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dc.contributor.authorToumi, Karima-
dc.contributor.authorGirandola, Fabien-
dc.contributor.authorBonnardel, Nathalie-
dc.date.accessioned2026-04-13T11:07:33Z-
dc.date.available2026-04-13T11:07:33Z-
dc.date.issued2021-
dc.identifier.citationCreativity. Theories – Research – Applications, Vol. 8, Issue 1, 2021, pp. 189-212pl
dc.identifier.urihttp://hdl.handle.net/11320/20058-
dc.description.abstractCreative activities are becoming more and more necessary in professional areas, such as in design, towards the development of new products that should be adapted to current (or future) users and usages. In a competitive context, it is crucial, especially for companies, to face the challenge of coming up with innovative products. However, creative activities are particularly difficult to perform, and they are associated with important risks. In this context, we report on major findings based on the analysis of designers’ cognitive processes involved in creativity, which has led to the development of compu tational systems used in physical environments. We also present studies related to technologies that are used in virtual spaces in order to support creativity. This last kind of technology seems to be more and more promising in the actual societal context, which requires remote working, all the more so during the current health crisis. More specifically, we discuss how virtual environments, particularly those from multiplayer games, not only redesign the way individuals work but can also contribute to enhancing creativity. Finally, we suggest perspectives towards the development of innovative new tools that aim to enhance creative performance in individual and collective situations.pl
dc.language.isoenpl
dc.publisherUniversity of Białystokpl
dc.rightsCreative Commons Attribution-NonCommercial-NoDerivatives 3.0 License-
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/3.0/-
dc.subjectcreativitypl
dc.subjectdesignpl
dc.subjectvirtual environmentspl
dc.subjectnew technologypl
dc.subjectavatarspl
dc.titleTechnologies for Supporting Creativity in Design: A View of Physical and Virtual Environments with Regard to Cognitive and Social Processespl
dc.typeArticlepl
dc.rights.holder© 2021 Karima Toumi, Fabien Girandola, Nathalie Bonnardel, published by University of Białystokpl
dc.rights.holderThis work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License.pl
dc.identifier.doi10.2478/ctra-2021-0012-
dc.description.EmailKarima Toumi: Karima.toumi@univ-amu.frpl
dc.description.EmailFabien Girandola: fabien.girandola@univ-amu.frpl
dc.description.EmailNathalie Bonnardel: nathalie.bonnardel@univ-amu.frpl
dc.description.AffiliationKarima Toumi - Aix Marseille Univ, PSYCLE (Center for Research on the Psychology of Cognition, Language and Emotion), Aix-en-Provence, France; Aix Marseille Univ, LPS, Aix-en-Provence, France; InCIAM (Institute of Creativity and Innovation of Aix-Marseille), Aix-en-Provence, Francepl
dc.description.AffiliationFabien Girandola - Aix Marseille Univ, LPS, Aix-en-Provence, France; InCIAM (Institute of Creativity and Innovation of Aix-Marseille), Aix-en-Provence, Francepl
dc.description.AffiliationNathalie Bonnardel - Aix Marseille Univ, PSYCLE (Center for Research on the Psychology of Cognition, Language and Emotion), Aix-en-Provence, France; InCIAM (Institute of Creativity and Innovation of Aix-Marseille), Aix-en-Provence, Francepl
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dc.description.volume8pl
dc.description.issue1pl
dc.description.firstpage189pl
dc.description.lastpage212pl
dc.identifier.citation2Creativity. Theories – Research – Applicationspl
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