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具身体验视角下的360度知识类短视频用户认知网络演化分析
Analysis of user cognitive network evolution of 360-degree knowledge short video based on embodied Experience
虚拟现实技术应用规模迅速增长背景下,探究360度全景知识类短视频情境中的用户具身体验与内容认知间的动态交互机制,对有效提升其传播效果具有重要意义。本研究基于具身认知理论,从用户具身体验与视频内容认知两个维度出发构建编码框架。在此基础上以Bilibili网站360度知识类短视频用户发布弹幕为数据来源,使用认知网络分析法对数据进行编码并构建用户认知网络,剖析具身体验与内容认知维度下不同认知元素间的关系;并基于时间序列探究用户认知网络动态演化规律。研究发现,用户具身体验与视频内容认知关联,具身体验维度参与、在场与内容认知维度关注剧情、关注结果认知元素关联度最高。不同时间段内用户认知网络存在显著差异,学习过程中,用户明显增强了深层内容认知元素的关注和具身体验的调用,认知节点的关联深度与复杂度逐渐上升,体现了视频观看过程中认知建构的不断完善。
In the context of the rapid growth of the application scale of virtual reality technology, it is of great significance to explore the dynamic interactive mechanism between user-embodied experience and knowledge cognition in the context of 360-degree knowledge short video to effectively improve its communication effect. Based on embodied cognition theory, this study constructs a coding framework from two dimensions of embodied experience and video content cognition of users. On this basis, cognitive network analysis is used to encode the data and construct the user cognitive network. The correlation between different cognitive elements is analyzed by taking the bullet-chatting released by users of 360-degree knowledge short videos on Bilibili website as the data source. The dynamic evolution of user cognitive network is explored. It is found that users’ cognitive experience is related to cognition of video content. There is a highest relationship between the participation, presence in cognitive experience and focus on the plot, and outcome in content cognization. Users’ cognitive network differs at different times. In the learning process, users significantly enhance the focus on deep content cognitive elements and the invocation of embodied experience. The depth and complexity of cognitive nodes association gradually increase, reflecting the continuous improvement of user cognitive construction in the process of 360-degree video viewing.
360度视频 / 知识内容认知 / 具身体验 / 认知网络分析
360-degree video / knowledge content perception / embodied experience / cognitive network analysis
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The effectiveness of virtual environments (VEs) has often been linked to the sense of presence reported by users of those VEs. (Presence is defined as the subjective experience of being in one place or environment, even when one is physically situated in another.) We believe that presence is a normal awareness phenomenon that requires directed attention and is based in the interaction between sensory stimulation, environmental factors that encourage involvement and enable immersion, and internal tendencies to become involved. Factors believed to underlie presence were described in the premier issue of Presence: Teleoperators and Virtual Environments. We used these factors and others as the basis for a presence questionnaire (PQ) to measure presence in VEs. In addition we developed an immersive tendencies questionnaire (ITQ) to measure differences in the tendencies of individuals to experience presence. These questionnaires are being used to evaluate relationships among reported presence and other research variables. Combined results from four experiments lead to the following conclusions: the PQ and ITQ are internally consistent measures with high reliability; there is a weak but consistent positive relation between presence and task performance in VEs; individual tendencies as measured by the ITQ predict presence as measured by the PQ; and individuals who report more simulator sickness symptoms in VE report less presence than those who report fewer symptoms.
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