In this research, we investigated the role of multisensorial manipulation on creativity, and the influence of inspirational objects on creative outcomes. Object manipulation may support embodied cognition during a generative creative phase (emergence of motor, spatial, emotional ideas, etc.) then exploratory phase (creative fixation, development of a functional creation, etc.). Our protocol involved 136 engineering students divided into 34 groups which were provided with inspirational cubes illustrating manufacturing inventive principles or basic volumes from the Creative Mental Synthesis Task. They could manipulate these objects either in a visuo-haptic condition, or in a visuo-imaginative condition. Our results highlighted a main effect of manipulation, showing that visual-haptic condition led to higher creativity than visual-imaginative condition. We also observed several effects in favor of inspirational cubes with regard to basic volumes: significantly higher creativity, more subjective and inter-subjective facilitation behaviors, more cognitive and emotional operations. Participants also showed at an individual level a better mobilization of the multisensorial senses. Creative thinking may be stimulated when an active manipulation phase is set up before the creative production. This could contribute to improving practice for engineers, particularly for using additive manufacturing and/or during their training at school.
This study investigates the potential of serious games (SG) to enhance creativity in additive manufacturing (AM). While AM offers unique opportunities to explore complex designs, traditional manufacturing methods often limit designers’ creativity due to cognitive biases formed by years of using conventional processes. This research aims to introduce IdeAM, a SG designed to foster creativity in AM and help overcome these cognitive constraints. The IdeAM game was developed using the DICE framework (Define, Imagine, Create, Evaluate) with iterative feedback from both users and experts. The game immerses participants in creative scenarios through its content, rules, and aesthetic, encouraging the exploration of AM’s 4 key complexities as defined by Gibson: shape, hierarchical, functional, and material complexities. To evaluate its effectiveness, participants were divided into focus and control groups. The performance was assessed based on 3 aspects: creative solution generation, AM technical potential use, and participant experience. The results show that IdeAM significantly improved participants' creativity and their ability to explore AM’s technical potential. Additionally, participants reported higher motivation and engagement compared to the control group. The originality of this work lies in its novel integration of creativity in AM into a serious game, an area that has received limited attention in existing literature. The impact of this study extends to future SG initiatives in AM, with implications for both educational and industrial applications.
Background This study took place at the height of the fifth wave of COVID-19 in France, coinciding with stigmatizing communication toward the unvaccinated. We hypothesized that adherence to this communication would facilitate or inhibit the effects of priming on vaccination intention, depending on whether the priming included a dimension of connection to others. Participants and procedure In a convenience online French sample (N = 1800, M age = 26.30), vaccination intention was asked after love priming, no love/prejudice priming, materialism priming, or a control condition. Participants also reported their adherence to restrictive measures, i.e., media control, vaccination pass, and mandatory vaccination. Results Vaccination intention was higher in the no love/prejudice and materialism conditions than in the love and control condi-tions. Adherence to restrictive measures mediated the effect of prejudice or materialism priming on intention to get vaccinated. Conclusions Implications of these results are discussed in light of the socially situated cognition perspective and the congruence of (a) a societal context of communication toward the vaccine and the unvaccinated, (b) the participant’s degree of adherence to that communication, (c) the theme of priming, whether or not related to feeling connected to others. Implications of mate-rialism priming are discussed, and the effect of commitment on intention to get vaccinated.
This study explores the impact of the interplay between the valence and arousal dimensions of landmarks on spatial memory. Participants were asked to watch a movie of a walk in a large urban virtual environment with landmarks that differed in terms of arousal and valence across conditions (high-arousal-positive; low-arousal-positive; high-arousal-negative; low-arousal-negative). Their route knowledge was assessed through a direction recall task, and their survey knowledge by asking them to plot the position of each landmark encountered during the route on a map. Results showed that the presence of positive landmarks benefited route knowledge, whereas high arousing ones impaired it. However, no clear effect of the landmarks' valence and arousal was observed on survey knowledge. In addition to supporting some of the previous evidence while extending it to more complex and real-like environments, these new results call into question the relevance of the dimensional approach to emotions classically adopted in this type of studies.
This paper explores the recent advances in research concerning the impact of immersive virtual environments affordances on the expression of users' creativity at individual and team levels. While the top virtual reality (VR) application areas are entertainment and gaming, simulation and training for professionals, research in the domain of the psychology of creativity and VR is advancing rapidly in Europe. Indeed, between 2014 and 2021, 72% of publications in this domain resulted from European research in diverse fields such as engineering, design, music composition, art-making, and so forth. These studies took advantage of advanced VR affordances, such as head and hand motion trackers to synchronize an avatar in real-time, live streaming of a video into a VR headset screen to create artwork, etc. Four main topics were explored: (a) new creativity techniques involving a virtual upgrade of traditionally used techniques, virtual sketching and prototyping, as well as sophisticated interactive virtual menus and motion tracking systems, (b) the right digital self-representation for enhancing creativity and the degree to which users identify with the "persona avatar" in the context of user-centered innovations, (c) the impact of physical and social virtual contextual cues on creative performance, and (d) the perception of virtual reality by creativity and innovation professionals. Our review confirms that VR supports greater creative performance at individual and collaborative levels as well as enjoyment and fun. However, as rich and varied as this literature has become, it presents major methodological limitations that should be addressed in future research.
