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Journal of library and information science in agriculture

   

Metaverse Construction for Medical Science Popularization Services in Libraries from an Embodied Cognition Perspective

ZHANG Yanyi   

  1. Liaocheng People's Hospital, Liaocheng 252000
  • Received:2025-11-10 Online:2026-03-25

Abstract:

[Purpose/Significance] With the growing demand for public health literacy and the accelerating digital transformation of libraries, medical science popularization services in libraries are expected not only to disseminate information but also to promote learning, skill acquisition, and behavioral change. However, existing services still rely heavily on text-based explanation, one-way communication, and short-term activity organization, which makes it difficult for users to translate received information into practical health knowledge and sustained health action. From this perspective, the core problem is not simply a lack of content or channels, but the weak connection between medical knowledge, bodily experience, everyday situations, and long-term social support. Drawing on embodied cognition theory, this study introduces the metaverse as a possible service environment for reconstructing library-based medical science popularization. The main innovation of this study lies in shifting the analytical focus from media form to cognitive mechanism, and in proposing a framework that connects scenario construction, multisensory interaction, collaborative participation, and service evaluation. This framework is expected to enrich the theoretical discussion of library health science communication and provide an operable path for the upgrading of medical-themed science popularization services. [Method/Process] This study adopts a qualitative and conceptual research design that combines literature review, theoretical analysis, and case-based interpretation. First, previous studies on library health information services, medical science communication, user adaptation, digital health literacy, and immersive technologies were reviewed in order to identify the major problems of current medical science popularization services in libraries. Second, embodied cognition was used as the core theoretical lens to extract three key dimensions, namely hybrid physical-virtual space, multisensory interaction, and collaborative community network. Based on these dimensions, the study constructs a metaverse-based service framework and explains how medical knowledge can shift from abstract presentation to contextualized understanding, embodied rehearsal, and behavioral reinforcement. Third, an immersive interactive exhibition on myopia prevention was selected as an illustrative case. The case is not used as strict empirical verification, but as a representative scenario through which the proposed framework can be mapped onto concrete design elements, including space organization, positional interaction, dynamic rendering, experience guidance, and the possibility of extension toward routine library services. This method is appropriate because the research topic is still in an exploratory stage, real-world library cases remain scattered, and conceptual clarification is necessary before controlled empirical testing and large-scale implementation can be meaningfully developed. [Results/Conclusions] The study identified three closely related bottlenecks that current library-based medical science popularization services face. First, knowledge is often detached from real-life situations. This means that users may understand medical terms superficially but still fail to apply them to concrete health decisions. Second, interaction is often limited to reading, listening, or watching, while repeated practice, correction, and embodied rehearsal are insufficient, making it difficult to internalize operational knowledge. Third, many existing services remain event-oriented and discontinuous, lacking stable support structures that connect librarians, medical professionals, users, families, schools, and communities. In response, this study proposes a metaverse construction scheme centered on three modules. The first is hybrid physical-virtual space, which organizes high-frequency health issues into explorable scenarios and links physical library space with digital simulation environments. The second is a multisensory interaction system that transforms medical concepts into visible, audible, touch-responsive, and action-related experiences, thereby strengthening comprehension through perception-action coupling. The third is a collaborative community network that extends science popularization beyond one-time events by incorporating expert consultation, peer support, family co-learning, and community participation. These three modules are integrated through a closed-loop operational logic of immersion, interaction, feedback, and adjustment. On this basis, the study further proposes implementation strategies concerning user segmentation, multimodal resource integration, platform construction, and a multidimensional evaluation mechanism covering participation, knowledge acquisition, behavioral conversion, and experience-based trust.

Key words: embodied cognition, medical science popularization service, health science popularization, metauniverse, scene construction

CLC Number: 

  • G250.1

Table 1

Key dimensions of embodied cognition theory"

维度理论内涵典型体现
虚实融合空间认知依赖于情境嵌入与环境互动元宇宙中的健康场景模拟(如虚拟医院、数字孪生图书馆),增强知识与情境关联性
多感官交互知识形成依赖感官通道与身体经验视觉、听觉、触觉等多模态感知体验,提升医学概念的感知清晰度与理解深度
社群协作网络认知是社会性建构过程,源于与他人协作与互动用户之间、用户与专家之间的持续互动,形成知识共建与健康行为强化的协作支持机制

Table 2

Mapping between metaverse features and principles of embodied cognition"

元宇宙特性具身认知原则医学科普应用
多感官沉浸认知根植于身体感知强化医学知识的感知基础,降低抽象概念理解难度
虚实融合认知嵌入于物理环境构建真实医疗情境,支持知识情境化理解
化身互动认知通过行动表达提供安全的行为练习环境,促进技能形成
持久性世界认知是延展的过程支持持续学习和知识更新,形成健康素养体系
社交网络认知是社会性建构创造协作学习空间,促进健康知识共建共享
用户创造认知具有能动性支持用户参与内容创建,提高参与度和主体性
经济系统认知与动机相关构建激励机制,提高健康学习积极性

Fig.1

Framework of metaverse-based medical science popularization services in libraries"

Fig.2

Framework and operation mechanism of metaverse based medical science popularization services in libraries"

Table 3

Correspondence between framework operation and three identified key problems in Section 2"

痛点痛点具体表现框架模块如何破除痛点
虚实融合空间不足知识脱离生活语境,受众难把概念与自身经验对接虚实融合空间以高频生活问题组织情境单元;设置“入口-引导-应用”的场景路径;用任务而非术语串联知识
多感官交互不足以观看/听讲为主,缺少练习与纠错,操作性知识“懂而不会”多感官交互系统步骤化训练任务;即时提示与纠错;重复练习与达标阈值;形成“动作-反馈-调整”循环
社群协作网络不足活动一次性,缺少持续交流与支持,参与浅、难坚持社群协作网络专家答疑与把关;同伴互助小组;家庭共学任务;打卡挑战与阶段复测
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