightenment and long-term versus short-term orientation only existed in the 6-3-5 method. Based on the analysis, we found that an individual’s educational level affected their self-evaluation in the experience of creativity, and the 6-3-5 method was more favorable than the C-sketch method for the participants. Moreover, we developed a visualization framework and explained the relationship between culture and creativity based on the componential theory of creativity and Hofstede’s culture theory. Furthermore, the study might serve as a groundwork for further examination of the relationship between individuals’ culture and their experience of creativity.