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The Sun Is in Your Hand(held): mediating solar imaginaries and technological ambivalence Digital Creativity (IF 1.3) Pub Date : 2024-10-21 Alex Custodio, Hanine El Mir, Michael Iantorno
This paper adopts a media archaeological perspective to excavate the social, technical, and ecological protocols embedded within videogames with the goal of imagining engaged users and alternative ...
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Video game structural layers for narrative design and articulation Digital Creativity (IF 1.3) Pub Date : 2024-10-08 Eoghain Meakin
Video Games are composites of interlocking structures that collectively create meaning for the player to investigate and act upon. The most apparent form of meaning for the player is the narrative ...
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Designing with words: exploring the integration of text-to-image models in industrial design Digital Creativity (IF 1.3) Pub Date : 2024-10-10 Mário Barros, Qi Ai
This study investigates the effectiveness of Text-to-image (T2I) models in assisting industrial designers with the visualization of product concepts. Using action research and a reflection-in-actio...
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Exploring the role of immersive technology in digitally representing contemporary crafts within hybrid museum exhibitions: a scoping review Digital Creativity (IF 1.3) Pub Date : 2024-09-02 Rui Zhang, Fanke Peng, Ian Gwilt
This study focuses on the complex design process of developing museum exhibitions that feature contemporary craft artifacts, while leveraging immersive technologies such as virtual reality (VR), au...
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Immersive storytelling experiences: a design methodology Digital Creativity (IF 1.3) Pub Date : 2024-08-23 Doros Polydorou
This paper synthesizes the findings from The Last Play, The Fall of R’Thea and Sticklebacks, three immersive storytelling experiences developed by the author and his collaborators over a span of fo...
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Game attributes and their relation to the values considered relevant for women Digital Creativity (IF 1.3) Pub Date : 2024-08-04 Mônica da Consolação Machado, Lucila Ishitani
Although women account for about half of the users in the digital games market, people still consider the gaming world predominantly male. In the literature, we found studies that report on game fe...
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Handheld controller-based locomotion in Virtual Reality as an approach to interactive music composition: insights from composers’ preferences Digital Creativity (IF 1.3) Pub Date : 2024-07-31 Matteo Tomasetti, Luca Turchet
In this paper, we propose a novel interactive composition approach in which locomotion within a virtual environment is used as a means to trigger predefined sound events, attenuations of sound para...
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Art on the chain? On the possibilities of new media art preservation on the Web3 Digital Creativity (IF 1.3) Pub Date : 2024-05-07 Luis D. Rivero Moreno
The absence of clear protocols in the conservation of new media art has led to a situation of extreme precariousness of digital artworks. The irruption of blockchain culture and NFTs seems to offer...
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, virtual reality embodying philosophical and conceptual heritage Digital Creativity (IF 1.3) Pub Date : 2024-05-05 Hyun Jean Lee, Wonjean Lee
In this paper, we introduce the project, which is based on Sunghaksipdo (聖學十圖). Known as the Ten Diagrams on Sage Learning, Sunghaksipdo was a heritage created by Toegye, the Kore...
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The politics of interaction and spect-actors in world rescue, eco, and plasticity: a Boalian perspective on digital environmental games Digital Creativity (IF 1.3) Pub Date : 2024-04-09 Jihay Park
In this paper, I explore the politics of engagement in environmental games from a political theatre theory perspective. Specifically, I focus on digital environmental games developed with classroom...
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Easiness and amount. Contribution of digitalization to the act of listening and its possibilities Digital Creativity (IF 1.3) Pub Date : 2024-04-06 Daniel Torras i Segura
This research focuses on the social-spatial relationship between device and subject and identifies the possibilities that digital technology lets listeners perform as listening modalities, such as ...
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Understanding children’s use of a mobile digital storytelling app Digital Creativity (IF 1.3) Pub Date : 2024-03-29 Young Sang Cho, Jiwoo Hong, Woohun Lee
Storytelling plays an important role in early childhood education. Advances in digital technology have allowed storytelling to expand into shared and collaborative experiences. While mobile apps ha...
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Breaking from realism: exploring the potential of glitch in AI-generated dance Digital Creativity (IF 1.3) Pub Date : 2024-03-09 Benedikte Wallace, Kristian Nymoen, Jim Torresen, Charles Patrick Martin
What role does deviation from realism play in the potential for generative artificial intelligence (AI) as a creative tool? A deep case-study was performed to explore interactions with AI-generated...
