Abstract

Videoconferencing has become an essential part of business life, and the trend of remote collaboration is set to continue in the future. However, research has shown that the lack of social cues in videoconferencing negatively impacts human social connectedness and hinders the production of creative ideas. Therefore, E-Motioning has been proposed as a system that generates geometrical-based visuals according to users’ real-time emotions, and these visuals are used, as backgrounds for videoconferencing. An experiment was conducted with twenty-four participants to examine the effects of E-Motioning on creativity and connectedness in Microsoft Teams compared to a control condition that uses the real physical environment as background. Quantitative and qualitative data were collected and analyzed. The results revealed that participants obtained a higher level of connectedness under the E-Motioning condition. However, there were no statistically significant differences in creativity between the two experimental groups. These findings have implications for future research and practice.

Keywords

Generative Art, Emotion Visualization, Videoconferencing, Creativity, Social Connectedness

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

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Oct 9th, 9:00 AM

E-Motioning: Exploring the Effects of Emotional Generative Visuals on Creativity and Connectedness during Videoconferencing

Videoconferencing has become an essential part of business life, and the trend of remote collaboration is set to continue in the future. However, research has shown that the lack of social cues in videoconferencing negatively impacts human social connectedness and hinders the production of creative ideas. Therefore, E-Motioning has been proposed as a system that generates geometrical-based visuals according to users’ real-time emotions, and these visuals are used, as backgrounds for videoconferencing. An experiment was conducted with twenty-four participants to examine the effects of E-Motioning on creativity and connectedness in Microsoft Teams compared to a control condition that uses the real physical environment as background. Quantitative and qualitative data were collected and analyzed. The results revealed that participants obtained a higher level of connectedness under the E-Motioning condition. However, there were no statistically significant differences in creativity between the two experimental groups. These findings have implications for future research and practice.

 

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