• Title/Summary/Keyword: 메타버스의 구조

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How do people verify identity in the Metaverse: Through exploring the user's avatar (메타버스 내 아바타 정체성 확인에 영향을 미치는 요인에 관한 연구)

  • Kihyun Kim;Seongwon Lee;Kil-Soo Suh
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.189-217
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    • 2023
  • The metaverse is a virtual world where individuals engage in social, economic, and cultural activities using avatars, which represent an alternate version of oneself within the virtual realm. While the metaverse has garnered global attention recently, research exploring the identity manifested through avatars within the metaverse remains limited. This study investigates the influence of four IT artifact characteristics related to avatar usage in the metaverse-avatar representation, avatar copresence, avatar profiling, and avatar-space interaction-on perceived avatar identity verification. A survey was conducted with 196 experienced users of the Zepeto platform, and hypotheses were tested using structural equation modeling. The analysis results indicate that the use of IT artifacts enabling avatar representation, avatar copresence, and avatar-space interaction has a positive impact on perceived avatar identity verification. This achieved self-verification indirectly influences the satisfaction and subsequent intention to continue using the metaverse. This study contributes to the academic field by empirically verifying the metaverse technological factors that influence the projected identity onto avatars within the metaverse. Furthermore, it is expected to provide effective guidelines for metaverse platform companies in designing and implementing the metaverse.

An Implementation of Metaverse Virtual Fitting Technology using a Posture extraction based on Deep Learning. (딥러닝 기반 자세 추출을 통한 메타버스 가상 피팅 기술 구현)

  • Lee, Bum-Ro;Lee, Sang-Won;Shin, Soo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.73-76
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    • 2022
  • 본 논문에서는 메타버스 공간에서 패션 아이템 판매에 있어서 필수적이라 할 수 있는 온라인 가상 피팅 기술을 동작 인식 전용 디바이스가 아닌 일반 스마트폰 카메라를 활용하여 구현하는 기술을 제안한다. 가상 피팅 기술을 구현하기 위해서는 딥러닝 기법을 활용하여 입력 영상을 분석하고, 분석 결과를 토대로 인체의 전체 자세를 추정하며, 인체 사이즈의 근사값을 추출하는 과정들이 수행되어야 하는데, 현재의 스마트폰 컴퓨팅 환경은 이를 수행하기에 충분한 연산 성능을 가지지 못한다는 문제점을 가진다. 본 논문에서는 높은 비용이 요구되는 고부하 연산을 클라우드 서버를 통해 수행하는 서버 기반 프레임워크를 도입하여, 낮은 성능의 스마트폰으로도 고성능 연산이 가능한 서비스 구조를 확보하고 이를 통해 휴대성 높은 증강현실 기반의 가상 피팅 기술을 구현한다. 본 논문의 성과를 통해 메타버스 상거래의 활성화와 메타버스 본연의 의미에 충실한 가상 월드 구축에 기여할 것이라 기대한다.

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A Comparative Study on the Social Awareness of Metaverse in Korea and China: Using Big Data Analysis (한국과 중국의 메타버스에 관한 사회적 인식의 비교연구: 빅데이터 분석의 활용 )

  • Ki-youn Kim
    • Journal of Internet Computing and Services
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    • v.24 no.1
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    • pp.71-86
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    • 2023
  • The purpose of this exploratory study is to compare the differences in public perceptual characteristics of Korean and Chinese societies regarding the metaverse using big data analysis. Due to the environmental impact of the COVID-19 pandemic, technological progress, and the expansion of new consumer bases such as generation Z and Alpha, the world's interest in the metaverse is drawing attention, and related academic studies have been also in full swing from 2021. In particular, Korea and China have emerged as major leading countries in the metaverse industry. It is a timely research question to discover the difference in social awareness using big data accumulated in both countries at a time when the amount of mentions on the metaverse has skyrocketed. The analysis technique identifies the importance of key words by analyzing word frequency, N-gram, and TF-IDF of clean data through text mining analysis, and analyzes the density and centrality of semantic networks to determine the strength of connection between words and their semantic relevance. Python 3.9 Anaconda data science platform 3 and Textom 6 versions were used, and UCINET 6.759 analysis and visualization were performed for semantic network analysis and structural CONCOR analysis. As a result, four blocks, each of which are similar word groups, were driven. These blocks represent different perspectives that reflect the types of social perceptions of the metaverse in both countries. Studies on the metaverse are increasing, but studies on comparative research approaches between countries from a cross-cultural aspect have not yet been conducted. At this point, as a preceding study, this study will be able to provide theoretical grounds and meaningful insights to future studies.

Cinematic Circulation of Meta-verse and Meta-physics (메타버스와 메타피직스의 영화적 순환)

  • Shim, Kwang-hyun
    • Trans-
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    • v.12
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    • pp.81-106
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    • 2022
  • The possibility of metaverse system to be a catalyst for hyper-connected society will be dependent on the speed of connected technological development and its social utilization in the same manner as AI technology. Putting these technical realization processes in brackets, this paper focus on some philosophical-political issues in connection with cognitive-ecological changes in the future cinema which will be influenced by the complexive techno-socio couples of accelerated development of metaverse system. Generally speaking, essence of metaverse system seems to be the degree of immersion by technical accuracy, but is not true. In perspective of cognitive-ecology, flow degree of a picture or photograph is relied not on 'accuracy of representation' but on its message's contextual link-up. In this aspect, real potentiality of metaverse system shall be understood in the context of cognitive-ecological changes of human brain's multi-intelligence networking abilities(intersection of augmentation-simulation and outside-inside) which will be activated in the new structure of natural-social-technological coupling of metaverse system. These cognitive-ecological potentialities have been partially actualized in the cinematic process of tripod mimesis for the longest time, [real contradiction/conflicts (Mimesis-1) -->fictional solutions of cinema (Mimesis-2) --> selective interpretation of spectator's wish fulfillment (Mimesis-3) --> real change (Mimesis-1')]. Therefore metaverse's real potentiality must be considered to be dependent on the possibility of deepening and extending of cinematic circulation between real seperation/problems and ideal connection/solutions. In this context, advanced metaverse system can be compared as a modern technical version of ideal circulation of physics and metaphysics

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.179-193
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    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.

