• Title/Summary/Keyword: 메타버스플랫폼

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How to Develop a Metaverse Platform for Educational Purpose: A Focus Group Study

  • Kim, Hee Chul;Kim, Myoeun;Park, Iljun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.253-265
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    • 2022
  • The purpose of this study is to make recommendations for developing a Metaverse platform for educational purpose by utilizing focus group interviews with elementary, middle, and high school teachers having experience on metaverse in teaching. 10 teachers participated in the study, and data was collected for two months from January to February in 2022, and two focus groups were formed and interviewed. Data was analyzed by applying content analysis. The results showed that there were 17 sub-themes derived from 6 main guiding questions(What are the advantages of using Metaverse platform in education? What are the advantages of utilizing Metaverse as one of educational software? What are the possible and appropriate classes utilizing Metaverse in future education? What are the possible problems when using Metaverse in education? What are the essential functions which Metaverse should have in education? and Could you provide us with policy recommendations in building Metaverse platform for educational purpose?). Finally, based on the results, recommendations for building Metaverse platform for educational purpose are suggested and limitations of the study and possible future study are discussed.

Study on the Application for Christian Education by Metaverse (메타버스의 기독교교육 적용방안)

  • OK, Jang Heum
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.37-74
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    • 2022
  • COVID-19, which occurred in Wuhan, China, made it difficult for Korean churches to face to face worship, therefore metaverse emerged as an alternative to solving these problems. metaverse is forming various platforms through technology expressed in 3I(Immersion, Interactive, virtual Image). The purpose of this study is to analyze the application plan of Christian education by applying metaverse technologies to Christian education. In order to achieve the purpose of this study, first, the definition, type, platform, and technology of the metaverse are presented to examine the key of the metaverse, second, in order to analyze the church from the theological educational aspect, the essence of the church, the mission of the church, and the metaverse church are examined, third in order to apply the metaverse to Christian education, it is classified into worship through the metaverse, education through the metaverse, service through the metaverse, the christian relationship through the metaverse, and missions through the metaverse. The application plan of the metaverse for Christian education is that first, worship can be held through metaverse. Second, education can be performed through the metaverse. Third, the metaverse can be used to fulfill the mission of service. Fourth, through the metaverse, christian can fellowship through the metaverse. Fifth, the missionary mission can be carried out through the metaverse. In conclusion, metaverse is still in the development stage, but various programs should be developed to achieve the purpose of Christian education by utilizing various platforms developed so far and utilizing the advantages of the platform. In particular, the Korean church will be able to utilize various programs such as Sunday worship, Sunday school, youth retreat, QT, Bible school, and pilgrimage through the metaverse to make good use of the characteristics of the metaverse. In addition, metaverse is an extended reality(XR) that integrates VR, AR, and MR, and its strength is an engagement in creative Christian educational activities out of the original Christian education. In the future, metaverse technology can be applied to Christian education in various ways as the fourth industrial technology is developing.

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.

A Study of Interactive Contents Development Process on Metaverse Platform (메타버스의 인터랙티브 콘텐츠 개발 프로세스 연구)

  • Park, Chan-Il;Jo, Youn-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.729-730
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    • 2022
  • 급격히 성장해가는 메타버스 시장 속에 메타버스 플랫폼의 증가세와 그에 반해 아직 활성화되지 못한 메타버스의 콘텐츠 크리에이터 생태계로 인하여 다수의 메타버스 플랫폼들의 내부 콘텐츠 확충과 유저 크리에이티브 생태계 활성화의 중요성이 대두되고 있다. 본 논문에서는 보다 체계적이고 효율적으로 메타버스 환경에 맞춘 인터랙티브 콘텐츠 개발 프로세스를 제안한다.

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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.

User Authentication Using Motion Capture in Metaverse (메타버스에서 모션인식을 활용한 사용자 인증방식)

  • Lee, Chang-Yeol;Lee, Jin-Hyun;Cha, Jeong-Hyun;Seo, Seung-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.236-238
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    • 2022
  • VR/AR(가상현실/증강현실) 디바이스 기술 진보가 가속화되고 관련 시장이 확대되면서 메타버스 플랫폼이 최근 많은 주목을 받고 있다. 하지만 새로운 플랫폼 개발에도 불구하고 사용자를 인증하는 방식은 기존의 PC와 모바일 플랫폼의 인증방식을 따라가고 있다. 본 논문에서 우리는 메타버스에서 기존 PC/모바일 인증 방식을 그대로 적용했을 때 발생할 수 있는 문제점을 제기하고, 모션캡처를 이용하여 사용자의 모션을 입력 받아 메타버스플랫폼에서 활용할 수 있는 사용자 인증방식을 제안한다.

