DOI QR코드

DOI QR Code

Analysis of Metabus Character Properties and Personal Space Status and Effectiveness

메타버스 캐릭터 속성과 퍼스널 스페이스 현황과 효과 분석

  • Received : 2021.08.01
  • Accepted : 2021.08.09
  • Published : 2021.09.30

Abstract

Personal space is an invisible space around people and plays an important role in human communication. Individual spaces are known to change according to gender and relationships in communication between people. This study examines whether such personal space exists between characters on a metabus. Gender participants took up short personal space, and female participants found that on the Metabus, they changed their personal space according to their intimacy or gender with other people's characters rather than their own. Male participants are thought to change their personal space according to their personality in case of reason in Metabus. From this, it is thought that the participant continues to have physicality, just as the meta-bus actually has a body. Female participants found that in Metabuses, as in the real world, gender between characters has a similar short personal space, rather than gender, and intimacy between characters. In the case of male participants, it was shown that the closeness between the characters was similar to that of the personal space, but the gender of other characters did not change the personal space. Future validation of personal space for metabus characters requires comparison of shapes of individual spaces and cultures, such as individual characteristics, such as introduction and extroversion of individual space, and experiments of gender. In this experiment, the number of female experiment participants is strongly required in future experiments, as compared with male experiment participants, and the need for various cultural experiments is also required.

Keywords

References

  1. 시부야 쇼조(1990) 「사람과 사람과의 최적거리」 일본방송출판협회 pp. 11-40.
  2. 오오보 이쿠오(1998) "짓의 커뮤니케이션- 사람들은 어떻게 친밀감을 전달할 수 있을까?" 사이언스사 pp. 60-62.
  3. 시부야 쇼조 퍼스널 스페이스의 형태에 관한 하나의 고찰 야마나시 의대 기요 제2권, pp. 41-49 (1985).
  4. MeTaseqoia meTaseq.neT
  5. John David N. Dionisio "3D virtual Worlds and the Metaverse: Current Status and Future Possibilities" Loyola Marymount University (2013)
  6. Dawn Owens, Alanah Davis "An Empirical Investigation of Virtual World Projects and Metaverse Technology Capabilities" University of Nebraska at Omaha (2011)
  7. Garau, Maia "The impact of avatar fidelity on social interaction in virtual environments" University of London, University College London (United Kingdom). ProQuest Dissertations Publishing, (2003)
  8. Reina Yahya Arakji, Karl Reiner Lang "Avatar Business Value Analysis: A Method for the Evaluation of Business Value Creation in Virtual' Department of Computer Information Systems, Zicklin School of Business Baruch College, NY (2008)
  9. Anton Nijholt, "Towards Virtual Communities on the Web: Actors and Audience" University of Twente, Netherlands
  10. "메타버스 뉴스 빅데이터 분석: 토픽 모델링 분석을 중심으로". 한국디지털콘텐츠학회 논문지. 2021년 7월.
  11. 김한철 외, 「메타버스에 기반한 차세대 U-Biz 고찰」, Samsung SDS Journal of IT Services, 6권 1호, p. 180
  12. "메타버스 뉴스 빅데이터 분석: 토픽 모델링 분석을 중심으로". 한국디지털콘텐츠학회 논문지. 2021년 7월.
  13. 닐 스테픈슨, 김장환 역, 「스노우 크래쉬」, 새와 물고기, 1996, pp. 48-49