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Networking concert halls, musicians, and interactive textiles: Interwoven Sound Spaces Digital Creativity (IF 1.3) Pub Date : 2024-02-20 Federico Visi, Tatiana Basso, Berit Greinke, Emma Wood, Philipp Gschwendtner, Cat Hope, Stefan Östersjö
Interwoven Sound Spaces is an interdisciplinary project which brought together telematic music performance, interactive textiles, interaction design, and artistic research. A team of researchers co...
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Space shaping in the design process for creative coding: a case study in media multiplicities Digital Creativity (IF 1.3) Pub Date : 2024-02-05 Kurt Mikolajczyk, Samuel Ferguson, Linda Candy, Augusto Dias Periera dos Santos, Oliver Bown
This paper describes the design process for The Mind at Work, a light and sound art installation using networked devices, as a case study in working creatively with complex and unknown technologica...
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The Boca Bauhaus Marcel Breuer, BRiC and Lynn University’s NFT museum Digital Creativity (IF 1.3) Pub Date : 2024-02-06 Cesar Santalo, Andrew J. Corsa, Alex Duque, Ariel Baron-Robbins
‘Art and Technology – A New Unity.’ This was a slogan of the Bauhaus art school, but it could also be a slogan for digital artworks that have been minted as NFTs. We trace the lineage of the idea o...
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An acceptance model of digital education in intangible cultural heritage based on cultural awareness Digital Creativity (IF 1.3) Pub Date : 2024-02-06 Xin Kang, Xin-Zhu Li, Chun-Ching Chen
Despite the increasing application of digital education in intangible cultural heritage (ICH), user acceptance of digital technology needs further investigation. In this study, a mobile AR system f...
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The NFT memento: digital thingness and NFTs in exhibition design Digital Creativity (IF 1.3) Pub Date : 2024-02-06 Frances Liddell
‘Live minting’ is an emerging trend in exhibition design which offers visitors the opportunity to mint an NFT memento in the exhibition. This paper examines three examples of this current trend in ...
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Reading computer-generated texts: examining code as a reading strategy Digital Creativity (IF 1.3) Pub Date : 2024-02-06 Tuuli Hongisto
This article explores code as part of a reading strategy, focusing on a case study of works produced as part of a programming challenge entitled National Novel Generation Month (NaNoGenMo). For the...
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Heritage values, digital storytelling, and heritage communication: the exploration of cultural heritage sites in virtual environments Digital Creativity (IF 1.3) Pub Date : 2024-02-05 Hyeseung Shim, Kyung Taek Oh, Conor O’Malley, Ji Young Jun, Chung-Kon Shi
Cultural heritage communication (CHCom) refers to the transfer of values that underlie heritage attributes and settings to intended audiences. Emerging digital storytelling approaches combined with...
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The architecture exhibition as a stage of mediated narratives Digital Creativity (IF 1.3) Pub Date : 2024-01-22 Popi Iacovou, Georgios Artopoulos
This paper discusses the role and agency of the architecture exhibition as a mediated space of discursive spatial narratives. The presented curatorial approach draws on the exhibition entitled Past...
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Disruptions, technologically convergent factors and creative activities: defining and delineating musical stuff Digital Creativity (IF 1.3) Pub Date : 2024-01-04 Marcello Messina, Damián Keller, Brendah Freitas, Ivan Simurra, Carlos Gómez, Luzilei Aliel
Ubiquitous music (ubimus) frameworks imply a flexible approach to the design, implementation and deployment of networked resources, featuring characteristics that challenge current conceptual groun...
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Coherent visual design through attribute-specific feedback: a hybrid approach to intelligent design agents Digital Creativity (IF 1.3) Pub Date : 2024-01-07 Seoyeon Jang, Yunwoo Jeong, Heekyoung Jung, Tek-Jin Nam
The scope of visual design is expanding to promote products and services across digital communication platforms, but support for coherent design with style guides seems limited. Based on the litera...
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Aesthetic emotions in a mixed reality gastrosonic experience: an exploratory study Digital Creativity (IF 1.3) Pub Date : 2023-12-05 Bruno Mesz, Jean-Christophe Sakdavong, Sami Silén, Anu Hopia
We examine the emergence of aesthetic emotions in an exploratory study on a mixed reality (MR) gastrosonic experience. Participants in an art-science event completed the AESTHEMOS questionnaire on ...
