Pub Date : 2022-08-01DOI: 10.1109/cost57098.2022.00034
Yaxi Wang, Ziyun Tong, Xin Chen, Yuyang Wang
There are many problems with the age-appropriate design of the existing application (APP) interface. The author improves the design of the Railroad 12306 Love Edition APP, and proposes an improved design and output on the basis of the original. Using theoretical comparative analysis and usability analysis, the usability problems of Railroad 12306 Love Edition APP are derived, the priority of user needs is derived through card classification method, and the usability evaluation of the output design results is finally conducted. Based on the original design, the design results were output through analysis methods, and the final design was optimized for the station big screen and online ticket booking of the Railroad 12306 Love APP. This approach improves the efficiency of use by older adults, reduces error rates, and improves subjective satisfaction with APP use. It provides new reference cases and reference ideas for other APP interfaces to adapt to aging transformation.
{"title":"Usability Study of Railroad 12306 Love Edition Application Based on User Experience","authors":"Yaxi Wang, Ziyun Tong, Xin Chen, Yuyang Wang","doi":"10.1109/cost57098.2022.00034","DOIUrl":"https://doi.org/10.1109/cost57098.2022.00034","url":null,"abstract":"There are many problems with the age-appropriate design of the existing application (APP) interface. The author improves the design of the Railroad 12306 Love Edition APP, and proposes an improved design and output on the basis of the original. Using theoretical comparative analysis and usability analysis, the usability problems of Railroad 12306 Love Edition APP are derived, the priority of user needs is derived through card classification method, and the usability evaluation of the output design results is finally conducted. Based on the original design, the design results were output through analysis methods, and the final design was optimized for the station big screen and online ticket booking of the Railroad 12306 Love APP. This approach improves the efficiency of use by older adults, reduces error rates, and improves subjective satisfaction with APP use. It provides new reference cases and reference ideas for other APP interfaces to adapt to aging transformation.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128193226","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/cost57098.2022.00053
Qian Chen, Siving Du, Haonan Yang, Xiao Gong
Most of the current literature research on electronic user consumption behavior believes that game payment behavior mainly comes from “digital identity” in the game, and this identity agree mainly depends on the time spent by users in games. The more time users spend building this digital identity, the more willing they are to pay for games. In game design, game companies will also focus on how to promote game users to stay online longer in the game through the improvement of game quality. After the rise of eSports, electronic games are no longer the only medium between companies and users. DOTA2 “interactive compendium” is a new medium used in games to communicate with users. The interactive compendium exists on the basis of The International DOTA2 Championships(TI), which has a paid impact on users who do not play games. This study takes the DOTA2 “cloud player” group as the research object, and analyzes the main factors affecting their consumption through surveys, especially factors outside the game, explore how the “digital identity” of users is preserved and continues to function. Which proves that users may continue to pay for games even if they no longer use game products, or even pay more, but a new medium is required.
{"title":"Analysis on Digital Identity and Consumption Behavior of DOTA2 “Cloud Players”","authors":"Qian Chen, Siving Du, Haonan Yang, Xiao Gong","doi":"10.1109/cost57098.2022.00053","DOIUrl":"https://doi.org/10.1109/cost57098.2022.00053","url":null,"abstract":"Most of the current literature research on electronic user consumption behavior believes that game payment behavior mainly comes from “digital identity” in the game, and this identity agree mainly depends on the time spent by users in games. The more time users spend building this digital identity, the more willing they are to pay for games. In game design, game companies will also focus on how to promote game users to stay online longer in the game through the improvement of game quality. After the rise of eSports, electronic games are no longer the only medium between companies and users. DOTA2 “interactive compendium” is a new medium used in games to communicate with users. The interactive compendium exists on the basis of The International DOTA2 Championships(TI), which has a paid impact on users who do not play games. This study takes the DOTA2 “cloud player” group as the research object, and analyzes the main factors affecting their consumption through surveys, especially factors outside the game, explore how the “digital identity” of users is preserved and continues to function. Which proves that users may continue to pay for games even if they no longer use game products, or even pay more, but a new medium is required.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127048009","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/cost57098.2022.00019
Yijie Zhou, Gang Wu, Qiang Lin, Dingguo Yu, Hui Wu
With the prevailing of deep learning technology, automatic virtual image synthesis has made huge progress and the popularity of virtual portraits has been growing rapidly. Traditional virtual synthesis system rely on computer graphics method driven by motion capture of a real person, which need labor and equipment costs. In view of this, our paper proposes a virtual host synthesis method based on text driven to generate lip shape and facial animation(include eye movement and head pose) from a signal facial image of a virtual host. More precisely, we use three main modules to construct a virtual host synthesis system: a speech synthesis module based on Tacotron2, a speech to landmark points module to extract mixture landmarks movement to speech, and video generation module based on conditional generative adversarial network to generate video frames and realize time-continuous automatic sport news reporting.
