• Title/Summary/Keyword: 메타버스플랫폼

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A Comparative Study on Metabus Platform (메타버스 플랫폼 비교 연구)

  • Park, Woong-ki;LEE, Seung-jun;Park, Cheol-woo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.484-486
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    • 2022
  • This study compares these two platforms with Gedertown and Zepeto, which have the largest number of users among metaverse that have grown rapidly due to various factors such as COVID-19 pandemic. It focuses on the differences between avatars, usage fees, class rooms, and communication methods. Accordingly, the difference between 2D and 3D of the metaverse platform and the difference in camera use can be seen.

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Unity Application Technology about Development of Metaverse Remote Counseling Business Platform (Unity를 활용한 메타버스 비대면 상담 비즈니스 플랫폼 개발 기술)

  • Kang, In-Yeong;Lee, Hyeon-Ho;Hwang, Yu-Jeong;Lee, Gyeong-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.866-868
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    • 2022
  • 비대면 문화가 확대됨에 따라 다양한 산업의 서비스가 메타버스와 접목되어 사람들에게 제공되고 있다. 사회적 고립 등의 문제로 상담에 대한 필요성이 높아지고 있음에 주목하여 Unity를 사용해 비대면 상담이 가능한 메타버스 플랫폼을 개발하였다. 본 논문에서는 자연스러운 아바타의 움직임, 카메라의 이동, Firebase와의 데이터 전달과 Photon 동기화 기능들을 가지는 3D 월드맵의 구현에 필요한 기술들을 포함하였다. 기존에 대면으로 진행되는 상담 서비스를 대체하여 심리 상담에 대한 진입 장벽을 낮추고 접근성을 높이고자 하며, 해당 플랫폼은 여러 비즈니스들과 결합할 수 있음에도 그 의의가 있다고 본다.

A Study on the Application Direction of Financial Industry Metaverse Platform to secure MZ Generation Contact Points (MZ 세대 접점 확보를 위한 금융권 메타버스 플랫폼 활용 방향 연구)

  • Ki-Jung Ryu;Ki-Bum Park;Sungwon Cho;Dongho Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.127-137
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    • 2023
  • COVID-19 has not only affected all sectors of society, economy and politics, but also had a huge impact on industry. The non-face-to-face exchange method was essential to prevent infectious diseases, and the generation who experienced it recognizes the importance of a platform that can be quickly accessed anytime, anywhere, and attention is focused on the Metaverse that can accommodate it well. Each financial industry uses a differentiated metabus platform strategy, focuses on new customer service and revenue generation, and is also used as an internal and external communication channel. This paper analyzes the theoretical background of the financial sector metaverse and domestic and international cases, and studies and describes the direction of using the financial sector metaverse platform to secure MZ generation contact points.

Design and Implementation of a Learning experience data xAPI-based University Club Linking & Archiving Metaverse Platform (학습경험데이터 xAPI 기반의 대학 동아리 매칭 및 아카이빙 메타버스 플랫폼 설계 및 구현)

  • Lee, Chanhee;Nah, Jeong-Eun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.928-930
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    • 2022
  • 최근 취향 관심사를 기반으로 한 소모임 플랫폼 수요가 높아지듯, 대학 내외의 사회 전반에서 수준 높은 네트워킹에 대한 욕구가 강한 상황이다. 나아가, 교육 환경, 거주 지역, 개인의 성향 등의 변인들이 성장의 주요 발판이 될 인적 자원을 만드는 데에 지대한 영향을 끼친다는 점에서, 진입 장벽을 낮출 서비스에 대한 니즈가 존재한다. 한편, 기존의 플랫폼은 대학 동아리 및 소모임 활동을 분산적으로 취급하며 총괄하지 못한다. 따라서, 본 논문은 기존 플랫폼의 문제점을 개선한 메타버스 웹 플랫폼인 클러버스(Clubverse)를 소개한다. 이는 대학 내 동아리 간의 소통 및 외부 업체와의 연계를 제고하고 성장기회를 공평하게 분배해 변화에 대비할 수 있는 가능성을 지닌다.

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.

Understanding of Metaverse Platform Ecosystem: Focusing on the Theory of Double Lines and Five Elements (메타버스 플랫폼 생태계의 이해: 양선오요소(兩線五要素) 이론을 중심으로)

  • Lee, Seoyoun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.15-35
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    • 2022
  • With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.

