Abstract
This study aimed to systematically investigate the impacts of virtual reality (VR) technology integrated with electroencephalogram (EEG) vibrotactile feedback on undergraduate students’ creativity performance, attention value, and cognitive load. 4P’s creativity model was adopted as the macro strategy, with cognitive load theory and constructivist theory serving as a micro strategy. A 2 × 2 quasi-experimental factor design was utilized. A total of 149 undergraduate students with varying spatial abilities were randomly assigned to an experimental group (using a VR interactive system with EEG vibrotactile feedback) and a control group (without feedback). Covariance analysis (ANCOVA) and analysis of variance (ANOVA) were employed to identify significant differences among the systems and examine interaction effects among variables. The quantitative results provided empirical evidence that the experimental group exhibited significantly higher levels of creativity performance and attention value than the control group. Furthermore, undergraduate students with higher spatial ability demonstrated lower cognitive load, superior creativity performance, and attention value compared to those with lower spatial ability. The study also revealed that the system positively impacts learning in university creativity education and holds promising potential for improving traditional VR interactive training systems. These findings contribute valuable insights for future research on the application of VR interaction technology and EEG technology in cognitive training for creativity.
Ethics statement
This research has been approved by the Human Research Ethics Committee of Universiti Sains Malaysia (JEPeM-USM), with the protocol code USM/JEPeM/PP/23100801. All participants provided informed consent prior to the experiment.
Authors contributions
Every author significantly contributed to the development, design, implementation, and analysis of the research and participated in the manuscript’s drafting and revision.
Data availability statement
The paper and supplementary material encompass the original contributions of the research. For additional information, please contact the corresponding author.
Disclosure statement
The research was carried out without any involvement in, or influence from, commercial or financial interests that could bias the study outcomes or compromise the objectivity of the findings.
Additional information
Notes on contributors
Ling Wu
Ling Wu is a PhD candidate majoring in visual communication at Universiti Sains Malaysia. Her research interests include creativity research, visual communication, and human-computer interaction.
Kien Tsong Chau
Kien Tsong Chau is a senior lecturer at the Centre for Instructional Technology & Multimedia, Universiti Sains Malaysia. His research interests include human-computer interaction, teaching technology, and visual communication.
Wan Ahmad Jaafar Wan Yahaya
Wan Ahmad Jaafar Wan Yahaya is currently a Professor and Director at the Centre for Instructional Technology & Multimedia, Universiti Sains Malaysia. His research interests include educational technology, human-computer interaction, and instructional multimedia.
Shuxin Wang
Shuxin Wang, is a Professor at the School of Creativity at the Changzhou Vocational Institute of Textile and Garment. Her research directions are general design and product innovation design.
Xin Wu
Xin Wu is a master’s student at Raffles Design Institute Singapore, and his research interests include human-computer interaction, electroencephalogram cognitive and behavioural research, and art healing.