• Title/Summary/Keyword: 메타버스플랫폼

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Metaverse Campus Using Minecraft (마인크래프트를 활용한 메타버스 캠퍼스)

  • Hyun-Woo kim;jae-jun Bae;min-seop Kim;tae-sang Yun;jin-hoon Seok;san-ha Park;Joon-Ho Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.427-428
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    • 2023
  • 최근 COVID - 19로 인하여 다양한 수업방식이 활성화됨에 따라 비대면 수업방식이 주목받고 있다. 컨텐츠에 대한 소비패턴 변화와 가상융합기술이 발전함에 따라 해결책으로 메타버스가 대두되었으며 다양한 플랫폼을 지원하고 사용자가 가장 많은 마인크래프트 이용하였다. 마인크래프트는 사용자의 자유도가 높은 샌드박스 형식의 게임이다. 마인크래프트를 활용하여 메타버스 내에서 실시간 수업, 체육대회 등 실제와 유사한 활동을 바탕으로 구현함으로써 보다 친근한 메타버스를 제작하였다.

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Analysis on Connecting User Experience of Metaverse Related with Landscape Architecture - Focused on Meta-Everland - (메타버스 조경 공간의 이용자 경험 분석 - 메타 에버랜드를 중심으로 -)

  • Yoon, Heejin;Kim, Youngmin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.51 no.4
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    • pp.16-30
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    • 2023
  • As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.

Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
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    • v.28 no.3
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    • pp.3-22
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    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.

An Analysis of Domestic and International Research Trends on Metaverse (메타버스 관련 국내외 연구동향 분석)

  • Hyunjung Kim
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.3
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    • pp.351-379
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    • 2023
  • The goal of this study is to investigate the domestic and international research trends on metaverse related researches. To achieve this goal, a set of 913 journal articles were collected from KCI (Korea Citation Index), 232 articles from WoS (Web of Science), and 277 articles from WoS-CPCI (Conference Proceeding Citation Index). A descriptive analysis shows the number of researches has been increased radically, and the mostly researched subject areas are interdisciplinary, computer science, and education in KCI, business and economics in WoS, and computer science in WoS-CPCI. The co-occurrence network analysis using author keywords revealed that technology related terms such as virtual reality and augmented reality showed high centrality measures in all of the databases, and the cluster analysis resulted in education and metaverse platform related keywords cluster from KCI, bibliometric analysis related keywords cluster from WoS, and all the metaverse technology related keywords cluster from WoS-CPCI.

A Study on the Implementation of Metaverse Education :Focused on Arts Education (메타버스기반의 온라인 교육 플랫폼 활용 가능성 연구 - 예술교육 중심으로-)

  • Gao, Si-Yang;Yoon, YoungDoo
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.540-547
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    • 2022
  • Online education is a major trend in the future education change and the COVID-19 pandemic has further accelerated the process. Online education has become an important part of the modern education system because of its stability and continuity. However, the disadvantages of traditional online education can reduce users' experience, thus upgrading online education is the key to future education. Metaverse, as a new platform for online education, redefines the occurrence space of online education, changes the teaching mode and learning and evaluation methods of online education, and shows its development potential. This research analyzed the characteristics of Metaverse and its technological development status, and then proposed an intelligent online education environment construction scheme based focused on Metaverse of art education.

A Comparative Study on User Perception by Metaverse Worldview Using SPICE (SPICE를 활용한 메타버스 세계관 별 사용자 인식 비교 연구)

  • Kim, Ahyun;Kim, Yong Jin;Kim, Sang Soo
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.61-82
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    • 2022
  • Metaverse is a combination of Meta and Universe, which refers to a world in which users or avatars engage in social, economic, and cultural activities. This study attempted to compare the four worldviews proposed by the Acceleration Studies Foundation (ASF) based on the five evaluation factors of SPICE, which are factors for promoting customer experience. 227 samples were used in the analysis, and as a result, seamlessness was the highest in augmented reality, interoperability in lifelogging, presence in the mirror world, and concurrence in virtual reality. This study is meaningful in that it presents a model design plan according to the classification of the metaverse platform and the worldview, and presents detailed strategic directions to existing metaverse platform operators or new entrants.

