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Untitled, CapCat Ragu, 2013. © Catarina Carneiro de Sousa.  

Untitled, CapCat Ragu, 2013. © Catarina Carneiro de Sousa.  

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This chapter discusses the Meta_Body participatory art project. Initiated in a collaborative virtual environment and in a “real life” art exhibition, it now continues in the metaverse creative flux. Meta_Body focuses on two aspects: first, the avatar as body/language, open to experimentation and potency; second, avatar building as a shared creative...

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This paper explores the recent advances in research concerning the impact of immersive virtual environments affordances on the expression of users' creativity at individual and team levels. While the top virtual reality (VR) application areas are entertainment and gaming, simulation and training for professionals, research in the domain of the psychology of creativity and VR is advancing rapidly in Europe. Indeed, between 2014 and 2021, 72% of publications in this domain resulted from European research in diverse fields such as engineering, design, music composition, art-making, and so forth. These studies took advantage of advanced VR affordances, such as head and hand motion trackers to synchronize an avatar in real-time, live streaming of a video into a VR headset screen to create artwork, etc. Four main topics were explored: (a) new creativity techniques involving a virtual upgrade of traditionally used techniques, virtual sketching and prototyping, as well as sophisticated interactive virtual menus and motion tracking systems, (b) the right digital self-representation for enhancing creativity and the degree to which users identify with the "persona avatar" in the context of user-centered innovations, (c) the impact of physical and social virtual contextual cues on creative performance, and (d) the perception of virtual reality by creativity and innovation professionals. Our review confirms that VR supports greater creative performance at individual and collaborative levels as well as enjoyment and fun. However, as rich and varied as this literature has become, it presents major methodological limitations that should be addressed in future research.
Chapter
The authors propose to define creative collaborative virtual environments (CCVEs) as platforms for collaborative and distributed creation in online communities. This will be established by examining virtual worlds as agents of change towards new creative and collaborative models. CCVEs are grounded on three key elements: creation, collaboration, and distribution. These relate not only to the technical but also to the social layers of virtual online communities. Shared creativity and distributed authorship are approached as examples of specific dynamics rooted upon these three elements. The concept of CCVE is important to the design of emerging virtual worlds, specifically regarding the preservation of affordances for collaborative creativity. Discussion based on these observations demonstrates how collaborative creation of new content and meaning takes place in CCVEs, and how they transform communicative and creative agency in digital communities.