• Title/Summary/Keyword: 메타버스플랫폼

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Factors Affecting Individual Effectiveness in Metaverse Workplaces and Moderating Effect of Metaverse Platforms: A Modified ESP Theory Perspective (메타버스 작업공간의 개인적 효과에 영향 및 메타버스 플랫폼의 조절효과에 대한 연구: 수정된 ESP 이론 관점으로)

  • Jooyeon Jeong;Ohbyung Kwon
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.207-228
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    • 2023
  • After COVID-19, organizations have widely adopted platforms such as zoom or developed their proprietary online real-time systems for remote work, with recent forays into incorporating the metaverse for meetings and publicity. While ongoing studies investigate the impact of avatar customization, expansive virtual environments, and past virtual experiences on participant satisfaction within virtual reality or metaverse settings, the utilization of the metaverse as a dedicated workspace is still an evolving area. There exists a notable gap in research concerning the factors influencing the performance of the metaverse as a workspace, particularly in non-immersive work-type metaverses. Unlike studies focusing on immersive virtual reality or metaverses emphasizing immersion and presence, the majority of contemporary work-oriented metaverses tend to be non-immersive. As such, understanding the factors that contribute to the success of these existing non-immersive metaverses becomes crucial. Hence, this paper aims to empirically analyze the factors impacting personal outcomes in the non-immersive metaverse workspace and derive implications from the results. To achieve this, the study adopts the Embodied Social Presence (ESP) model as a theoretical foundation, modifying and proposing a research model tailored to the non-immersive metaverse workspace. The findings validate that the impact of presence on task engagement and task involvement exhibits a moderating effect based on the metaverse platform used. Following interviews with participants engaged in non-immersive metaverse workplaces (specifically Gather Town and Ifland), a survey was conducted to gather comprehensive insights.

A study on deriving success factors and activating methods through metaverse marketing cases (메타버스(Metaverse) 마케팅 사례를 통한 성공요인 및 활성화 방안 연구)

  • Jo, Jae-Wook
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.791-797
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    • 2022
  • Through recent metaverse marketing case studies, success factors and activation methods were analyzed from the perspective of content, platform, network, and device of the metaverse ecosystem in each industry. The importance of contents and platform of metaverse could be found in entertainment, fashion, office space and real estate, education, advertisement and commerce industries. In order to vitalize the metaverse, firstly, it is necessary to strengthen active participation and retention by providing a stable revenue model for market participants. Secondly, the importance of attractive content to expand subscribers is a key trigger for metaverse activation. Thirdly, it is necessary to increase the convenience of using metaverse service by using a light and simple device for the user. Fourthly, a win-win cooperation strategy should be supported in the value chain of the industry through ecosystem scalability. In addition, business opportunities for market participants and additional revenue models should be continuously provided.

Implementation of Metaverse Based Realistic Education Platform

  • Sukyong, Jung;HyungSoo, Park;HwanSoo, Kang;Jinhyung, Cho;Larry S, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.77-87
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    • 2023
  • Currently, due to Covid-19, non-face-to-face activities are underway in various fields, and non-face-to-face education is also necessary in the education field. In this paper, we develop and utilize a metaverse-based realistic education platform that combines the latest realistic 3D technology and XR interactive technology to enhance students' understanding of the latest technology and strengthen their educational capabilities. To this end, we understand the main technologies of metaverse in terms of education, investigate contents and application cases of education using metaverse, and compare them with the proposed realistic educational platform. In the future, non-face-to-face education is expected to account for an important portion, and more effective learning is expected through the metaverse-based realistic educational platform developed in this paper when instructor lectures the MZ generation in a virtual world called metaverse.

Metaverse Platform Design Proposal for Strengthening Gender Sensitivity of MZ Generation (MZ세대의 올바른 성인지 감수성 제고를 위한 메타버스 기반의 성교육 플랫폼 디자인 제안)

  • Kim, Sea Woo;Na, Eun Kyung;Kim, Junyi;Kim, Ha Eun;Kim, Seongeun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.677-679
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    • 2022
  • 연이어 발생한 온라인 성범죄 사건과 코로나 바이러스 확산에 의한 온라인 수업 전환으로 인해 학교 내에서 이루어지는 성교육의 대안이 절실하게 요구된다. 본 논문에서는 메타버스를 활용하여 시공간의 제약이 없는 새로운 성교육 플랫폼을 제안한다.

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A Study on Meaning, Typology, and Characteristics of a Home in the Metaverse (메타버스에서 나타나는 주거의 의미, 유형 및 특성 연구)

  • Rhee, Jee Heon;Cha, Seung Hyun
    • Land and Housing Review
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    • v.13 no.4
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    • pp.91-103
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    • 2022
  • Home has significant meaning in the real world. In contrast, there's a lack of interest in homes in the Metaverse compared to other architectural spaces. This study aims to establish the concept of a home in the Metaverse based on meaning, typology, and characteristics of real-world homes. For this purpose, previous research and existing models of real- world homes were analyzed and case studies and a survey were conducted of homes in the Metaverse. As a result of the research, a model of home in the Metaverse is proposed based on physical, social, and personal models. Modifying one's dwelling, a refuge from the outside world, and self-expression/personalized space was also identified as the most significant characteristic of a home in the Metaverse. The results of this study will be helpful in future Metaverse virtual world research and development of Metaverse service platforms.