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Curious spectatorship in the age of deepfakes Digital Creativity (IF 1.3) Pub Date : 2023-09-08 Sara Oscar
On social media platforms, deepfakes commonly show users inserting their own faces into figures from the history of Hollywood film and visual culture while reduplicating a range of gender stereotyp...
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Planet Anima: a virtual graduation experience in the metaverse Digital Creativity (IF 1.3) Pub Date : 2023-09-05 Zihan Gao, Xin Lyu
In this paper, we present Planet Anima, a virtual environment designed for hosting virtual graduation events in the metaverse. Through this digital space, we successfully organized an online event ...
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From concept to space: a new perspective on AIGC-involved attribute translation Digital Creativity (IF 1.3) Pub Date : 2023-08-18 Kaiyu Cheng, Paulina Neisch, Tong Cui
Drawn inspiration from phenomenal attributes and translating them into heuristic model tools is one of the effective means to promote architectural form innovation. However, over-reliance on percep...
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Artificial intelligence as relational artifacts in creative learning Digital Creativity (IF 1.3) Pub Date : 2023-07-28 Jeongki Lim, Teemu Leinonen, Lasse Lipponen, Henry Lee, Julienne DeVita, Dakota Murray
Artificial Intelligence (AI) has significantly advanced in creating professional-level media content. In creative education, determining how students can benefit without becoming dependent on them ...
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Critical computational relations in design, architecture and the built environment: editorial Digital Creativity (IF 1.3) Pub Date : 2023-07-24 Yana Boeva, Vernelle A. A. Noel
ABSTRACT Computation in design, architecture and the built environment, and its practices, methods, and tools frequently offer ‘neutral’ and ‘optimized’ techno-solutions to (social) design problems. Such a portrayal of these computational infrastructures as neutral solutions that open participation in design hides the social, political, and environmental entanglements involved in their creation and
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We build this city on rocks and (feminist) code: hacking corporate computational designs of cities to come Digital Creativity (IF 1.3) Pub Date : 2023-05-02 Maja-Lee Voigt
ABSTRACT Cities have long become interspaces, entangled in materialities and virtual worlds. However, as urban automation advances in cities increasingly made ‘smarter’, everyday processes are often controlled by oppressive standards hardcoded into technologies. Publicly neutralized as ‘objective’, corporately owned algorithmic architectures now function as urban gatekeepers. They determine social
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Form data as a resource in architectural analysis: an architectural distant reading of wooden churches from the Carpathian Mountain regions of Eastern Europe Digital Creativity (IF 1.3) Pub Date : 2023-04-30 Michael Hasey, Jinmo Rhee, Daniel Cardoso Llach
ABSTRACT Recent research into architectural form analysis using deep learning (DL) methods has shown potential to identify features from large collections of building data, shedding new light into formal aspects of our built environment. As these methods begin to enter architectural, urban, and policy design contexts, it becomes important to develop critical approaches to employing them. In this paper
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Digital tufting bee: expanding computational design boundaries through collective material practice and social play Digital Creativity (IF 1.3) Pub Date : 2023-04-30 Yi-Chin Lee
ABSTRACT This paper questions design priorities in computational systems and proposes that social aspects of material practice are overlooked in existing computational design practices. An interactive fabrication system designed for this project: Digital Tufting Bee centres on machine tufting, an adaptation of the handcrafting technique for making voluminous folds of yarn. The word ‘Bee’ refers to
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Techno-optimism and optimization in media architecture practice and theory Digital Creativity (IF 1.3) Pub Date : 2023-04-19 Selena Savić
ABSTRACT Media architecture community systematically explores the potentials of computation and digital media to intervene in form-finding, fabrication of buildings and urban data collection processes. Combining social media topic modelling techniques with the review of media architecture-related literature, I discuss methods to locate the media architecture community in social media, conduct initial
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Pending recognition of media art: a case study of themes in media art festivals 2006–2021 Digital Creativity (IF 1.3) Pub Date : 2023-04-17 Solvita Zarina
This article examines the thematic scope and media-specific characteristics of media art by analysing it through one of this art exhibitions practices: the annual specialized media art exhibitions–...