{"title":"Text-based Talking Facial Synthesis for Virtual Host System","authors":"Yijie Zhou, Gang Wu, Qiang Lin, Dingguo Yu, Hui Wu","doi":"10.1109/cost57098.2022.00019","DOIUrl":"https://doi.org/10.1109/cost57098.2022.00019","url":null,"abstract":"With the prevailing of deep learning technology, automatic virtual image synthesis has made huge progress and the popularity of virtual portraits has been growing rapidly. Traditional virtual synthesis system rely on computer graphics method driven by motion capture of a real person, which need labor and equipment costs. In view of this, our paper proposes a virtual host synthesis method based on text driven to generate lip shape and facial animation(include eye movement and head pose) from a signal facial image of a virtual host. More precisely, we use three main modules to construct a virtual host synthesis system: a speech synthesis module based on Tacotron2, a speech to landmark points module to extract mixture landmarks movement to speech, and video generation module based on conditional generative adversarial network to generate video frames and realize time-continuous automatic sport news reporting.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"73 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133564425","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/cost57098.2022.00078
Nuo Pang, Yan Liu, Yujiang Ji
Nowadays, with the rapid development of science and technology, in the face of the increasingly fast pace of life, the frequent replacement of technologically innovative products, and the intensification of the aging of the domestic population, people’s living habits are constantly changing. People need to spend a lot of learning costs to form new habits and adapt to new technological products. This is tantamount to aggravating the learning pressure of people’s lives and compressing the time that is not sufficient. This paper firstly analyzes and sorts out the core ideas and design ideas of the concept of “unconscious design”. We then analyze the design products of this design concept, investigate and refer to, extract the core ideas and concepts of “unconscious design” applied to product modeling. Finally, we combine the research data, extract modeling elements in the process of product design, and combine the “unconscious design concept”. Data analysis on materials, colors, and human-computer interaction provides real and effective design cases to the research of the subject.
{"title":"Investigation on the application of unconscious design in product modeling","authors":"Nuo Pang, Yan Liu, Yujiang Ji","doi":"10.1109/cost57098.2022.00078","DOIUrl":"https://doi.org/10.1109/cost57098.2022.00078","url":null,"abstract":"Nowadays, with the rapid development of science and technology, in the face of the increasingly fast pace of life, the frequent replacement of technologically innovative products, and the intensification of the aging of the domestic population, people’s living habits are constantly changing. People need to spend a lot of learning costs to form new habits and adapt to new technological products. This is tantamount to aggravating the learning pressure of people’s lives and compressing the time that is not sufficient. This paper firstly analyzes and sorts out the core ideas and design ideas of the concept of “unconscious design”. We then analyze the design products of this design concept, investigate and refer to, extract the core ideas and concepts of “unconscious design” applied to product modeling. Finally, we combine the research data, extract modeling elements in the process of product design, and combine the “unconscious design concept”. Data analysis on materials, colors, and human-computer interaction provides real and effective design cases to the research of the subject.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131093633","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/CoST57098.2022.00093
Lili Zhu, Tao Pang
This study aims to propose that a digital platform should be built for the protection of intangible cultural heritage (ICH). The Beijing section of the Great Wall Cultural Belt is used as the study area. It introduces how to establish a resource database and how to build a digital platform for the protection, inheritance, development and promotion of the relevant ICH. It will also develop and design a variety of application platforms for digital terminals, forming an application platform for terminals with regional cultural characteristics, such as information enquiry, intelligent navigation for tourism, appreciation of masterpieces of arts and crafts, and learning and interaction of ICH, so as to realise the ultimate wish of experiencing ICH anytime and anywhere. It also provides interactive designs based on platforms such as human-computer interaction and artificial intelligence to increase the public’s enthusiasm for participation and expand the role and significance of intangible cultural heritage protection, heritage, propaganda and promotion.
