• Title/Summary/Keyword: 공공 메타버스

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A Study on the Utilization of Metaverse Space in Local Governments from the Perspective of Public Design (공공디자인의 관점에서 본 지자체의 메타버스 공간 활용에 관한 연구)

  • Choi, Jae-won;Yeo, Joon-ki
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.705-712
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    • 2022
  • The pandemic over the past three years has brought drastic changes in our lives, and those changes are now becoming a natural part of our daily lives. Daily life and economic activities based on online, such as video conferencing, remote classes, telecommuting, and online streaming services, have become daily routines after Corona. And the result of rapid development of communication and graphic technology is the metaverse. Therefore, the purpose of this study is to study the possibility from the perspective of public design for the correct use of the metaverse space of local governments. To this end, in this study, big data analysis was performed on 'local government', 'public design', and 'metaverse'. As a result of this study, we should actively use metaverse with high topic and potential as a space for local governments' promotion or discussion as a means to restore the reliability of local governments and overcome negative perceptions. In addition, it is necessary to actively reflect public design in order to increase the public reliability of local governments' metaverse.

A Study on the Generation MZ Users' Perception of Metaverse in Public Libraries (공공도서관의 메타버스 도입을 위한 MZ세대의 이용자 인식 연구)

  • Kim, Young-ju;Kwon, Sun-young
    • Journal of the Korean Society for information Management
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    • v.39 no.3
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    • pp.217-240
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    • 2022
  • As non-face-to-face elements became important due to COVID-19, the metaverse received social attention, and the MZ generation became the main users of public libraries. In light of this trend, it is necessary to introduce services for the MZ generation, the main users of public libraries, and to provide services tailored to social development. Therefore, this study investigated the perception of the metaverse through questionnaire surveys and semi-structured interviews, centered on the MZ generation, and then proposed a method for applying the metaverse to users in public libraries. According to the results of the study, the direction for the introduction of the metaverse in public libraries was suggested. First, it is necessary to provide basic education and information about the metaverse. Second, it is necessary to provide services that take advantage of the community based on communication. Third, a program that is not constrained by time and space should be provided. Fourth, services by librarians should be provided by enhancing the librarians' expertise on the metaverse. Fifth, services for generation M must be provided.

An Exploratory Study for Metaverse Governance in the Public Sector (공공 메타버스 거버넌스에 대한 탐색적 연구)

  • Haejung Yun;Jaeyoung An;Sang Cheol Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.353-376
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    • 2023
  • The global pandemic and the development of virtual and augmented reality technologies have led a metaverse boom that enables a lot of interactions in virtual worlds, and is being utilized in various fields such as business, government, and education etc. Despite the growing interest in the metaverse, its scope and definition are still unclear and the concept is still evolving, making it challenging to establish its governance. Governmental entities are also investing intensively in public metaverses to make public value and promote social welfare, but they are underutilized due to lack of systematic governance. Therefore, in this study, we propose a public metaverse governance framework and identify the relative importance of the factors. Furthermore, since a public metaverse should be accessible to anyone who wants to use, we explore the factors of shadow work and examine the ways to minimize it. Based on the socio-technical system theory, we derived public metaverse governance factors from previous literature and topic modeling and then generate a framework with 23 factors through expert interviews. We then tested relative priority of the factors using the analytic hierarchical process (AHP) from the experts. As a result, the top five overall rankings are: 'roles and responsibilities', 'standardization/modularization', 'collaboration and communication', 'law and policies', and 'availability/accessibility'. The academic implications of this study are that it provides a comprehensive framework for public metaverse governance, and then the practical implications include suggesting prioritized considerations for metaverse operations in the public sector.

A Study on the Operation Cases and Usage Direction of Metaverse Cultural Programs in Domestic Public Libraries (국내 공공도서관 메타버스 문화프로그램 운영사례 및 활용방향성에 대한 연구)

  • Sangwon, Seo;Gyuhwan, Kim
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.1
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    • pp.259-284
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    • 2023
  • This study examined the primary features of cultural program operation instances on the metaverse platform. In addition, an interview was performed with librarians in charge of the public library culture program to get their perspectives on the viability of using the metaverse platform for each sort of cultural program. Ultimately, we intended to provide guidelines for organizing and administering a cultural program on the metaverse platform in a public library. The results showed that there are seven types of cultural programs using the Metaverse platform: library tours, education, reading, exhibits, performances, games, and events. librarians in charge of the public library culture program responded positively to the future use of library tours, exhibitions, games, and events. Education can be used depending on the character of the educational program while reading and performances are less likely to be used in the future. Regarding how to use the Metaverse platform, Zepeto was most likely to be used for tours, and Gather and Zep for education, exhibits, games, and events.