A Plan to Revitalize Virtual Space using Metaverse Zeb and ZEPETO App in Radiology Education (방사선학 교육에서 메타버스 젭과 제페토 앱을 활용한 가상공간 활성화 방안)

  • Dong-Hee Hong
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.965-975
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    • 2023
  • Education in radiology involves a large portion of practical training, and it is difficult to conduct it through non-face-to-face online education. In this study, we utilized the Metaverse platform, which can replace hands-on education, to implement a practice room that is difficult to access through non-face-to-face classes into a virtual world, and then evaluated the satisfaction of learners after the practice class, the practicality of the Metaverse platform class, and the future orientation of the curriculum. I wanted to find out. Using the metaverse platforms ZEPETO (Build It) and ZEP (ZEP), the S University radiology department lab was implemented into a virtual world and used for students' classes. A total of 50 students were surveyed twice, divided into pre- and post-surveys, and all questions used a 5-point Likert scale. As a result of the study, satisfaction was low at 2.32 for education without using Metaverse virtual space, while education using virtual space was very high at 4.16. As a result of the analysis, the satisfaction level of the new education system and the practicality of the Metaverse platform classes are very high, and it is believed that it will be a more effective education platform when conducting additional education such as app explanations in the future.

A Study on the Current Status of Metaverse Utilization in University Libraries and Librarian Perceptions (대학도서관의 메타버스 활용 현황 및 사서 인식조사 연구)

  • Jae-Ryeong, Oh;Sung-Sook, Lee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.4
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    • pp.159-180
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    • 2022
  • Recently, services using metaverse in various fields are increasing, the technology is behind the metaverse is rapidly developing. Consequently, it is necessary to provide metaverse services in university libraries. Therefore, this study examined the status of using metaverse in domestic university libraries and the librarians response to it. To this end, the cases of foreign libraries and domestic university libraries were analyzed. Furthermore, an interview was conducted with nine librarians of the university library, who has running metaverse service, to collect data on the current status of the university library metaverse and perceptions of it to identify difficulties and requirements of running the service. Based on the results, it is proposing to get the differentiation of metaverse service, acquire professionals, activate education, expand the browsing feature, and select proper platforms as a way to vitalize the metaverse of domestic university libraries. It is expected that this study will help to running or planning the metaverse service of the university library.

The Empirical Study for the Effectiveness of Information Transmission in Metabuses (사용자 실험을 통한 메타버스에서의 정보전달 효용성 분석)

  • Kang, Hee-Young;Lee, Joong-Ho;Seo, Bo-Gyun;Kim, Eo-Jin;Kim, Hye-Won;Pyo, Hyun-Ji
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.297-300
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    • 2022
  • 본 연구는 메타버스의 정보전달 효과를 확인하기 위해 대면 대화 대비 메타버스의 정보전달 효용성을 비교 분석하였다. 대면 대화, 메타버스, 화상회의, 메신저앱 플랫폼을 독립변수로 하여 정보전달 효용성을 측정하였으며 설문조사로 구성된 1차 실험과 사후 행동 관찰을 실시한 2차 실험으로 나누어 실험하였다. 1차 실험에서는 유의미한 차이가 발견되지 않았으나 실험을 마치고 수 일이 지난 후 예고없이 실시한 2차 실험에서는 대면 대화와 화상회의가 높은 수치를 기록한 데에 반해 메타버스와 메신저앱은 유의미하게 낮은 수치를 기록하였다. 메타버스가 코로나시대에 사회적 공간제약을 극복하는 대체재로 쓰였으나 자유로운 대면 활동이 다시 가능해진다면 대면대화 대비 정보전달 효용성이 떨어질 수 있으므로 메타버스의 장단점을 충분히 이해하고 활용해야 할 것이다.

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Discussing Metaverse Ethics with a Movie on Metaverse, 'Ready Player One' (메타버스를 영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴본 메타버스 윤리)

  • Kim, Seong-Hee;Yi, Sang-Wook
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.665-675
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    • 2022
  • After the COVID-19 pandemic, there has been growing interests in metaverse technology and social use of virtual reality platforms in non-face-to-face environments, but social issues and ethical concerns raised by metaverse have not been sufficiently discussed. In this paper, we discuss the social functions of the metaverse by examining the movie 'Ready Player One', and investigate the ethical problems that may arise in various implementation of metaverse. We identify the potential ethical problems that could occur in the context of metaverse including identity fragmentation, metaverse violence and crime, and mismanagement of personal information. We also propose some promising approaches to tackle these ethical problems ranging over descriptive ethics, normative ethics, and analytical (meta) ethics.