The Connection Platform For Stakeholders of Metaverse Services (메타버스 서비스 이해관계자 연결 플랫폼)

  • Lee, Tae-Hoon;Kim, Chae-Il;Choi, Eun-Seong;Kim, In-Ae;Lee, Kyung-June
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.797-799
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    • 2022
  • 메타버스 시장은 향후 지속 성장할 것으로 예상되지만 현재 메타버스 관련 이해관계자 중계 플랫폼은 부족한 실정하다. 따라서 메타버스 서비스 이해관계자간 연결 플랫폼을 개발한다면 개인, 소상공인, 그리고 중소기업 등 서비스 요청자들의 접근성을 높일 수 있으며, 이를 통한 부가가치 창출이 가능할 것으로 기대된다. 이에 따라 '메타드림(Meta Dream) 플랫폼'을 기획하고 개발하였다.

Suggestions for Developing a Metaverse Platform for Educational Purpose: A Delphi Study

  • Hee Chul, Kim;Iljun, Park;Myoeun, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.235-246
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    • 2023
  • In this paper, we propose suggestions for developing a Metaverse platform for educational purpose utilizing a Delphi study method with experts on Metaverse and digital education. 17 experts participated in the 1st study and 16 took part in the 2nd study, and data was collected via emails from January 5th to 10th for the 1st study and from January 12th to 17th for the 2nd study in 2022. Collected data in the 1st study was analyzed by applying content analysis. The results for the 1st study indicated that there were 120 sub-factors were derived from 7 main questions(the necessity of a Metaverse platform for future education, how to use the Metaverse platform for education to improve the capacities needed for future human resources, problems that may arise during education using the Metaverse platform, the functions that the Metaverse platform for education should have, the infrastructure and environment required when using the Metaverse platform for education, how to use the Metaverse effectively as a learning space, subjects and educational contents that will be effective if conducted on the Metaverse platform for education). The results for the 2nd study were presented by being ranked with calculated means of sub-factors for each question. Finally, based on the results, suggestions for building a Metaverse platform for educational purpose are stated and limitations of the study and possible future study are discussed.

A Study on the Metaverse Framework Security Service (메타버스 서비스를 위한 보안 모델 연구 )

  • Do-Eun Cho
    • Journal of Platform Technology
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    • v.10 no.4
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    • pp.82-90
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    • 2022
  • emerging. And it shows numerous possibilities and tremendous potentials in the virtual world. This metaverse is not limited to one type, but it is evolving and developing into a service in the form of a virtual convergence economy by breaking down boundaries. As a result, various security issues in metaverse are emerging. Metaverse performs all activities in the virtual space, so various problems such as privacy infringement, virtual asset theft, or fraud can occur. In this paper, a service security model is proposed to provide safe services on metaverse. To this end, we analyze security threats in the metaverse framework and propose a security service model to prevent threats. By evaluating the security of the proposed model, it was shown that safe services are effectively possible on the metaverse.

The Influence of Service Characteristic Factors of Metaverse Platforms on Intention to Use the Metaverse (메타버스 플랫폼의 서비스 특성요인이 메타버스 사용의도에 미치는 영향)

  • Kim, Hyojin;An, Myounga
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.173-190
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    • 2023
  • In recent times, with the development of virtual convergence technologies, the market for the Metaverse, a digitally virtual space that combines virtuality and reality, is experiencing significant growth. These Metaverses are realizing new value in both reality and virtual spaces through the development of diverse services and content. However, existing research on the Metaverse mostly revolves around its conceptualization and categorization, with limited exploration of intentions to use the Metaverse. Consequently, this study examined the impact of Metaverse service characteristic factors on trust and intention to use within the Metaverse. The results of this study are as follows. First, among the service characteristic factors of the Metaverse, presence, interactivity, and playfulness were found to have a positive impact on Metaverse trust. On the other hand, informativeness was found not to have a significant influence on trust in the Metaverse. Second, Metaverse trust was found to have a positive impact on intention to use the Metaverse. Based on the research results above, this study aims to propose effective communication strategies for activating the Metaverse and developing services within the Metaverse platform.