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计算机介导通信系统中社会临场感的分析与设计

Analysis and Design of Social Presence in a Computer-Mediated Communication System.

作者信息

Kojima Hiroki, Chen Dominique, Oka Mizuki, Ikegami Takashi

机构信息

Graduate School of Arts and Sciences, University of Tokyo, Tokyo, Japan.

Faculty of Letters and Science, Waseda University, Tokyo, Japan.

出版信息

Front Psychol. 2021 May 24;12:641927. doi: 10.3389/fpsyg.2021.641927. eCollection 2021.

Abstract

Social presence, or the subjective experience of being present with another existing person, varies with the interaction medium. In general, social presence research has mainly focused on uni-directional aspects of each exchanged message, not on bidirectional interactions. Our primary purpose is to introduce such bidirectional evaluation by quantifying the degree of social presence with a few statistical measures. To this end, we developed a software called "TypeTrace" that records all keystrokes of online chat interactants and reenacts their typing actions and analyzed the results from different chat conditions, mainly focusing on the characterization of bi-directional interactions. We also compared the chat interaction patterns with the patterns from phone call datasets to investigate the difference of live communication in different media. The hypothesis of the experiment was that either richness or concurrency of communication is important for organizing social presence. Richness is defined by the variety of information at a time in communication and the concurrency is the number of temporal thread being processed at the same time. Our results show that when we merely increase the richness of information by presenting the typing process, the cognition of others' presence does not significantly increase. However, when the information concurrency is augmented by introducing the transmission of realtime text, we found that the transfer entropy between the interactants becomes considerably higher, and the social presence and emotional arousal, intimacy increased. High transfer entropy was also observed in the phone call dataset. This result shows that the mere augmentation of information richness does not necessarily lead to increased social presence, and concurrent communication is another critical factor for fostering vivid conversation in digital environments.

摘要

社交临场感,即与另一个真实存在的人共处的主观体验,会因互动媒介的不同而有所变化。一般来说,社交临场感研究主要集中在每条交换信息的单向方面,而非双向互动。我们的主要目的是通过一些统计方法量化社交临场感的程度,从而引入这种双向评估。为此,我们开发了一款名为“TypeTrace”的软件,它可以记录在线聊天参与者的所有按键操作,并重现他们的打字动作,同时分析不同聊天条件下的结果,主要关注双向互动的特征。我们还将聊天互动模式与电话数据集的模式进行比较,以研究不同媒介中实时通信的差异。该实验的假设是,通信的丰富性或并发性对于构建社交临场感很重要。丰富性由通信中某一时刻信息的多样性定义,而并发性是指同时处理的时间线程数量。我们的结果表明,当我们仅仅通过展示打字过程来增加信息的丰富性时,对他人在场的认知并没有显著增加。然而,当通过引入实时文本传输来提高信息并发性时,我们发现参与者之间的转移熵变得相当高,社交临场感、情感唤起和亲密感都有所增加。在电话数据集中也观察到了高转移熵。这一结果表明,仅仅增加信息丰富性并不一定会导致社交临场感增强,并发通信是在数字环境中促进生动对话的另一个关键因素。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3409/8180569/93db02dc8e47/fpsyg-12-641927-g0001.jpg

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