{"title":"Research on Digital Platform Technology of Intangible Cultural Heritage in Beijing Section of Great Wall Cultural Belt","authors":"Lili Zhu, Tao Pang","doi":"10.1109/CoST57098.2022.00093","DOIUrl":"https://doi.org/10.1109/CoST57098.2022.00093","url":null,"abstract":"This study aims to propose that a digital platform should be built for the protection of intangible cultural heritage (ICH). The Beijing section of the Great Wall Cultural Belt is used as the study area. It introduces how to establish a resource database and how to build a digital platform for the protection, inheritance, development and promotion of the relevant ICH. It will also develop and design a variety of application platforms for digital terminals, forming an application platform for terminals with regional cultural characteristics, such as information enquiry, intelligent navigation for tourism, appreciation of masterpieces of arts and crafts, and learning and interaction of ICH, so as to realise the ultimate wish of experiencing ICH anytime and anywhere. It also provides interactive designs based on platforms such as human-computer interaction and artificial intelligence to increase the public’s enthusiasm for participation and expand the role and significance of intangible cultural heritage protection, heritage, propaganda and promotion.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120983029","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Digital audio watermarking algorithm is a technology that embeds the watermark signal with special significance into the original audio signal through some method, and then extracts the watermark signal when necessary. It has important applications in the fields of copyright protection, content authentication, secure communication and bill anti-counterfeiting. With the popularity of various multimedia software and audio editing software, it becomes more and more convenient to modify audio. Common audio editing operations such as editing, shifting, tone sandhi and splicing are widely used, but most of the existing digital audio watermarking algorithms can not resist shifting operations. Therefore, this paper proposes an audio watermarking algorithm for audio variable speed attack. The algorithm is based on WSOLA principle. In the process of audio speed change, the spread spectrum watermark is embedded into the non overlapping region.
{"title":"Audio Watermarking Algorithm Based on WSOLA Resisting Speed Change","authors":"Xin Wang, Ying Huang, Shiqiang Wu, Hu Guan, Baoning Niu, Shuwu Zhang","doi":"10.1109/CoST57098.2022.00059","DOIUrl":"https://doi.org/10.1109/CoST57098.2022.00059","url":null,"abstract":"Digital audio watermarking algorithm is a technology that embeds the watermark signal with special significance into the original audio signal through some method, and then extracts the watermark signal when necessary. It has important applications in the fields of copyright protection, content authentication, secure communication and bill anti-counterfeiting. With the popularity of various multimedia software and audio editing software, it becomes more and more convenient to modify audio. Common audio editing operations such as editing, shifting, tone sandhi and splicing are widely used, but most of the existing digital audio watermarking algorithms can not resist shifting operations. Therefore, this paper proposes an audio watermarking algorithm for audio variable speed attack. The algorithm is based on WSOLA principle. In the process of audio speed change, the spread spectrum watermark is embedded into the non overlapping region.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121675998","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/CoST57098.2022.00062
Rui Ma, Ling Lei, Bingjie Li, Meng Dan, Xinyao Wang, Yitong Liu
In order to cope with the deepening trend of population aging, this paper proposes a multi-functional smart elderly robot based on Raspberry Pi, which combines fall detection, voice interaction, face recognition, simultaneous localization and mapping (SLAM) indoor positioning, Android applet and other technologies to achieve full range fall detection, environmental monitoring and movable intelligent living companionship. It not only combines the physiological and psychological characteristics of the elderly to optimize the elderly care model, but also reduces the burden of social elderly care through the precise matching of elderly care needs and services.