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Tracing (in)visibilising practices: engaging with simulations for architecture and spatial planning Digital Creativity (IF 1.3) Pub Date : 2023-04-13 Esther Dessewffy, Andrea Schikowitz, Sarah R. Davies
ABSTRACT Using ethnographic vignettes from the development of simulations for architectural design and spatial planning in university contexts, this article discusses how the material, embodied, and tacit dimensions of developing and doing research with simulations can be opened up to analysis. We ask how (in)visibility comes to matter in simulations and how it is made and unmade in different situations
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Using artificial intelligence in craft education: crafting with text-to-image generative models Digital Creativity (IF 1.3) Pub Date : 2023-02-23 Henriikka Vartiainen, Matti Tedre
ABSTRACT Artificial intelligence (AI) and the automation of creative work have received little attention in craft education. This study aimed to address this gap by exploring Finnish pre-service craft teachers’ and teacher educators’ (N = 15) insights into the potential benefits and challenges of AI, particularly text-to-image generative AI. This study implemented a hands-on workshop on creative making
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The role of virtual reality technology in conceptual design: positioning, applications, and value Digital Creativity (IF 1.3) Pub Date : 2023-01-25 Ning Zou, Qing Gong, Qing Chai, Chunlei Chai
ABSTRACT Virtual reality (VR) is a popular information technology in design and manufacturing. In the conceptual design stage, VR has been proved to be an auxiliary tool with great potential. However, the development of VR in the conceptual design has not been systematically investigated. This study conducted a review of the application of VR in the conceptual design stage on design activities and
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Uses and abuses of User-Centered Design: literature review and proposal of a tool for evaluating ethics in the design of mobile applications Digital Creativity (IF 1.3) Pub Date : 2023-01-23 Clara Palomar-Garcia, Ariadna Fernández-Planells, Carles Sora-Domenjó
ABSTRACT The aim of this paper is to study the implications and ethical variables of User-Centered Design (UCD) methods in the design of mobile applications. We carried out a review of the literature on ethics in User-Centered Design within the field of mobile applications. We studied three disciplines that are applied in the design of mobile applications and that include UCD in their definition: Human–Computer
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Digital prototyping, open design, and sustainability in industrial design education: a case study Digital Creativity (IF 1.3) Pub Date : 2022-12-26 Elif Kucuksayrac
ABSTRACT This study investigates digital prototyping in undergraduate industrial education through a case study of two pilot projects and a new elective and project-based course. It explores the literature on digital prototyping, open design, and sustainability, analyses student projects through the case study, and discusses the findings in relation to the literature review. In the study, two frameworks
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Experimenting with non-fiction VR storytelling: micronarrative, abstraction and interactive navigation. The case of In Pieces VR Digital Creativity (IF 1.3) Pub Date : 2022-12-08 Joan Soler-Adillon
ABSTRACT This article presents In Pieces VR, a VR-based artwork and experimental documentary on political prison, and discusses its main design challenges, goals, and creative approach. This project aims at creating a documentary and artistic experience that departs from conventional immersive journalism by presenting to its viewers a story made out of very small narrative units, and with subjects
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Methodological innovations and challenges of research on digitally connected homes: an introduction Digital Creativity (IF 1.3) Pub Date : 2022-11-30 Henry Mainsah, Emma Slade, Dag Slettemeås, Dale Southerton, Ardis Storm-Mathisen
ABSTRACT Digital automated and connected technologies are playing a central role shaping how home life is experienced and understood. This emerging digital ecology is also reconstituting the home as a site of research and the methods required to study it. This article introduces a collection of contributions that highlight methodological issues and avenues for researching life in technology-saturated
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Tweet for help: the role of social media in disaster events and the case of the 2015 Mina stampede Digital Creativity (IF 1.3) Pub Date : 2022-11-07 Ghada Amoudi, Amal Almansour, Carolyn Watters, Dimah Alahmadi, Fatimah Alruwaili, Sara Alzahrani
ABSTRACT Social networks are important communication channel where individuals and emergency agencies can exchange information during disasters. The ability to detect disaster information or ‘reporting’ tweets would provide many advantages in disaster management during crowded events. This study explores Twitter behaviour during the Mina stampede tragedy in the 2015 Hajj by processing tweets posted
