Abstract

Virtual, augmented or mixed reality, are nowadays part of a new emerging generation of information and communication technologies. Their influence, since the 80’s and the 90’s in fields such as education, creative processes and research, has been shown in many studies since then. Those technologies have also a relevant potential to have an influence in current approaches in information and communication sciences. Thus, factors such as immersive experiences, simulation or interactivity, should be kept in mind in order to design experiences which can help us to understand the relationship between user, information, devices and environments. This manuscript shows a research based in both quantitative and qualitative methods. Quantitative research methods include surveys based on factors such as interactions design principles, usability heuristics or technology acceptance models, among others. Qualitative ones include grounded theory and specifications such as ims ld. Results shows how those technologies have dramatically influenced in creative processes and users’ relationship with technology, peers and virtual and physical environments.

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