{"title":"An Intelligent Caregiver Elderly Robot Based on Raspberry Pi","authors":"Rui Ma, Ling Lei, Bingjie Li, Meng Dan, Xinyao Wang, Yitong Liu","doi":"10.1109/CoST57098.2022.00062","DOIUrl":"https://doi.org/10.1109/CoST57098.2022.00062","url":null,"abstract":"In order to cope with the deepening trend of population aging, this paper proposes a multi-functional smart elderly robot based on Raspberry Pi, which combines fall detection, voice interaction, face recognition, simultaneous localization and mapping (SLAM) indoor positioning, Android applet and other technologies to achieve full range fall detection, environmental monitoring and movable intelligent living companionship. It not only combines the physiological and psychological characteristics of the elderly to optimize the elderly care model, but also reduces the burden of social elderly care through the precise matching of elderly care needs and services.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125581314","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/CoST57098.2022.00081
Yi Yu, Yige Gao, Bo Song
The upgrading of media technology brings changes in media forms, and Computer-Mediated Communication (CMC) is constructing the cultural landscape of the new era. Network live stream, which is mainly characterized by technology empowerment, multiple platforms, two-way communication and synchronous interaction, satisfies the sensory experience, interactive experience and emotional experience of the audience. And it further blurs the boundary between virtual and reality. Based on CMC vision, this paper, with the reference of media context theory, aims to explore the psychology and behavior of participants in live-streaming under the state of human-computer interactions. The inner connection among the characteristics of immersive small-screen live-streaming, audience psychology, and behavior would be analyzed. This study attempts to explain the new cultural landscape constructed by online immersive live stream and experience.
{"title":"A Study on the Presentation of Immersive Mobile Live Stream Cultural Landscape from the Perspective of Computer-Mediated Communication","authors":"Yi Yu, Yige Gao, Bo Song","doi":"10.1109/CoST57098.2022.00081","DOIUrl":"https://doi.org/10.1109/CoST57098.2022.00081","url":null,"abstract":"The upgrading of media technology brings changes in media forms, and Computer-Mediated Communication (CMC) is constructing the cultural landscape of the new era. Network live stream, which is mainly characterized by technology empowerment, multiple platforms, two-way communication and synchronous interaction, satisfies the sensory experience, interactive experience and emotional experience of the audience. And it further blurs the boundary between virtual and reality. Based on CMC vision, this paper, with the reference of media context theory, aims to explore the psychology and behavior of participants in live-streaming under the state of human-computer interactions. The inner connection among the characteristics of immersive small-screen live-streaming, audience psychology, and behavior would be analyzed. This study attempts to explain the new cultural landscape constructed by online immersive live stream and experience.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"91 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126122356","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/CoST57098.2022.00074
Ning He, Jiaying Li, Li Guo, Yi Zhou
In recent years, with the development of science and technology, more and more scholars pay attention to the digital protection of cultural heritage. The folk embroidery in Jingchu area is extremely regional and aesthetic, so it is necessary and urgent to study its digital protection. This paper aims to solve the Jingchu folk embroidery digital information collection, the use of methods and improve the digital protection method system. Based on the current research status of Jingchu folk embroidery, this paper studies its digital protection method as the core, formulates the technical route of digital protection of Jingchu folk embroidery, and puts forward the protection methods in the investigation stage, collection stage, sorting stage and comprehensive stage of digital protection. This study contributes to the integrity of the protection of Jingchu folk embroidery and the integration of the correlation between embroidery, and improves the digital protection system and workflow of Jingchu folk embroidery.