Metaverse Artifact Analysis through the Roblox Platform Forensics (메타버스 플랫폼 Roblox 포렌식을 통한 아티팩트 분석)

  • Yiseul Choi;Jeongeun Cho;Eunbeen Lee;Hakkyong Kim;Seongmin Kim
    • Convergence Security Journal
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    • v.23 no.3
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    • pp.37-47
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    • 2023
  • The growth of the metaverse has been accelerated by the increased demand for non-face-to-face interactions due to COVID-19 and advancements in technologies such as blockchain and NFTs. However, with the emergence of various metaverse platforms and the corresponding rise in users, criminal cases such as ransomware attacks, copyright infringements, and sexual offenses have occurred within the metaverse. Consequently, the need for artifacts that can be utilized as digital evidence within metaverse systems has increased. However, there is a lack of information about artifacts that can be used as digital evidence. Furthermore, metaverse security evaluation and forensic analysis are also insufficient, and the absence of attack scenarios and related guidelines makes forensics challenging. To address these issues, this paper presents artifacts that can be used for user behavior analysis and timeline analysis through dynamic analysis of Roblox, a representative metaverse gaming solution. Based on analyzing interrelationship between identified artifacts through memory forensics and log file analysis, this paper suggests the potential usability of artifacts in metaverse crime scenarios. Moreover, it proposes improvements by analyzing the current legal and regulatory aspects to address institutional deficiencies.

Analysis of User Experience for the Class Using Metaverse - Focus on 'Spatial' - (메타버스의 수업활용에 관한 사용자 경험 분석 - 스페이셜(Spatial)을 중심으로 -)

  • Lee, Yejin;Jung, Kwang-Tae
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.367-376
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    • 2022
  • In this study, the user experience was analyzed from the learner's point of view, focusing on the metaverse platform 'Spatial'. SUS(System Usability Scale) was used to evaluate the usability of the metaverse platform 'Spatial' in a college class, and the Magnitude estimation technique was used to evaluate the immersion and satisfaction with the class. In addition, a questionnaire survey was used to collect user experience opinions on the use of 'Spatial' as a teaching tool. Looking at the usability evaluation results of the 'Spatial' system, the students evaluated the usability, immersion, and satisfaction quite positively. Looking at the user experience of metaverse platform 'Spatial', it was found that students highly valued Metaverse as an educational tool that can provide a place for many people to gather and communicate even in a non-face-to-face space. Compared to other online platforms, metaverse has advantages in ease of use, interaction, immersion, and interest. In particular, in addition to keyboard, touch, and display, interaction using the five senses such as voice, motion, and gaze was recognized as a great advantage. On the other hand, it was found that high openness, freedom, and interest factors can both promote learning and inhibit learning. Nevertheless, it is judged that the metaverse platform 'Spatial' can be effectively applied in college classes because it enables various interactions between instructor and learner or between learner and learner.

Metaverse Platform to Improve Immersion of Online Video Conferencing System (온라인 화상 회의 시스템의 몰입 개선을 위한 메타버스 플랫폼)

  • Yoon, Dong-eon;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.35-37
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    • 2022
  • Online video conferencing systems such as Zoom and Discord are mainly used for non-face-to-face work due to their good accessibility and lack restriction of space. However, most online video conferencing systems are difficult to interact in both directions, and problems such as difficulty in communication and lack of immersion are emerging in participants who use them. On the other hand, Metaverse, which has attracted attention with the development of spatial computing, enables smooth interaction like the real world in the three-dimensional virtual world by utilizing hearing, visual, and touch information. In this paper, we propose a method of utilizing the metaverse platform to improve the problem of lack of immersion in the existing online video conferencing system. Through the proposal method, platform users can share and check each other's work screens in a virtual space and exchange various data. In order to improve participants' of immersion, the environment and improvement plan of the metaverse platform were constructed and compared with the existing online video conferencing platform.

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Study On Online Platform For Personal Exhibition In Metaverse Emvironment (메타버스환경에서 온라인 개인 전시 방법 연구)

  • Park, Yu Mi;Shin, Choon Sung
    • Smart Media Journal
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    • v.11 no.6
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    • pp.37-50
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    • 2022
  • This proposes a direction to build and provide an exhibition space based on the metaverse platform so that artists can independently open their own exhibitions in an online environment. Although many artists are produced every year, offline exhibitions are becoming difficult due to not many art galleries, and offline exhibitions are becoming impossible due to Corona, which began at the end of 2019, and online exhibitions are emerging as an alternative. We analyze cases of existing online exhibition methods and visit online exhibition methods such as web, video, and virtual reality and metaverse environment then present a plan for individual exhibitions in consideration of the recent metaverse environment. The proposed metaverse-based personal exhibition method is structured so that artists can construct a space on the metaverse and place their works, and then viewers can freely take a look on it from a remote location. Based on the proposed exhibition direction, the representative metaverse platform was applied to confirm the characteristics and possibilities of exhibition space and composition of works and users' exhibition experience. In the face of the rise of online exhibitions, space can be constructed in the direction the artist pursues in online exhibitions as well as offline exhibitions, but also online exhibitions, and hopes that online exhibitions will become another genre of exhibitions rather than incidental after the end of Covid-19.

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.