This paper provides a description of IdeAM Running Quiz, a learning game aiming at enhancing Additive Manufacturing (AM) opportunities learning. Firstly, a review of the literature on the Design and Additive Manufacturing methodologies and the educational effectiveness of learning games is presented. Then, the steps involved in the design of IdeAM Running Quiz game are introduced. IdeAM Running Quiz is a digital learning game inspired by arcade games. It is an infinite race where the play-er will have to choose the right path that will allow him to advance. It features exam-ples of objects that can be made with AM as well as AM opportunities. For this research, we have conducted an experiment aiming at evaluating the effectiveness of IdeAM Running Quiz on AM opportunities learning, and satisfaction provided by playing it. This experiment has shown that IdeAM Running Quiz helps player to understand the additive manufacturing opportunities. The experiment has also shown that participants like to play IdeAM Running Quiz and would recommend it for someone who want to discover the AM opportunities.
Design rules are an essential interface to facilitate the information exchange between designers and experts. Despite many innovations in Knowledge-Based Engineering and Knowledge Management, unstructured design rules documents are still widely used in the manufacturing industry. Due to the complexity of the design process, these documents often contain hundreds of design rules, applicable in varying design contexts. Searching for the right rules according to a design context is demanding in time and cognitive resources. In this paper, we propose a Context-Aware Cognitive Design Assistant (CACDA) to capture the design context and perform tasks such as the recommendation of design rules, the verification of design solutions, or the automation of design routines. Contrary to existing works in model quality testing, the CACDA uses a proactive approach of design rules application and helps designers to provide error-free designs on first attempt. In this paper, we present the design rules recommendation system of the CACDA, its capabilities and its implementation. Then, to measure the impact of design rules recommendations on the design process, we compare our approach with the use of traditional design rules documents. Results show that the use of the CACDA's design rules recommendations lower the perceived difficulty of design rules retrieval from 75 to 43.5 on a scale of 100. On average, participants that used the demonstrator successfully applied 8.6 design rules on the 25 applicable design rules of our set. Participants that used unstructured documentation correctly applied 4.3 design rules. The global cognitive weight of the design activity as well as the design rules retrieval performances appear to be unchanged. These results demonstrate the usability of the demonstrator and show a positive impact on the design process and on the quality of CAD models. Future works will focus on the overcome of the main limitations of our current experiments, with a panel of professional designers, a lager design rules set and the implementation of several lacking features of the CACDA into the demonstrator.
BACKGROUND In France, despite fear-based communication by the authorities and the media, vaccination against COVID-19 has received little support from the population. For a young population often convinced that severe forms of the disease affect older people, we hypothesized that communication based on the idea of love would be more effective than communication based on fear of vaccination. PARTICIPANTS AND PROCEDURE In a convenience online French sample (N = 480, Mage = 19.4), vaccination intention was asked after fear priming, love priming, no love/prejudice priming, or a control condition. Participants also reported their fear of vaccination against COVID-19, and the recommendation they would make regarding vaccination of a loved/unloved person. RESULTS Vaccination intention was higher in the love condition than in the fear and no love/prejudice conditions. Surprisingly, fear of vaccination was lower in participants who were presented with fear-inducing questions. CONCLUSIONS Implications of these results are discussed in relation to the fear of vaccination and the transpersonal value of the idea of love. The results suggest that COVID-19 is experienced as a threat both to oneself and to those one loves most. Therefore, calls for fear in the media and on social networks seem less likely to motivate a young population to vaccinate than the reminder of intense emotional ties to loved ones.
Additive manufacturing (AM) brings new design potential compared with traditional manufacturing. Nevertheless, traditional manufacturing knowledge remains embedded in the minds of designers and is a real cognitive barrier to design in AM. Design for Additive Manufacturing (DfAM) provides tools, techniques, and guidelines to optimize design with the specifics of AM. These methods are usable at different moments of the design process. Only few DfAMs focus on the early stages of design, the ideation phase, which allows for the most innovation. The literature highlights the effectiveness of methodologies based on tangible tools, such as cards or objects, to generate creativity. The difficulty with such tools is to be inspirational as well as formative. Therefore, this article presents a method to help designers capture the design potential of AM to design creative solutions at the early stages of product design, named the Augmented Design with AM Methodology (ADAM2). This methodology relies on the potential of AM, defined in 14 opportunities and a set of 14 inspirational objects, each representing an opportunity. Dedicated to creativity sessions, this methodology allows forcing the association between knowledge of a company's sector and the design potential of AM. To validate the effectiveness of the ADAM2 methodology, we use it for an industrial application in a jewelry and watchmaking company. The results showed that ADAM2 promote the generation of creative solutions and the exploitation of the design potential of AM during the early design stages.