Usability Analysis of Public Libraries' Metaverse Platform (메타버스 내 공공도서관 사용성 분석)

  • JungJo Na;Soyeon Park
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.34 no.2
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    • pp.275-294
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    • 2023
  • This study aims to analyze usability of public libraries' metaverse platform. This study also examines factors that affect usability and immersion of metaverse platform of Gangbuk culture information library, Hanbat library in Daejeon, and Mapo Central library. In order to conduct this study, 60 college students participated in online survey and experiment. There was a statistically significant positive relationship between learnability and usability, and between GUI and immersion in every library. Learnability and usability of Gangbuk culture information library were statistically significantly higher than other libraries. On the other hand, GUI score and immersion of Hanbat library was significantly higher than other libraries. However, given that there were few users connected to metaverse platform, there was no significant difference in interactivity among libraries. This study examines characteristics (including strengths and weaknesses) of metaverse platform of each library. It is expected that the results of this study could contribute to the improvement of usability of public library's metaverse platform.

Protocol analysis study in metaverse environment (메타버스 환경에서의 프로토콜 분석 연구)

  • Choi, Hwa-Seon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.617-619
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    • 2022
  • 코로나 시기를 거치며 사회 전반적으로 메타버스에 대한 관심과 수요가 폭발적으로 증가하였으며, 각 기업, 공공기관 등에서 속속 각각의 플랫폼들이 출시되고 있다. 본 논문에서는 메타버스와 관련된 여러 표준화 동향을 살펴보고 메타버스 전용 프로토콜의 제정 그리고 메타버스의 방향성에 대해 제안한다.

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메타버스 미디어 공간으로서 스마트시티 그리고 디지털 사이니지 테코레이션

  • Yu, Seung-Cheol
    • Broadcasting and Media Magazine
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    • v.27 no.4
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    • pp.79-90
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    • 2022
  • '스마트 기술(smart tech)'과 '도시화(urbanization)'라는 두 메가트렌드(megatrends)를 융합해 탄생한 스마트시티(smart city)가 전 세계적인 화두다. 스마트시티의 성장 가운데서 핵심적인 요소가 바로 '도시의 다양한 요소가 미디어(媒體, media)의 기능을 하는 커뮤니케이션이 중심이 된 도시'라는 점이다. 특히 메타버스 기술이 스마트시티에 접목되고 있음에 주목해야 한다. '초월'이라는 의미의 '메타(meta)'와 우주를 뜻하는 '유니버스(universe)'의 합성어인 메타버스(Metaverse)는 1992년 닐 스티븐슨(Neal Stephenson)의 소설 《스노우 크래쉬》에서 유래한 개념이라고 알려져 있다[1]. 메타버스는 정의하는 연구자에 따라서 크게 다르지만 흔히 '가상의 것(virtual thing)'으로 한정하는 경향이 있다. 하지만 최근에는 메타버스가 정치·경제·사회·문화 전반적 측면에서 오프라인의 현실과 온라인의 비현실 모두 공존할 수 있는 생활형·게임형 가상 융합 세계라는 의미로 보다 광의적으로 사용되고 있다. 최근 스마트시티의 변화를 보면 도시 운영이 고도로 지능화되고 다양한 콘텐츠가 증강되면서 <<도시 공간에서의 온라인과 오프라인의 경계 구분>>을 파괴하고 있음을 발견할 수 있다. 우리는 과거와 다름없이 물리적 도시 공간을 걷고 있지만 이제는 지형지물과 연결된 공간정보를 스마트폰으로 확인하고 또 도심의 디지털 사이니지(digital signage)를 통해 실시간 공공 및 상업 정보에 항시적으로 접하고 있다. 도시의 지향점으로 간주되는 스마트시티는 이제 일종의 '도시민 생활 플랫폼'으로 메타버스 기술과 융합 콘텐츠를 통해 도시민의 생활을 촘촘하게 연결한다. 본고에서는 '스마트시티가 메타버스 미디어 공간으로 기능하는 현상'을 '테코레이션(Tecoration: Technology + Decoration: 디지털 미디어 기술을 통한 도시 공간구축)'이라고 명명하려고 한다. 본고는 '메타버스 미디어 공간으로서 스마트시티 그리고 디지털 사이니지 테코레이션'을 주제로 '디지털 사이니지가 만들어 가는 스마트시티의 소통'과 관련된 주요 이슈를 다루려고 한다.

