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Pereira Campos, Pedro Filipe

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Now showing 1 - 7 of 7
  • Mild place illusion: a virtual reality factor to spark creativity in writing
    Publication . Gonçalves, Frederica; Campos, Pedro
    Developments in Virtual Reality (VR) technology have modified the creative potential of each individual. We introduce a new con cept, called "mild place illusion", as a new paradigm for designing VR-based user interfaces targeted at stimulating creativity. We show that for creative tasks - such as creative writing, new product ideation, and brainstorming - a "just-enough" amount of place illu sion leads to a greater self-perception of creativity, as opposed to a "full-level" place illusion. This is a somewhat unexpected result since one would suppose, a priori, to have the full-level place illu sion as the optimal setup for stimulating creativity. We considered that the methodology in this work was fairly complex, but our re sults show – through a data triangulation approach – that we were able to identify more consistent and personal creative experiences. Therefore, the main contribution of this paper is a new paradigm for designing VR user interfaces targeted at stimulating creativity by showing that a “one-illusion interspace” leads to a greater self perception of creativity.
  • CreaSenses: fostering creativity through olfactory cues
    Publication . Gonçalves, Frederica; Cabral, Diogo; Campos, Pedro
    Smell is a strong trigger of memories and creativity. Different smells can create sensitive environments that can foster creative tasks. In this paper, we present CreaSenses, a study that includes olfactory cues, representing different types of sensitive environ ments such as “food” and “ambience” in a within-subject design. Our aim was to obtain a deeper understanding of which smell cues promote higher levels of creativity during the process of creative writing. We discuss the results in the light of creative senses and potential implications for the design of creativity support tools. In addition, our study was evaluated trough the Creativity Support Index.
  • I smell creativity: exploring the effects of olfactory and auditory cues to support creative writing tasks
    Publication . Gonçalves, Frederica; Cabral, Diogo; Campos, Pedro; Schöning, Johannes
    Humans perceive different objects, scenes or places using all their senses. Our sensory richness also plays an important role for creative activities. Humans also recall those sensory experiences in order to spark creativity, e.g. while writing a text. This paper presents a study with 100 students, divided in groups, that explores the effect of auditory and olfactory cues and their combina tion during a creative writing exercise. Our results provide useful insights sug gesting that olfactory cues have an important role in the creative process of users and even when this type of cues are combined with auditory cues. We believe, that this type of modalities should gain more relevance on the development of creativity support tools and environments for supporting the creative writing pro cess.
  • Yarn: a product for unraveling stories
    Publication . Buenafe, Susan; Guzman, Luis; Kannan, Namrata; Mendoza, Kristine; Nunes, Nuno Jardim; Nisi, Valentina; Campos, Pedro; Gonçalves, Frederica; Campos, Miguel; Freitas, Paulo
    Writing is one of the oldest human activities, dating back as far as 3200 BCE. This paper provides an industrial case study about understanding the creative writing process using interviews and directed storytelling on aspiring and established writers and educators, performed during a one year capstone project, where teams of HCI students pair up with industrial designers and developers in order to solve a real world design problem. After 26 interviews and 55 hours of analysis, four concepts were used as dimensions to analyse creative writing applications: serendipity, haven, evolution and shuffle. Based on these ideas, we developed a series of prototypes by gradually increasing the fidelity of each successive prototype and making changes elicited from user feedback. The culmination of our process is Yarn, a new writing application. Yarn helps writers “unravel their story.” With Yarn, a writer can (i) Play with structure; (ii) Easily move chunks of writing; (ii) Create alternatives of sections, and (iv) Write in a beautiful distraction-free way.
  • SENSE-SEAT: reimagining ergonomics for a creativity support workstation
    Publication . Campos, Pedro; Pestana, João; Campos, Miguel; Freitas, Paulo; Ehrenberg, Nils; Hidzik, Wojciech
    We present an approach for improving creativity at the work place based on reimagining office furniture and bringing sub tle technological elements to persuade office workers towards more healthy, creative workstyles. SENSE-SEAT aims to shed light on how we can better design interactive furniture for the workplace.
  • Second look: combining interactive surfaces with wearable computing to support creative writing
    Publication . Campos, Pedro; Gonçalves, Frederica; Martins, Michael; Campos, Miguel; Freitas, Paulo
    We present "Second Look", a platform of interactive surfaces and wearable computing for helping people, in particular creative writers, to overcome writer's block. The novelty of our systems stems from the addition of wearable devices (Google Glass) and crowdsourcing to improve creative writing on tablets and phones. A primary challenge in developing and evaluating creativity support tools is that we are not able to detect when a person is being creative. Our approach improves current ones by exploring the "in-the-moment" creativity and supporting it with adaptive ubiquitous technologies that try to keep people in a creative experience peak for a longer period of time.
  • Second look: combining wearable computing and crowdsourcing to support creative writing
    Publication . Campos, Pedro; Gonçalves, Frederica; Martins, Michael; Campos, Miguel; Freitas, Paulo
    We present “Second Look”, a platform for helping people, in particular creative writers, to overcome writer’s block. This ubiquitous platform combines augmented reality (Google Glass and AR markers), ubiquitous computing (mobile phones), and crowdsourcing in order to improve the creativity, focus and performance of creative writers. A primary challenge in developing and evaluating creativity support tools is that we are not able to detect when a person is being creative. Our approach improves current ones by exploring the “in-the moment” creativity and supporting it with adaptive ubiquitous technologies that try to keep people in a creative experience peak for a longer period of time.