Читать книгу Immersive Technologies to Accelerate Innovation. How Virtual and Augmented Reality Enables the Co-Creation of Concepts онлайн
1 страница из 27
Table of Contents
1 ssss1
2 ssss1
3 ssss1
4 ssss1
5 ssss1
6 ssss1
7 ssss1
8 ssss1 ssss1 ssss1 ssss1 ssss1
9 ssss1 ssss1 ssss1 ssss1 ssss1 ssss1
10 ssss1 ssss1 ssss1
11 ssss1 ssss1 ssss1 ssss1 ssss1
12 ssss1 ssss1 ssss1 ssss1 ssss1 ssss1 ssss1 ssss1 ssss1
13 ssss1 ssss1 ssss1 ssss1 ssss1 ssss1
14 ssss1 ssss1 ssss1 ssss1 ssss1 ssss1
15 ssss1 ssss1 ssss1
16 ssss1
17 ssss1
18 ssss1
List of Illustrations
1 Chapter 1ssss1ssss1ssss1ssss1
2 Chapter 2ssss1ssss1Figure 2.3. Model of individual creativity (inspired by Amabile 1988)Figure 2.4. Model of organizational creativity (according to Amabile 1988)Figure 2.5. Systemic model of creativity (according to Csikszentmihalyi 1999)Figure 2.6. Cognitive biases identified for each step of a creativity workshop
3 Chapter 3Figure 3.1. Representation of the types of influences exerted on the creative process and resulting in creative performance (after Dul and Ceylan 2011)Figure 3.2. Representation of the “physical environmental support model” (according to Hoff and Öberg 2015). For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 3.3. At the Laval Virtual Center, a ping-pong table is available just in front of the Creative Space, ideal for making breaks friendly and for “disconnecting”. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 3.4. The roof without vegetation (left) and with vegetation (right) used for breaks in the experiment by Lee et al. (2015). For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 3.5. Example of a playful physical and mental warm-up activity during a day of creativity workshops. The flexible space is set up especially for this exercise and is reconfigured very quickly afterward. The participants are led to get physically and mentally in motion in order to optimize their intellectual functioning during the rest of the workshop. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 3.6. Example of a virtual reality design meeting situation. The user is standing and physically moving throughout the exchange, while the other users are physically at a distance. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 3.7. The Creative Space used by our team at the Laval Virtual Center was designed to be the ideal place for creative workshops. This is a computer-generated image showing an example of the layout of this space. The previous figure shows the real space. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 3.8. Windows Mixed Reality headset in a carrying case for a virtual reality-based creativity workshop at a partner site. All of the materials needed for the planned session were contained in this single case. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 3.9. Avatars used in attractiveness and presence studies (top), the level of visual fidelity of avatars increases from left to right; collaborative task situation (bottom left); negotiation task situation (bottom right). For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 3.10. Virtual environments designed by our team for a furniture ideation session: an inspiring natural environment (left) and an office environment allowing the user to become aware of space and usage constraints (right). For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 3.11. Environments designed to immerse participants in a city of the future to imagine innovations in that context. Participants can collaboratively move around the city or an apartment and draw the innovations they imagine together. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zip