头戴式显示器的预期接受度:YouTube评论的内容分析

Niek Zuidhof, S. B. Allouch, Oscar Peters, P. Verbeek
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引用次数: 4

摘要

为了进一步发展技术,也为了在现实生活环境中实施,重要的是要了解用户在早期开发阶段对预期使用创新技术的看法。此外,更好地理解这种行为对后期技术使用的解释也很重要。虽然头戴式显示器(hmd)已经不是什么新鲜事物了,但迄今为止,人们对它的接受速度很慢,而且出现了一些极端的反应。本研究的目的是分析YouTube对hmd视频的评论内容,以便更好地了解潜在接受hmd的早期阶段的相关因素。我们使用内容分析分析了379条YouTube上关于hmd的评论。评论分为三组:HMD,视频和杂项。对hmd $\mathrm{n}=24$的评论进行进一步分析。大多数评论者对头显表现出积极的态度。在积极态度中,表达最多的主题是关于使用类型(游戏),积极评价(情感,冷静)和对HMD的感知需求的评论。在负面态度中,负面评价(判断、情绪)表现最多,与其他产品进行负面比较。在中立态度中,主要主题是使用类型(游戏)。研究结果明确了一些用户需求、社会规范和价值观,这些都是人们在头戴式显示器的早期阶段所附加的。在接受的早期阶段,一些早期的采用观察发现,当有人谈论使用的类型(感觉需要)和积极的判断(社会规范)。排斥的早期迹象是通过负面判断(社会规范)和与其他产品的比较(以前的做法)发现的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Anticipated Acceptance of Head Mounted Displays: a content analysis of YouTube comments
For further development of technologies but also for the implementation in real life contexts, it is important to understand users' perspectives on the anticipated use of innovative technologies in an early development phase. In addition, it is also important to get a better understanding of the explanation of this behavior towards technology use in later stages. Although Head Mounted Displays (HMDs) are not really new anymore, the uptake has been slow so far and people showed some extreme reactions. The objective of this study was to analyze the content of YouTube comments on videos of HMDs, in order to get a better understanding of relevant factors in this early phase of potential acceptance of HMDs. We analyzed 379 YouTube comments on HMDs using content analysis. Comments were divided into three groups: HMD, video, and miscellaneous. Comments about HMDs $\mathrm{n}=24$ were further analyzed. Most of the commenters showed a positive attitude to HMDs. Within the positive attitude, the most expressed themes were comments about the type of use (gaming), positive evaluations (emotions, coolness) and perceived need for an HMD. Within the negative attitudes, negative evaluations (judgments, emotions) were showed most and negative comparisons to other products were made. In neutral attitudes, the main theme was the type of use (gaming). The results specify a couple of user needs and social norms and values which people attach in this early phase to HMDs. In this early phase of acceptance, some early adoption observations were found as in when someone talks about the type of use (felt needs) and positive judgments (social norms). Early signs of rejection were found by negative judgments (social norms) and comparisons with other products (previous practice).
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