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A psychological perspective on the sociotechnical enablers of knowledge worker digital creativity Digital Creativity (IF 1.3) Pub Date : 2022-11-03 Anna-Maija Nisula, Sanna Heinänen, Aino Kianto, Ilona Toth, Kirsimarja Blomqvist
ABSTRACT While the work realm moves toward digital environments, the antecedents of knowledge worker digital creativity remain poorly understood. This study investigated the digital work environment as a sociotechnical environment and contextual enhancer of knowledge worker digital creativity. We proposed a research model that links perceived organizational support, sense of virtual community and digital
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Artificial everyday creativity: creative leaps with AI through critical making Digital Creativity (IF 1.3) Pub Date : 2022-10-28 Anuradha Reddy
ABSTRACT The capabilities of humans and AI systems to be creative and perform alongside one another have given rise to new practices of ‘artificial creativity’. In this article, I argue that artificial creativity demonstrates the potential to empower individuals to interface and critically dialogue with computational systems. Reframed as artificial ‘everyday’ creativity, I focus on the curious, joyful
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Unpacking the resource impacts of digitally-mediated domestic practices using resource trace interviewing Digital Creativity (IF 1.3) Pub Date : 2022-10-12 Adrian Friday, Mike Hazas, Oliver Bates, Janine Morley, Carolynne Lord, Kelly Widdicks, Alexandra Gormally-Sutton, Adrian Clear
ABSTRACT The home has been the subject of investigation in the social sciences and interaction design communities for decades. This has been driven not least by a wish to understand technology, energy demand, and how it might be understood in terms of social practices. In this paper, we reflect on several studies that have sought to capture this relationship. We introduce an evolving methodological
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A change of space: implications of digital fieldwork in connected homes during the COVID-19 pandemic Digital Creativity (IF 1.3) Pub Date : 2022-10-11 Cristina Paupini, Helene Fiane Teigen, Laurence Habib
ABSTRACT Drawing on research conducted in ten Norwegian households, this article describes the effects that the COVID-19 pandemic and social distancing regulations have had on the research design and, consequently, on research data. The article describes how the research design had to be adapted to a variety of containment measures that were imposed during the fieldwork, and how this has influenced
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Troubleshooting as a method in COVID-19 times: smart home ethnographies and remote aged care innovation Digital Creativity (IF 1.3) Pub Date : 2022-06-20 Melisa Duque, Sarah Pink, Michael Mortimer, Yolande Strengers, Rex Martin, Larissa Nicholls, Ben Horan, Alicia Eugene, Sue Thomson
ABSTRACT This article outlines and demonstrates the practice of troubleshooting as a method. We argue that as an interdisciplinary, collaborative, digital-hybridized and adaptable approach, troubleshooting provides an ethical opportunity to explore the experiences and outcomes of (older) people living with connected home technologies in ways that deliver novel and meaningful research insights. Our
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Work, care and creativity in a time of COVID-19: creatively mapping presence bleed in the home Digital Creativity (IF 1.3) Pub Date : 2022-06-13 Larissa Hjorth, Gretchen Coombs, Kelly Hussey-Smith, Julienne van Loon
ABSTRACT The pandemic restrictions and lockdowns have seen working from home (WFH) becoming a mundane practice. During the lockdowns, all movement were situated in the rhythms of the domestic and its infinite regresses of 'presence bleed' (Gregg [2011]. Work’s Intimacy. London: Polity.) – informal care of older parents and young children, the gendered nature of care work and its often invisible role
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Future home stories: participatory predicaments and methodological scaffolding in narrative speculation on alternative domestic lives Digital Creativity (IF 1.3) Pub Date : 2022-06-08 Alexa Becker, Benedikt Haupt, Arne Berger, Christian Pentzold
ABSTRACT Not infrequently, smart home imaginaries and installations are envisaged for nuclear families dwelling in detached houses fitted with the latest Internet of Things (IoT) solutions. In our article, we follow one approach to escape this powerful but inadequate projection that entails inviting people to imagine alternative forms of domestic IoT use. Surveying the setup of these nascent endeavours
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Synchronizing multi-perspectival data of children’s digital play at home Digital Creativity (IF 1.3) Pub Date : 2022-06-02 Jane Mavoa, Bjørn Nansen, Marcus Carter, Martin Gibbs
ABSTRACT Studying digitally mediated play presents challenges in terms of how to view and record both the on-screen action and player’s bodies in physical space. Carrying out this research in a socially and technologically diverse range of family households poses further challenges, common to ethnographic media research in general. In this paper, we describe a method for generating richly detailed
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Effects of continuous and discontinuous non-relevant stimulus on creativity Digital Creativity (IF 1.3) Pub Date : 2022-06-02 Charles Mille, Olivier Christmann, Sylvain Fleury, Simon Richir
