Abstract

Presently, there is a clear trend for both businesses and public institutions to move towards open or collaborative innovation. Nevertheless, engaging all stakeholders, especially users, for cocreating innovative solutions and usage scenarios is, as revealed in previous studies, not so obvious. We do believe that Immersive and Collaborative Environments (ICEs) based on the use of Virtual, Augmented and Mixed Reality technologies would be the right place for co-creating, exploring, experimenting and evaluating innovative ideas and concepts in order to quickly reach a common understanding. However, there is a need to design a proper method and instruments that would allow evaluating and comparing ICEs. Our previous paper presented the outcomes of an investigation to identifying and disentangling factors characterising a group immersion and collaboration in the context of co-creation. As a step further, this paper reports about our exploratory study towards the design of mixed methods quantitative and qualitative instruments for the evaluation of Immersive and Collaborative Environments (ICE) based on previously identified factors.

Highlights

  • Innovation processes are more and more collective [1], [2]

  • This paper reports about our exploratory study towards the design of mixed methods quantitative and qualitative instruments for the evaluation of Immersive and Collaborative Environments (ICE) based on previously identified factors

  • We present the continuation of our previous work [3], [4] on Immersive Virtual Environments (IVE) towards the design of a specific framework for experimenting and evaluating Immersive Collaboration/Co-creation Environments (ICE)

Read more

Summary

INTRODUCTION

Innovation processes are more and more collective [1], [2]. Co-creation is one of the most important activities for designing innovative ideas and usage scenarios, through an iterative eXperience Design process, with users. We present the continuation of our previous work [3], [4] on Immersive Virtual Environments (IVE) towards the design of a specific framework for experimenting and evaluating Immersive Collaboration/Co-creation Environments (ICE) Such kind of immersive environments intended for several users has been, up-tonow, often implemented through the use of a CAVE. As we adopt different technological levels, we assume that these platforms don’t offer the same degree of immersiveness and VR/AR/MR as well as 3D content developments This diversity of tools reduces dependence on a specific technology and generates a higher degree of freedom to approach collectively fuzzy front end of innovation and co-creation processes. Other Scholars have been studying social inhibitors in IVE [33]

Immersion and collaboration
ICE Model based on four Immersive
Design an exploratory experiment
RESULTS
CONCLUSION
Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.