The Creator Economy on the Metaverse Platform (메타버스 플랫폼의 크리에이터 이코노미: 광고수입 모델과 수익배분 구조를 중심으로)

  • Kim, Eunjin
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.275-286
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    • 2022
  • The metaverse platform has been gaining popularity since the pandemic. It facilitates non-face-to-face interaction among creators, users, advertisers, various forms of organizations, and itself. Such interaction has brought light to the new forms of economy, which is called the "creator economy." By providing the virtual space, easy tools, and methods, the platform allows the creators to produce value for the users in the forms of virtual items, content, and experiences. At the same time, it provides audiences to the organizations that need attention. In the course, the platform and the creators generate revenue. Among the diverse revenue sources, this study focuses on revenue generated from advertising and studies how the revenue sharing between the platform and the creator is affected by the abilities of the metaverse platform. With an analysis of the analytical model, we show that if the platform has the ability to reduce advertising avoidance, it can reduce the revenue share of the creator without discouraging the creator from making the proper effort in content creation. Also, as the platform provides effective tools and methods for quality content creation, it can reduce the revenue share of the creator without damaging the creator's required motivation. The ability of the platform in increasing advertising effectiveness helps it to reduce the revenue share of the creator as well.

A Study on Research Trends in Metaverse Platform Using Big Data Analysis (빅데이터 분석을 활용한 메타버스 플랫폼 연구 동향 분석)

  • Hong, Jin-Wook;Han, Jung-Wan
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.627-635
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    • 2022
  • As the non-face-to-face situation continues for a long time due to COVID-19, the underlying technologies of the 4th industrial revolution such as IOT, AR, VR, and big data are affecting the metaverse platform overall. Such changes in the external environment such as society and culture can affect the development of academics, and it is very important to systematically organize existing achievements in preparation for changes. The Korea Educational Research Information Service (RISS) collected data including the 'metaverse platform' in the keyword and used the text mining technique, one of the big data analysis. The collected data were analyzed for word cloud frequency, connection strength between keywords, and semantic network analysis to examine the trends of metaverse platform research. As a result of the study, keywords appeared in the order of 'use', 'digital', 'technology', and 'education' in word cloud analysis. As a result of analyzing the connection strength (N-gram) between keywords, 'Edue→Tech' showed the highest connection strength and a total of three clusters of word chain clusters were derived. Detailed research areas were classified into five areas, including 'digital technology'. Considering the analysis results comprehensively, It seems necessary to discover and discuss more active research topics from the long-term perspective of developing a metaverse platform.

A Study on Solving ESG Issues focusing on Pet Problems (메타버스에서의 반려동물을 중심으로 한 ESG 문제 해결 설계)

  • Eunjin Kim;Woori Kim;Seunghoon Choi;Nayoon Song;Hyunseo Jang;Jinsil Ahn;Mingu Lee;Juhvun Eune
    • Smart Media Journal
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    • v.13 no.5
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    • pp.52-61
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    • 2024
  • The onset of the COVID-19 pandemic has accelerated social transformations across various nations. These changes, particularly prominent in the corporate and industrial sectors, have necessitated a shift towards increased remote activities, fundamentally altering societal structures. Within this context, the concept of the Metaverse, a virtual world existing since the early 2000s but previously underrecognized, began to gain widespread recognition. In South Korea, major tech companies such as Naver, Kakao, and Coupang have long normalized remote working, with new employee orientations also taking place on Metaverse platforms. Beyond the IT sector, institutions requiring large gatherings, such as schools, have adopted the Metaverse for hosting major events like welcome ceremonies and informational sessions. This phenomenon suggests that the Metaverse is not merely a transient social trend but is gradually integrating into the daily lives of the general populace, serving as a significant social connector. This study explores the potential of Metaverse-enabled design thinking and methodologies to address the Environmental, Social, and Governance (ESG) challenges faced by Korean society. Specifically, the research focuses on developing solutions for social issues related to pets in Korea.

A Study on the intentions of early users of metaverse platforms using the Technology Acceptance Model (기술수용모델을 활용한 메타버스 플랫폼 초기 이용자들의 이용 의도에 관한 연구)

  • Park, Sunkyung;Kang, Yoon Ji
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.275-285
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    • 2021
  • The purpose of this study is to empirically identify the process of technology acceptance of the metaverse, a virtual world-based platform that has attracted attention due to the 4th industrial revolution and the COVID-19 pandemic. The technology acceptance model (TAM) was used to identify factors affecting the use of the metaverse platforms and to analyze the causal relationship among these factors. For research, a survey was conducted on ordinary adult men and women and was analyzed using a structural equation model. The study found that perceived pleasure, interactivity, self-efficacy, and social influence had a positive effect on perceived ease-of-use. Interactivity and social influence had a statistically significant effect on perceived usefulness. The relationship between perceived ease-of-use and perceived usefulness was not statistically significant, but both perceived ease-of-use and perceived usefulness had a significant effect on positively forming attitudes toward metaverse. Lastly, favorable attitudes toward the metaverse platform had a positive effect on the intention to continue using it. Through this study, it was possible to identify the factors affecting the intention to use the metaverse and to confirm the causal relationship between the factors. A deeper understanding of users may be obtained in future if the research subject can be expanded and investigated with various factors.