ABSTRACT Innovation is made of different tasks from strategic positioning to the first phases of production. One of the main activities is the generation of ideas through different creativity phases. These creativity activities are carried out in numerous conditions and with different tools having more or less context and interactions. This study focuses on the influence of different non-relevant stimuli
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Random walks through poetry Digital Creativity (IF 1.3) Pub Date : 2022-05-22 Jeanne Devautour Choi, Samuel Boury
ABSTRACT The contact zone between algorithms and creative writing has become an increasingly fertile ground for literary experimentation in the last decades, with more accessible digital technologies broadening the scope of potential artistic productions and allowing the exploration of new forms of creativity. Inspired by the playful collaboration between arts and sciences embodied by the experimental
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The possibilities of illness narratives in virtual reality for bodies at the margins Digital Creativity (IF 1.3) Pub Date : 2022-05-22 Megan Perram, Astrid Ensslin
ABSTRACT Through decades of scholarly analysis and application, the practice of illness narratives has been established as an effective therapeutic intervention for dealing with illness-related emotional well-being (Couser; Frank; Irvine and Charon). Scholars of illness narratives argue that the medium works to bring agency back to the body following the neoliberal relinquishing of one’s life story
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Call for papers Digital Creativity (IF 1.3) Pub Date : 2022-04-21 Yana Boeva, Vernelle A. A. Noel
(2022). Call for papers. Digital Creativity: Vol. 33, No. 1, pp. 77-78.
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A systematic review of virtual brainstorming from the perspective of creativity: affordances, framework, and outlook Digital Creativity (IF 1.3) Pub Date : 2022-04-21 Zhengya Gong, Lik-Hang Lee, Sohail Ahmed Soomro, Vijayakumar Nanjappan, Georgi V. Georgiev
ABSTRACT 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
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A proposal of virtual museum metaverse content for the MZ generation Digital Creativity (IF 1.3) Pub Date : 2022-04-19 Hyun-Kyung Lee, Soobin Park, Yeonji Lee
ABSTRACT This paper presents a marketing study of the metaverse's potential audience, particularly focusing on museums' use of cyberspace and how some of their physical functions can be replicated online. Among digital transformations, the metaverse has become one of the most significant alternatives to offline events, with museum exhibitions highly representative of it. However, existing virtual museums
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SurfaceLens: near-surface spatial interaction with science museum exhibits Digital Creativity (IF 1.3) Pub Date : 2022-03-04 HyeonBeom Yi, Seung Hyeon Han, Min Kyoung Park, Woohun Lee
ABSTRACT Smartphone applications have become an essential tool for museums because of their positive impact on visitor experience. However, smartphones can potentially distract visitors from the exhibit, crippling the hands-on experience. In this study, we present SurfaceLens which is a smartphone-based peripheral device enabling near-surface spatial interaction with exhibits. SurfaceLens detects proximity
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Sketching in-vehicle ambient lighting in virtual reality with the Wizard-of-Oz method Digital Creativity (IF 1.3) Pub Date : 2022-02-22 Taesu Kim, Aigerim Shunayeva, Gyunpyo Lee, Hyeon-Jeong Suk
ABSTRACT Designers desire to sketch their concepts and produce prototypes in a real-time setting. This study developed a virtual reality (VR) supported lighting sketch tool for vehicle interior designers. The tool incorporated lighting design with drag-and-drop functionality and high-definition vehicle rendering. The tool also used the Wizard-of-Oz method to help design participants easily immerse
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Musical creativity support tools for bereavement support Digital Creativity (IF 1.3) Pub Date : 2022-02-16 Lee Cheatley, Margareta Ackerman, Alison Pease, Wendy Moncur
ABSTRACT Self-expression is central to mental well-being and mental health therapy. Art therapy offers a wide range of expressive mechanisms, allowing individuals to process their emotions when traditional therapies prove unsuccessful. However, a lack of expertise or comfort with artistic expression, along with cost and waiting times, may hinder one's ability to receive needed mental health support
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Role of engagement in online gaming: a study of generation Z customers Digital Creativity (IF 1.3) Pub Date : 2022-02-08 Sahil Singh Jasrotia, Manoj Kumar Kamila, Shagun Chib, Hari Govind Mishra
ABSTRACT Online gaming has become a recent leisure time activity in India, especially among the younger generation. Hence, more and more youngsters, specifically Generation Z are engaged in this virtual gaming world. In response to this scenario, our paper analyzes the role of generation Z customers’ engagement in increasing online game sales. We found that satisfaction from the game, game personalization