{"title":"Study on the Digital Protection Method of Jingchu Folk Embroidery","authors":"Ning He, Jiaying Li, Li Guo, Yi Zhou","doi":"10.1109/CoST57098.2022.00074","DOIUrl":"https://doi.org/10.1109/CoST57098.2022.00074","url":null,"abstract":"In recent years, with the development of science and technology, more and more scholars pay attention to the digital protection of cultural heritage. The folk embroidery in Jingchu area is extremely regional and aesthetic, so it is necessary and urgent to study its digital protection. This paper aims to solve the Jingchu folk embroidery digital information collection, the use of methods and improve the digital protection method system. Based on the current research status of Jingchu folk embroidery, this paper studies its digital protection method as the core, formulates the technical route of digital protection of Jingchu folk embroidery, and puts forward the protection methods in the investigation stage, collection stage, sorting stage and comprehensive stage of digital protection. This study contributes to the integrity of the protection of Jingchu folk embroidery and the integration of the correlation between embroidery, and improves the digital protection system and workflow of Jingchu folk embroidery.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125633203","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-08-01DOI: 10.1109/cost57098.2022.00073
Chi Zhang, Xiaoli Hu
As Bilibili became influential, its online users have gradually developed their fitness habits. However, the content distribution mechanism for fitness videos on new media platforms has not been well developed, resulting in many excellent works being overwhelmed by vast amounts of videos. To promote fitness culture to be better developed and spread, this study analyzes 973 fitness videos on Bilibili, explores the factors influencing fitness video communication, and constructs a predictive model. Firstly, based on the Elaboration Likelihood Model (ELM), this paper builds a theoretical model of the influence factors around the central and peripheral routes. Secondly, the XGBoost algorithm is used to construct the predictive model of communication effectiveness of fitness videos and determine the important influence factors according to the feature importance. Thirdly, we use regression analysis to explore how the important factors influence communication effectiveness. The results show that videos with a weight loss theme can improve the overall communication effect, while life-sharing videos will reduce the effect. Subtitles negatively affect the overall communication effect, while video duration and fan base can significantly improve the overall communication effect. Female fitness uploaders’ videos are less effective in spreading, and Chinese fitness uploaders’ videos are more effective.
{"title":"Prediction of New Media Communication of Fitness Culture and Its Influence Factors","authors":"Chi Zhang, Xiaoli Hu","doi":"10.1109/cost57098.2022.00073","DOIUrl":"https://doi.org/10.1109/cost57098.2022.00073","url":null,"abstract":"As Bilibili became influential, its online users have gradually developed their fitness habits. However, the content distribution mechanism for fitness videos on new media platforms has not been well developed, resulting in many excellent works being overwhelmed by vast amounts of videos. To promote fitness culture to be better developed and spread, this study analyzes 973 fitness videos on Bilibili, explores the factors influencing fitness video communication, and constructs a predictive model. Firstly, based on the Elaboration Likelihood Model (ELM), this paper builds a theoretical model of the influence factors around the central and peripheral routes. Secondly, the XGBoost algorithm is used to construct the predictive model of communication effectiveness of fitness videos and determine the important influence factors according to the feature importance. Thirdly, we use regression analysis to explore how the important factors influence communication effectiveness. The results show that videos with a weight loss theme can improve the overall communication effect, while life-sharing videos will reduce the effect. Subtitles negatively affect the overall communication effect, while video duration and fan base can significantly improve the overall communication effect. Female fitness uploaders’ videos are less effective in spreading, and Chinese fitness uploaders’ videos are more effective.","PeriodicalId":135595,"journal":{"name":"2022 International Conference on Culture-Oriented Science and Technology (CoST)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134297782","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}