Читать книгу Immersive Technologies to Accelerate Innovation. How Virtual and Augmented Reality Enables the Co-Creation of Concepts онлайн

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5 Chapter 5Figure 5.1. Overall schematic representation of the problem-solving approach with TRIZ. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 5.2. Schematic representation of Design Sprint (from GV.com). For a color version of this figure, see www.iste.co.uk/fleury/innovation.zip

6 Chapter 7Figure 7.1. Screenshots of Time2Craft (top and bottom left): simple shapes can be made in a very clean interface, directly in CAD software (bottom right). For a color version of this figure, see www.iste.co.uk/fleury/innovation. zipFigure 7.2. On the left, the drum-like keyboard, and on the right, the individual text-to-speech microphone, and the collective text-to-speech recording. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 7.3. Example of a collaborative work situation with one user immersed in a headset while the second user views the environment on a large screen, commenting on the actions of his or her colleague. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 7.4. The “Affordance and Constraint Network” (according to Fromm et al. 2020)Figure 7.5. Augmented reality visualization of a 3D mechanical part with an animation showing the direction of flow in the part. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 7.6. Virtual reality meeting situation in our team with presentation of results graphs: instead of displaying a slide show on a screen, the graphs are spread out on the walls of the virtual room. Thus, during the presentation, the facilitator and his colleagues move around the environment, viewing each graph as they would move from painting to painting in a museum. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 7.7. Cokoon application developed by our team, allowing to cut freehand in a scanned point cloud in order to quickly test in virtual reality rearrangements of existing environments. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 7.8. Application “La plume et la lanterne” (the feather and the lantern) designed by students of Arts et Métiers as an immersive experience that is both playful and contemplative, conducive to letting go. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 7.9. The seven categories of determinants of creativity tool choiceFigure 7.10. Schematic representation of the uses of virtual reality in a Design Thinking project. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 7.11. Schematic representation of the uses of virtual reality in a Lean Startup project. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 7.12. Schematic representation of the uses of virtual reality in a project conducted with the Time to Concept approach. For a color version of this figure, see www.iste.co.uk/fleury/innovation.zipFigure 7.13. Representation of the stages in which virtual reality applications intervene in a creativity workshop (according to Graessler and Taplick 2019). For a color version of this figure, see www.iste.co.uk/fleury/innovation.zip

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