Thesis of the Metaverse Concept and Proposing Research Direction (메타버스 개념 및 현황에 대한 논의와 향후 연구 방향 제안)

  • Ryu, Sunghan;Yun, Haejung;Park, Jaehyun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.1-13
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    • 2022
  • Metaverse has been encountering in our daily lives, and it has dynamically changed people's way of working, educating, and entertaining. During the Covid-19, people has been more immersed with virtual world. For example, the virtual environments have created new form and features of our remote work, online education, entertainment, and so on. Also, some people make a strong tie with their avatar to live in a virtual world. Indeed, it became a new normal life now. With this radical social and technological change, the metaverse has become a core issue for the communities of researchers and practitioners as well, and a variety of meaningful research and products have been conducted so far. Nevertheless, it still is lack of diverse theoretical, empirical, and practical studies, dealing with this huge socio-technical shift with the metaverse. Therefore, in this special issue commentary, we suggest potential metaverse research issues and topics, which highlight how management, organization, and information systems researchers could dance with the ongoing metaverse ecosystem for creating more productive research performances.

A Study on Utilization Method of the Metaverse in Digital Heritage (디지털 문화유산의 메타버스 활용방안 연구)

  • Seol, Yeonsu;Joo, Chungmin;Yoo, Jongwon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.111-120
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    • 2021
  • This study looked at how the digital cultural heritage, which is being actively built by the government and public institutions, can be utilized in the metaverse service. Through an expert interview, we investigated how the digital cultural heritage of Bulguksa can be serviced with the four elements of the metaverse: augmented reality, mirror world, lifelogging, and virtual world. As a result of the study, it was confirmed that when digital cultural heritage is used in a virtual space called metaverse, interactive and realistic services can be provided to users. In addition, it was found that users can exhibit, experience, and educate online parts that are not available in real life in the same situation as if they were in the field. Through this, it was confirmed that if digital cultural heritage is designed as a metaverse service, it can provide functions and services of a different level than before. In particular, the result was obtained that it is possible to provide services considering the characteristics of each of the four elements of the metaverse. First, it is possible to obtain the convenience of augmenting the senses by using augmented reality, and secondly, it is possible to obtain the scalability and efficiency of reproducing the real space by using it as a mirror world element. Third, by using the lifelogging element, communication can be strengthened through the user's record and connection, and fourthly, through the virtual world element, roles and activities in the virtual world can be given to the user. Therefore, if digital cultural heritage is developed as a metaverse service in consideration of these factors, a more active and open experience environment can be provided to users.

Inclusive educational effectiveness through Metaverse for the disabled students and policy suggestions (장애학생 메타버스 교육의 포용적 공공소통적 효과성과 정책적 제언)

  • Jinsoon Song
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.175-201
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    • 2023
  • In the midst of going through a non-face-to-face society, most of human activities narrowed down to the platform, restrictions on external activities are bringing the internal scalability of digital technology. Metaverse is virtually shifting reality and increasing the possibility of utilization in various areas. However, researches linked to the educational effects of metaverse, especially students with disabilities, are still an unknown area that lacks exploration. This paper focuses on the fact that metaverse-education is widening educational fields that meets the various needs of disabled students to realize social good and inclusive education, and communication effects such as resolving barriers to interaction are prominent. As a research method, examining literature research papers linked to AR/VR, metaverse with communication skills, interviews, articles, and columns by experts, and policy suggestions and implications for the special education was conducted. Although the limitations of research are confirmed, significant results are found on inclusive education, which provides educational maximizing effects and realizing human rights through direct immersive experience reflecting the Cone of Experience Theory. Hopefully follow-up studies on meta-edu for disabled students will be carried out in the future, and various interdisciplinary discussions are needed to carefully observe inclusive policies and benefits so that the socially vulnerable are not excluded from technologies in ICT society.