Dialogue State Tracking using Circumstance Information to Improve the Accuracy of Task-Oriented Dialogue System in Metaverse (메타버스에서 목적 지향 대화 시스템의 정확도 향상을 위한 상황 정보 활용 대화 상태 추적 기술)

  • Kim, Seungyeon;Bang, Junseong
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.685-693
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    • 2022
  • The Metaverse is getting popular due to the demands for digital transformation and non-contact communication platforms. A conversation system which facilitates communication is not widely applied yet in Metaverse. In this work, we present a method that revises primitive dialogue state using circumstance information from Metaverse. The presented model that leverages both dialogue and circumstance information consists of a dialogue state tracking module and a circumstance state tracking module. In the model, a dialogue state is updated with an algorithm which compares a dialogue state and a circumstance state. As a conversation that reaffirms user intent is added, a wrong dialogue state can be revised and the accuracy of a conversation system can be improved.

A Study on Firms' Metaverse Use and Competitiveness (기업의 메타버스 활용과 경쟁력 요인에 대한 연구)

  • Park, Jeehye;Park, Sohyun;Lee, Changkeun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.441-447
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    • 2022
  • Despite many discussions on the metaverse, there has been little concrete evidence and predictions about how firms use the metaverse, what determines firm competitiveness, and who will lead the industry. This paper attempts to answer these questions by conducting and examining a custom-designed survey of employees serving in the metaverse business. The survey results indicate that firms do not have strategic models for metaverse business yet, but they will become more affordable and widely used in the next three to five years. It is expected that many firms would coexist in the contents area, while the influence of global companies and large domestic companies with market dominance will be significant in the platform and software area.

Application of 'Metaverse' teaching method, problems and usage plan ('메타버스' 교수법 적용, 문제점 및 활용방안)

  • Cho, Woo-Hong;Jang, Young-Eun;Byon, Kil-Hee;Choi, Dea-Hun;Kim, Mee-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.361-363
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    • 2022
  • 본 연구의 목적은 메타버스 교수법 적용을 통해 문제점을 파악하고 활용방안을 모색하고자 하였다. 본 연구의 교수법을 효율적으로 달성하기 위해 각각 전공이 다른 교수자가 참여하여 학습법을 공유하였다. 대부분 메타버스 활용으로 흥미로운 학습법이 이루어진 반면에 다양한 문제점도 나타났다. 활용방안으로 게임, 토론, 대화 등을 통해 사전에 충분히 숙달될 수 있도록 하고, 정규수업이 아닌 비정규 교과목에서 우선 적용, 아바타 꾸미기 활용으로 보다 즐겁게 수업 참여 유도, 가상현실속에서 예의범절 지키기 등 학습 환경 이해, 학생들의 가상공간을 통해 자신들의 언어로 수업을 이끌어 흥미 유발, 젭 스페이스에서 나만의 강의실 만들기, 친구와 대화 및 상호작용 시행, 이론 교과목 수업 메타버스 플랫폼을 활용, 모의토론 및 발표 자유롭게 유도, 자신만의 케릭터 꾸미기, 진로코칭 및 상담 적용, 수업 종료후 학생만의 추가 활동 유도 등 활용방안이 제시되었다.

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Motion-Based User Authentication for Enhanced Metaverse Security (메타버스 보안 강화를 위한 동작 기반 사용자 인증)

  • Seonggyu Park;Gwonsang Ryu
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.3
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    • pp.493-503
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    • 2024
  • This paper addresses the issue of continuous user authentication within the metaverse environment. Recently, the metaverse plays a vital role in personal interaction, entertainment, education, and business, bringing forth significant security concerns. Particularly, vulnerabilities related to user identity verification have emerged as a major issue. This research proposes a novel method to verify identities by analyzing users' character movements in the metaverse through a pose estimation model. This method uses only video data for authentication, allowing flexibility in limited environments, and investigates how character movements contribute to user identification through various experiments. Furthermore, it explores the potential for extending this approach to other digital platforms. This research is expected to significantly contribute to enhancing security and innovating user identity verification methods in the metaverse environment.