Although diverse European policy initiatives have been developed to integrate young NEETs - "Not in Employment, Education or Training", it is particularly relevant to question how NEETs are perceived by their counterparts who are actively engaged in society. For this reason, we aimed to examine the Social Representations (SRs) of NEETs in France, using the classic free evocation technique. French NEETs (n = 71) and matched controls (n = 66; people employed, in education or in training) were interviewed. Results showed the scope of SRs for the semantic field of the term NEET and its associated terms. The need to develop effective communication to talk about work, education, and training with NEETs and implications for career counselling are discussed.
Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress's office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress's office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.
Several experimental studies in recent years have shown an effect of the appearance of embodied avatars in a digital environment on subsequent behaviors in unrelated context. However, such studies often focus exclusively on the appearance of avatars, and do not consider the nature of the behavior carried out in-game. This article presents an experiment exploring the combined effects of avatar appearance and in game behavior on subsequent prosocial behavior in an unrelated task. 120 undergraduate students from a medical and health sciences course traversed a digital environment in a roleplaying game, battling opponents ("mobs") along the way. Using a factorial design, participants embodied either a heroic or a villainous avatar, and battled good or evil mobs. Results show that mob appearance, but not avatar appearance, affected prosocial behavior in a subsequent unrelated task. Participants having battled negative-looking mobs tended to exhibit more prosocial behavior than those having battled positive-looking mobs. These results, highlighting the potential of avatar's behavior to influence user's subsequent behavior, are discussed in terms of self-perception, theoretical insight and research on the Proteus effect.
Gamification can be seen as the intentional use of game design elements in non-game tasks, in order to produce psychological outcomes likely to influence behaviour and/or performance. In this respect, we hypothesize that gamification would produce measurable effects on user performance, that this positive impact would be mediated by specific motivational and attentional processes such as flow and that gamification would moderate the social comparison process. In three experimental studies, we examine the effects of gamified electronic brainstorming interfaces on fluency, uniqueness and flow. The first study mainly focuses on time pressure, the second on performance standard and the third one introduces social comparison. The results highlight some effects of the gamified conditions on brainstorming performance, but no or negative effects on flow. All three studies are congruent in that gamification did not occur as a psychological process, which questions popular design trends observed in a number of sectors.
The present research examined to what extent virtual reality was an effective tool to induce a complex, positive, other-oriented emotion: gratitude. We hypothesized that receiving the help of a virtual benefactor should generate a feeling of gratitude, but also social benefits. In two studies, we showed that this virtual social interaction induced a feeling of gratitude in contrast to a control condition. Furthermore, in both studies, being helped by a virtual confederate led participants to be more inclined to offer social support to their benefactor, in contrast to the control condition. The beneficial effect of the gratitude induction on social support intentions was mediated by the virtual confederate's perceived warmth (Studies 1 & 2) and by enhanced perceived interpersonal closeness (Study 2). Finally, the expected benefits of gratitude were observed for both ingroup and outgroup benefactors. Implications of these findings for emotion induction, well-being, and intergroup contacts are discussed.
The Yellow Vests (YV) movement stands out because of its length and its unusual violent outbursts. This paper aims to better understand the emotional path underlying YVs’ intention to engage in more or less radical collective action. To this end, we opposed two models: one based on Becker and Tausch’s (2015) model of engagement in collective action – whereby only contempt is supposed to predict radical collective action – and one based on Matsumoto, Frank and Hwang’s (2017) ANCODI hypothesis – according to which anger, contempt and disgust as a whole are supposed to predict radical collective action. We assumed that support for the YVs’ demands would be associated with negative emotions (i.e., anger, contempt and disgust) towards the government which in turn would foster behavioral intentions in favor of YV. The results (Study 1, 'N' = 677; Study 2, 'N' = 738) confirmed this hypothesis and also showed that the model in which negative emotions (i.e., anger and contempt) are treated separately (i.e., Becker and Tausch’s model) presented a better fit with the data. Taken together, these results suggest that negative emotions towards the French president and his government have a key role in understanding the Yellow Vests mobilization.
Stéphanie Buisine合作论文数Ecole Nationale Superieure d'Arts et Metiers19
Frederic Vernier合作论文数Computer Science teaching,South-Paris University2